Indigo Renderer 4.2.18 Beta Release

General News and accouncements regarding the Indigo render engine
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OnoSendai
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Indigo Renderer 4.2.18 Beta Release

Post by OnoSendai » Tue Jul 24, 2018 12:56 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 64-bit:
IndigoRenderer_x64_4.2.18_Setup.exe

Indigo for Linux 64-bit:
IndigoRenderer_x64_v4.2.18.tar.gz

Indigo for Mac OS X (10.9 - ):
IndigoRenderer4.2.18.dmg


Indigo RT for Windows 64-bit:
IndigoRT_x64_4.2.18_Setup.exe

Indigo RT for Linux 64-bit:
IndigoRT_x64_v4.2.18.tar.gz

Indigo RT for Mac OS X (10.9 - ):
IndigoRT4.2.18.dmg

Changelog:
4.2.16 - 4.2.18
* Added support for DWAB OpenEXR compression method. (highly compressing)
* For trackball-style camera controller, prevent zooming in too far to an object. This helps prevent the camera passing through objects.
* Fixed problem with object merging resulting in objectId() being the same for multiple objects.
* Added objectId() GPU support.
* Made posOS() work in bump shaders on the GPU.
* Fixed posOS() on CPU, was slightly wrong in bump shaders.
* Fixed problem where posOS() was incorrect due to object merging.
* Improved robustness and speed of motion blur.
* Fixed bump values being different based on object merging.
* Added normalOS() ISL function.
* Using bump-mapped shading normal in shaders where possible, otherwise using pre-bump shading normal.
* Added participating_media_lighting render channel, (equivalent to the current SSS channel), made SSS channel
be for participating media-scattered paths after transmission or refraction.

4.2.15
* Added beauty render channels - direct, indirect, specular, refraction, transmission, emission, sss.
* Added other render channels - normals, normals_pre_bump, position, depth, material_id, object_id, foreground.
* Added material mask and object mask render channels.
* Removed material id and depth pass from render mode options, as they are superseded by render channels now.
* Added a 'render channels' page to the render settings widget. Added checkboxes for the various render channels.
* Fixed issue that would cause unused memory allocations after a full scene realtime rebuild.
* Some improvements and speedups for ISL shaders.
* Fixed env map + sun/sky env emitter on GPU.
* Made the OpenGL preview engine use PBR.
* Some misc. CPU optimisations.
* Improved build time on some scenes.
* Improved precision on the GPU in some cases.

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thesquirell
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Re: Indigo Renderer 4.2.18 Beta Release

Post by thesquirell » Tue Jul 24, 2018 1:47 am

Now, that's a list I wanna see! :D
Great job, will be testing it hefty! <3

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zeitmeister
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Re: Indigo Renderer 4.2.18 Beta Release

Post by zeitmeister » Tue Jul 24, 2018 2:03 am

Yeah!!!!!

FakeShamus
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Re: Indigo Renderer 4.2.18 Beta Release

Post by FakeShamus » Tue Jul 24, 2018 4:43 am

this looks awesome.
can you explain how to apply the render channels? they don't seem to do anything here...

[edit]
nvermind, I found the little dropdown menu above the render viewport. great!

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pavoda
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Re: Indigo Renderer 4.2.18 Beta Release

Post by pavoda » Tue Jul 24, 2018 7:43 am

Great!! :)

Eneen
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Re: Indigo Renderer 4.2.18 Beta Release

Post by Eneen » Tue Jul 24, 2018 7:45 pm

Wow! So great!
Is it possible to render AOV without beauty pass? AOVs slow main render a bit (something like 2-3% on material preview, not sure how on more complicated scenes)? Or maybe set some kind of multiplier for AOV sampling, so when doing 24h rendering they just slowly refresh?

StompinTom
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Re: Indigo Renderer 4.2.18 Beta Release

Post by StompinTom » Tue Jul 24, 2018 9:19 pm

This is great!!

For exporting EXRs, could the option of embedding all passes into one multi-layered EXR be added? Really handy for compositing workflows.

