General News and accouncements regarding the Indigo render engine
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OnoSendai
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by OnoSendai » Fri Jul 20, 2012 5:30 am
This is a Beta release.
If you spot any bugs or problems, please make a post about them in this thread.
Thanks!
Indigo for Windows 32-bit:
IndigoRenderer_3.4.4_Setup.exe
Indigo for Windows 64-bit:
IndigoRenderer_x64_3.4.4_Setup.exe
Indigo for Linux 32-bit:
IndigoRenderer_v3.4.4.tar.gz
Indigo for Linux 64-bit:
IndigoRenderer_x64_v3.4.4.tar.gz
Indigo for Mac OSX (10.5 - 10.7):
IndigoRenderer3.4.4.dmg
Indigo RT for Windows 32-bit:
IndigoRT_3.4.4_Setup.exe
Indigo RT for Windows 64-bit:
IndigoRT_x64_3.4.4_Setup.exe
Indigo RT for Linux 32-bit:
IndigoRT_v3.4.4.tar.gz
Indigo RT for Linux 64-bit:
IndigoRT_x64_v3.4.4.tar.gz
Indigo RT for Mac OSX (10.5 - 10.7):
IndigoRT3.4.4.dmg
Changelog:
3.4.4
* Added orthographic camera support.
* Enabled adaptive subdivision and displacement for quads.
* Hiding progress bar when it's not doing anything. (e.g. when stopped)
* Added cancel scene build button.
* Made loading scene from disk and parsing run in another thread, so it doesn't block the GUI.
3.4.3
* Added new section plane feature.
* Added new section_plane scene node type.
* Added "full draws" for the OpenGL preview, to redraw more of the scene after movement has stopped if it was skipping objects due to low FPS.
* Added shift-key modifier for realtime camera control, to apply roughly 1/3rd sensitivity scaling.
* Accidentally scrolling the mouse wheel while panning (middle mouse button) no longer changes image zoom.
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fused
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by fused » Fri Jul 20, 2012 6:13 am
This also has support for shared shader parameters, but someone forgot to add it to the changelog.
*ducks*
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FakeShamus
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by FakeShamus » Fri Jul 20, 2012 6:23 am
Good Stuff! Orthographic camera is very exciting!
Couple peeves as a Mac user:
Command-Q still reloads the scene, instead of quitting the application.
And we are still missing the "File > Save Material" menu for saving materials from an open scene (apparently this shows up in the property editor pane for Windows users - but we don't get it in OSX).
thanks!
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cotty
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by cotty » Fri Jul 20, 2012 7:28 am
I'm unable to start the new installed Indigo (Win7-64):
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Zom-B
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by Zom-B » Fri Jul 20, 2012 7:42 am
cotty wrote:I'm unable to start the new installed Indigo (Win7-64):
+1
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fused
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by fused » Fri Jul 20, 2012 7:44 am
Hi,
we've seen this issue before and we know how to fix it. Will upload a new windows build as soon as possible
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fused
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by fused » Fri Jul 20, 2012 10:24 am
Updated Windows builds. Should work now
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CTZn
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by CTZn » Fri Jul 20, 2012 11:53 am
Works for me.
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CTZn
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by CTZn » Sat Jul 21, 2012 12:17 am
There's that big error window popping on ISL errors instead of the nifty bubble messages, editing ISL is impractical. There wasn't such issue with 3.4.4 closed.
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fused
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by fused » Sat Jul 21, 2012 12:33 am
CTZn wrote:There's that big error window popping on ISL errors instead of the nifty bubble messages, editing ISL is impractical. There wasn't such issue with 3.4.4 closed.
Seems to work here.
It will only use the bubble message while doing realtime changes to the material. When you load a broken material and start rendering it will show a normal error dialog.
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CTZn
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by CTZn » Sat Jul 21, 2012 1:17 am
As it turns out the issue is specific to displacement shaders. It might as well have been there for longer.
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delle
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by delle » Tue Jul 24, 2012 7:30 pm
Hi Ono, I'm very interested into the new section "section plane" but I cannot find any reference into the "Technical Reference".
Can tou please post some sample ISL code here?
Thank you
A. Delle.
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cotty
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by cotty » Tue Jul 24, 2012 9:10 pm
With
SkIndigo the workflow is simple:
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pixie
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by pixie » Tue Jul 24, 2012 11:20 pm
cotty wrote:With
SkIndigo the workflow is simple:
There's one image whuch the walls appear empty and another which appear full. Can one choose the method?
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Zom-B
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by Zom-B » Tue Jul 24, 2012 11:29 pm
pixie wrote:There's one image whuch the walls appear empty and another which appear full. Can one choose the method?
Check the red subline in the image;)
Regarding that section Plane... why are the meshes simply "cut away"??!
Shouldn't them be invisible to the camera but still be there and interact with rays???
The rooms should be still in the shadow, don't they..?
That result could be achieved by some simple Boole Modifier in C4D...
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