Indigo Renderer 4.0.40 Beta Release

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo Renderer 4.0.40 Beta Release

Post by OnoSendai » Wed Jul 20, 2016 6:12 am

This is a Beta release, with a major new feature adapted from our other product, Chaotica: HDR colour adjustment curves.

You can find the new controls in the Imaging tab - please try it out and post your results, plus any suggestions you might have!


Download links:

Indigo for Windows 64-bit:
IndigoRenderer_x64_4.0.40_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_x64_v4.0.40.tar.gz

Indigo for Mac OS X (10.7 - ):
IndigoRenderer4.0.40.dmg



Indigo RT for Windows 64-bit:
IndigoRT_x64_4.0.40_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_x64_v4.0.40.tar.gz

Indigo RT for Mac OS X (10.7 - ):
IndigoRT4.0.40.dmg

Changelog:
4.0.40
* Added colour curves to the UI.
* Changed Phong and Glossy transparent materials to have roughness instead of exponent parameters.
* Added some backwards compatibility exponent->roughness conversion and support code.
* GPU PT: Added support for constant emission (multiplier) spectrum mat params.
* GPU PT: Added maximum bump map normal angle, in line with CPU behaviour.
* GPU PT: Added support for absorption_layer_transmittance for specular.
* GPU PT: Made normal map texture evaluation skip quadratic func and gamma, like on CPU.
* GPU PT: Added support for non-transparent specular
* GPU PT: bump mapping and normal mapping should work now for specular mats.
* GPU PT: Fixed missing clamp on Fresnel scale for Phong
* GPU PT: Handling bump and normal maps on blend root materials.
* GPU PT: Handling scattering from blends with delta materials properly.
* GPU PT: Added meanCurvature() ISL support, just returns zero for now though.
* GPU PT: Fixed handling of minCosTheta() and maxCosTheta() in ISL functions.
* GPU PT: Added support for single-wavelength eval ISL shaders.
* GPU PT: Converting float textures to 8 bit for now.
* GPU PT: Faster kernel builds with nk-data phong.
* GPU PT: Phong should converge faster.
* GPU PT: Fixed problem with backface of geometry being black.
* Fixed issue with diffuse material and minCosTheta() etc..
* Fixed constant emission (mult) parameter on background material erroneously giving a 'Only constant or texture emission parameter supported for background material currently.' error.
* Made halt time and halt spp spin boxes not apply settings while being typed in.
* Saving some memory when saving to tone-mapped EXR format is not used.
* Fixed a possible crash on memory allocation failure.
* Performance optimisation for blends of null and non-transmitting materials.
* Added back meanCurvature() ISL support in displace params, at least for the blend material case.
* Fixed shadow pass.

EDIT: Here is an example of the curves at work, showing the curve UI, as well as the effect on the render:
Attachments
curves_example.png

fourzeronine
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Re: Indigo Renderer 4.0.40 Beta Release

Post by fourzeronine » Wed Jul 20, 2016 11:43 am

Excellent! :D

Can't wait to start testing tonight.

FakeShamus
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Re: Indigo Renderer 4.0.40 Beta Release

Post by FakeShamus » Wed Jul 20, 2016 1:50 pm

curves is a great addition - any plans to implement an eye-dropper system for selecting white/black/gray points?

also, thanks for the re-add of meanCurvature() to the blend channel!

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Re: Indigo Renderer 4.0.40 Beta Release

Post by Originalplan® » Thu Jul 21, 2016 2:42 am

Good to see some new UI stuff happening! :)
However reseting Overall curves after edit didn't seem to work well yet.

Can we add a measured color chart for color correction? For the Image overlay Options panel inside Prefs?
Would be useful i think, if the chart could take note of the lightning setup used inside the scene.
Like materials do now ( if you edit a custom scene ).
Last edited by Originalplan® on Thu Jul 21, 2016 2:44 am, edited 1 time in total.

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Re: Indigo Renderer 4.0.40 Beta Release

Post by OnoSendai » Thu Jul 21, 2016 2:44 am

Originalplan® wrote:However reseting them after edit didn't seem to work well yet.
What do you mean?
What did you expect to happen, and what did (or did not) happen?