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Re: Indigo Renderer 4.2.18 Beta Release

Post by StompinTom » Tue Jul 24, 2018 9:29 pm

Also, the position pass should be able to write negative values to EXR. Anything behind (0,0,0) is clamped, leading to some funny results :P

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OnoSendai
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Re: Indigo Renderer 4.2.18 Beta Release

Post by OnoSendai » Tue Jul 24, 2018 9:39 pm

StompinTom wrote:
Tue Jul 24, 2018 9:19 pm
This is great!!

For exporting EXRs, could the option of embedding all passes into one multi-layered EXR be added? Really handy for compositing workflows.
Yup this should be doable.

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pixie
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Re: Indigo Renderer 4.2.18 Beta Release

Post by pixie » Tue Jul 24, 2018 11:13 pm

Just what I was thinking, a new release of Indigo to play with! xD Now awaiting for Indigo for Cinema new release! xD

StompinTom
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Re: Indigo Renderer 4.2.18 Beta Release

Post by StompinTom » Tue Jul 24, 2018 11:40 pm

It seems that there shouldn't be anti-aliasing for the position channel.

See the attached image: we get false positions from the anti-aliased edges.

EDIT: This is a pointcloud generated from the beauty channel and position channel.
Attachments
color_position.png

Eneen
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Re: Indigo Renderer 4.2.18 Beta Release

Post by Eneen » Wed Jul 25, 2018 4:33 am

OnoSendai wrote:
Tue Jul 24, 2018 9:39 pm
StompinTom wrote:
Tue Jul 24, 2018 9:19 pm
This is great!!

For exporting EXRs, could the option of embedding all passes into one multi-layered EXR be added? Really handy for compositing workflows.
Yup this should be doable.
Maybe with option to disable for stupid photoshop exr filter compatibility (no multilayer exr support)

Eneen
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Re: Indigo Renderer 4.2.18 Beta Release

Post by Eneen » Wed Jul 25, 2018 5:36 am

Depth channel is reversed (great and same as default vray https://docs.chaosgroup.com/display/VRA ... VRayZDepth) but has black background, maybe having white is better to indicate infinity for things like compositing fog on sky or fake volumetrics including sky. There's foreground channel available so it's easy to separate sky and objects with it and should give same result as now. This is solution that vray uses, but maybe there's reason and current solution works better...

Beauty pass is separately saved as additional file with _default suffix, it's same as main file.

Seems like I've spotted bug: with aperture diffraction enabled some weird things are happening on depth channel, like multiplied with alpha or something...

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noelyone
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Re: Indigo Renderer 4.2.18 Beta Release

Post by noelyone » Tue Jul 31, 2018 10:34 pm

There is still an issue with rendering large scenes with GPU (open CL) ticked. When these scenes are rendered the screen remains black and nothing happens. The solution is rendering large scenes with indigo version 4.0.64 which seems to work fine for these scenes but the scenes render slower than the latest version so I have to keep redownloading different versions of indigo depending on the size of the scene. I'm not sure what has happened along the way with the updated versions but my computer spec is pretty high: CPU 4GHz, 32GB memory, GeForce GTX 1080.

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OnoSendai
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Re: Indigo Renderer 4.2.18 Beta Release

Post by OnoSendai » Tue Jul 31, 2018 10:52 pm

noelyone wrote:
Tue Jul 31, 2018 10:34 pm
There is still an issue with rendering large scenes with GPU (open CL) ticked. When these scenes are rendered the screen remains black and nothing happens. The solution is rendering large scenes with indigo version 4.0.64 which seems to work fine for these scenes but the scenes render slower than the latest version so I have to keep redownloading different versions of indigo depending on the size of the scene. I'm not sure what has happened along the way with the updated versions but my computer spec is pretty high: CPU 4GHz, 32GB memory, GeForce GTX 1080.
You could try setting allow_high_quality_bvh to false in your inifile.xml, e.g.
add

Code: Select all

<allow_high_quality_bvh>false</allow_high_quality_bvh>

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