If you spot any bugs or problems, please make a post about them in this thread.
Indigo for Windows 32-bit:
Indigo for Windows 64-bit:
Indigo for Linux 64-bit:
Indigo for Mac OSX (10.6 - 10.8 ):
Indigo RT for Windows 32-bit:
Indigo RT for Windows 64-bit:
Indigo RT for Linux 64-bit:
Indigo RT for Mac OSX (10.6 - 10.8 ):
* Optimisations for single and bidirectional path tracing, especially for scenes with complex materials.
* Fix for 'black edge' shading normal problem.
* Using pre-bump shading normal for evaluating blend factor shaders instead of dummy vector,
fixes the problem of blending between materials each with a bump map, with a blend shader using the shading normal,
e.g. this material by FakeShamus: http://www.indigorenderer.com/forum/vie ... 79#p127079
* Made various changes to material preview scene (thanks Zom-b, Etienne):
* Changed camera f-stop to reduce DoF blur.
* Changed the floor tile texture to a file with max RGB values of 205.
* Changed the whitepoint to remove bluish tint.
* Changed the tone mapping to agfapan-apx-400CD - colour neutral tone mapping with slightly stronger contrast than linear.
* Optimised Phong sampling for low substrate albedos.
* Refactored and optimised DoubleSidedThin and Coating materials. Should be faster now.
* Fixed crash on ISL edit.
* Added support for top-to-bottom BMPs.
* Fix for participating media being slightly wrong in some cases.
* Fixed bug with texture smooth option that was causing the smoothing to take much longer than necessary.
* Using 'PIZ' compression for EXR writing, is supposedly better for grainy images.
* Fixed bug with shift-lens lens positions not being computed correctly.
* Updated bundled SkIndigo to v184.108.40.206.
We're seeing 10-15% performance improvement in terms of samples/second in interiors with bidir.
Some other types of scenes are showing some slowdowns, we'll be looking into those. Please feel free to post any performance measurements you make!
The 'black edge' problem
This is a problem caused by the interaction of shading normals with some materials like Phong. This usually manifests in one of two circumstances. The first is low-polygon models with shading normals (normal smoothing) used. This is often a problem with lower polygon models like a lot of the ones in the SketchUp 3d warehouse. The result in this circumstance is a black line around the edge of the model.
The second circumstance is when applying bump maps to Phong, and results in some darkening of the surface at grazing angles.
Both these behaviours are now greatly improved. (See images below)