Indigo Renderer Changelog

What's new in Indigo Renderer 4.2.18 Beta

Jul 23, 2018
  • 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.

New in Indigo Renderer 4.0.65 (Jul 23, 2018)

  • GPU PT: Fixed issue with sun/sky light layers not being correct in some cases.
  • If GPU rendering is enabled, and no devices are selected, show a message, then disable GPU rendering.

New in Indigo Renderer 4.0.40 Beta (Jul 21, 2016)

  • 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 mappiang 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.

New in Indigo Renderer 3.8.33 (Jul 6, 2016)

  • Added material name to texture missing message for asset missing dialog.
  • Allow network rendering to work, even when some assets are missing. (and so can't be downloaded)
  • Added handling of missing texture assets during PIGS saving.

New in Indigo Renderer 4.0.39 Beta (Jul 6, 2016)

  • GPU PT: Added initial normal-mapping implementation.
  • Removed gpu accell checkbox being a persistent setting.
  • Saving of loaded images should work again now.
  • Fixed possible issue with Phong normal when uses as a substrate.
  • Fixed exponent clamping for Phong and glossy transparent. Fixes black painting in Zom-b's bedroom benchmark scene.
  • Fixed bump mapping not working with normal mapping
  • Misc optimizations.
  • Fixed noise issue with blends of diffuse and diffuse transmitter, especially with bidir.
  • Updated bundled IndigoMax installer version to 0.5.0.

New in Indigo Renderer 3.8.26 (Jan 22, 2015)

  • Fixed occasional crash in some cases.
  • Updated Blender and Sketchup exporters.

New in Indigo Renderer 3.8.25 (Jan 13, 2015)

  • Fixed bump mapping not working if 'smooth' was enabled for textures.
  • Fixed occasional "Read failed" error when reading mesh files on OSX.

New in Indigo Renderer 3.8.23 (Dec 30, 2014)

  • Updated bundled IndigoMax installer version to 0.3.13 (Adds support for Max 2015)

New in Indigo Renderer 3.8.22 Beta (Dec 10, 2014)

  • Fixed network floating licenses not being issued correctly.

New in Indigo Renderer 3.8.21 Beta (Dec 4, 2014)

  • For emitting blend materials, use the light layer from the actually emitting child material.

New in Indigo Renderer 3.8.2 Beta (Apr 9, 2014)

  • Null material can now emit light. Has base emission and emission params.
  • Decreased max bump strength (fixes some artifacts on some models)
  • Fixed crash from OpenGL preview on missing texture.
  • Fixed issue with whitespace before boolean values in XML.
  • Made Env map sampling take into account texture a, b, c and gamma.
  • Allowing HDR textures to take gammas not equal to one.
  • Fixed crash when calling --unpack.
  • Fixed crash with camera tonemapping in some cases.
  • Fixed problem with glossy transparent material.
  • Fixed network rendering
  • Fixed scrolling behaviour, tab width etc.. for Slave GUI log.
  • Updated bundled SkIndigo to v3.6.25.5.

New in Indigo Renderer 3.6.26 (Nov 14, 2013)

  • New material types:
  • Indigo 3.6 introduces several new material types and options for greater flexibility in material creation.
  • The Coating material simulates a thin, smooth coating on top of a base material, which can be useful for adding shininess to surfaces, from wooden floors and car paints to wet concrete.
  • The Double-sided Thin material is especially useful for realistically modelling leaves, which reflect light differently on the top and bottom sides, and have a degree of scattering through them. Creating stunningly realistic foliage using this material is straightforward, and it is well documented in the online manual.
  • The behaviour of the Phong glossy coating has also been improved to better match the physical appearance and energy conservation of coated materials; the result is more realistic renders, without having to touch any settings.
  • Hiding objects from view:
  • Objects can now be made invisible to direct viewing from the camera. They still cast shadows and interact normally with any other light, except they can't be seen directly by the camera.
  • It can be used to make invisible light sources or to peek through walls without creating unrealistic lighting situations.
  • Spherical camera:
  • Another very useful new capability in Indigo 3.6 is rendering with spherical cameras to produce high quality panorama images in standard latitude-longitude format.
  • This can be used either to create new HDR environment maps from your scenes, or with an interactive panorama viewer to allow realtime 360 degree viewing.
  • Improved 3ds Max integration:
  • Indigo's integration with 3ds Max (via IndigoMax) has been tremendously improved since Indigo 3.4, with many bug fixes, workflow improvements and Indigo features supported.
  • ndigoMax directly integrates Indigo's rendering into 3ds Max and works entirely in memory, so you don't have to wait for your hard drive during a scene export or material preview, greatly accelerating the modelling process.
  • Scene changes are immediately reflected in the render output with the Interactive rendering mode, which is a great productivity enhancer if you are making many small changes quickly.
  • Improved Revit integration:
  • Thanks to tremendous improvements in Revit 2014's addin system, Indigo can now access detailed material descriptions for much more accurate material conversion, without any user effort!
  • Grass scattering is a particularly nice new feature in this release, that makes spreading realistic 3D grass in your scenes a snap: simply select the grass materials in your scene, and it happens automatically on export.
  • Support for IES lights in Revit has also been greatly improved, allowing you to use many realistically modelled light sources in your scenes.
  • Intensive ongoing development:
  • Besides the many improvements and fixes in this 3.6 release, we have been working on other exciting new features which will be available in upcoming beta releases!
  • Object scattering is a very useful feature for distributing many object instances over a surface, which dramatically speeds up creating many instances, for example trees in a forest.
  • A new architectural glass material massively improves convergence speed in typical interior settings.
  • The Metropolis Light Transport implementation has been greatly improved too, producing much cleaner renders for the same rendering time. Further work on this will make the performance gain even more pronounced.
  • Subsurface scattering (SSS) has been optimised, resulting in 2x faster rendering in scenes with heavy scattering.