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Re: Indigo Renderer 4.0.40 Beta Release

Post by Originalplan® » Thu Jul 21, 2016 2:47 am

OnoSendai wrote:
Originalplan® wrote:However reseting them after edit didn't seem to work well yet.
What do you mean?
What did you expect to happen, and what did (or did not) happen?
Reseting Overall curves.
Edited RED channel going back to Overall hitting Reset did not reset them.
Kinda expected it to do so. Since Overall contains all R,G,B channels.
Is that on purpose? Or Overall stands for Gamma like stuff and not RGB?

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Re: Indigo Renderer 4.0.40 Beta Release

Post by FakeShamus » Thu Jul 21, 2016 2:54 am

I think "Overall" should be labeled "RGB", as in photoshop's curves.
for most people that's going to be the familiar standard.

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Re: Indigo Renderer 4.0.40 Beta Release

Post by lycium » Thu Jul 21, 2016 3:02 am

The reset button is for the currently selected channel (only). I don't think "RGB" is a good name for the currently-known-as-overall curve, since it applies to them all in a pre-stage; "RGB" seems to imply that it's affecting the R, G and B curves, which it doesn't, it's separate.

Open to suggestions of course, just my 2c :)

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Re: Indigo Renderer 4.0.40 Beta Release

Post by Originalplan® » Thu Jul 21, 2016 3:06 am

lycium wrote:The reset button is for the currently selected channel (only).
I can see the logic in that. It's good this way.
So the overall control is more like brightness & contrast-ish.

Let's be weird and just call it the "THING" :D:D

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Re: Indigo Renderer 4.0.40 Beta Release

Post by lycium » Thu Jul 21, 2016 3:10 am

... and so was born, the "Stuff" curve :)

Jokes aside, yes it affects all channels equally, before the individual RGB channels are applied, and so functions as an overall contrast / gamma adjustment. Very useful for restoring contrast to Reinhard tonemapping, for example!

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Re: Indigo Renderer 4.0.40 Beta Release

Post by Originalplan® » Thu Jul 21, 2016 3:16 am

lycium wrote:... and so was born, the "Stuff" curve :)

Jokes aside, yes it affects all channels equally, before the individual RGB channels are applied, and so functions as an overall contrast / gamma adjustment. Very useful for restoring contrast to Reinhard tonemapping, for example!
Stuff curve = WIN :)

Yep makes sense, got it now. Cool feature! Hope color chart makes it in too sometime.

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Re: Indigo Renderer 4.0.40 Beta Release

Post by Zalevskiy » Thu Jul 21, 2016 3:25 am

http://www.indigorenderer.com/materials/materials/342
http://www.indigorenderer.com/materials/materials/6
GPU on = Black Color

It has only the option to integrate an intelligent sharpening, and Photoshop no longer needed)
Photoshop + Indigo = Indigoshop CC 4.0.40 XD

Really liked the feature curves, thank you very much team indigo!

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Re: Indigo Renderer 4.0.40 Beta Release

Post by FakeShamus » Thu Jul 21, 2016 3:33 am

admittedly I don't know how this implementation of curves is programmed, but isn't the overall curve just adjusting all 3 channels simultaneously? not to say that it affects the individual channels - those you can still manipulate independently, of course, but that's also how Photoshop curves work.

the name really doesn't matter that much, though. it was just a thought for people coming from the adobe interface and having it carry over.

a couple more questions, though - how to delete a control point from a curve? is reset the only option? also (and this may be way off base with my limited understanding but...) the curves seem to apply to the image post-tonemapping - is it possible to have it work pre-tonemapping? I feel like this would be the biggest benefit for my workflow, at least.

[edit]: ah, ok, so the equal affect to all 3 channels is correct. just saw that.

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Re: Indigo Renderer 4.0.40 Beta Release

Post by Zom-B » Thu Jul 21, 2016 5:42 am

Thanks for reporting mate!

On my AMD card these materials don't render black, but miss some of the golden tinting.
I created a ticket in the bugtracker so the devs can take care :)

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Re: Indigo Renderer 4.0.40 Beta Release

Post by STUDIO AARON » Thu Jul 21, 2016 10:02 pm

Nice,

4.0.40 tested & running under Ubuntu 16.04

Have a different bug:
Render Log (master) stops at 'Starting Render Master Server on port 7777.'
No slave connections are made.
Slaves time out.

Tested a couple files.

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