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User Manual - Indigo Renderer
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1. Best default Page 78 Environment Settings There are several options that allow you to fill the outside of your scene Background Illuminates scene with a uniform environment light Sun and Sky p Image by Radiance Indigo comes with a Sun and Sky model that realistically depicts the sky Changing the sun s direction creates time of day effects a low angle creates a sunrise sunset with correctly colored sky and brightness Turbidity The turbidity defines the haziness clearness of the sky Lower turbidity means a clearer sky Should be set to something between 2 and 5 Extra Atmospheric Removes the sky and renders only the sun Good for renders in space Page 79 Environment Map Image by Fused Illuminates scene with an HDR environment map Indigo can load two types of HDR environment maps an exr and a float maps in spherical format float is a simple format exported by the HDR Shop program You can define the float map s width but it must be equal to its height Gain The map is scaled by this factor when it is loaded Page 80 Camera The indigo camera controls how the scene is captured It not only controls what is rendered it also contains features found in a real SLR camera such as the aperture radius and focal distance These allow for effects such as depth of field Aperture Radius Defines the radius of the camera aperture Larger radius means more depth of fie
2. Page 41 Rendering a Test Scene To get a feel for Indigo click Open Scene and browse to the testscenes folder your Indigo Render install likely C Program Files Indigo RendererMestscenes and open the Caterpillar Paha Shabanov caterpillar_5 igs scene This is a winner of a past Indigo competition by Paha Shabanov Using the resolutions settings on the right hand side of the window set the resolution to 800x800 and then press the Render button on the tool bar Indigo will now build the scene and prepare it for rendering For a simple scene building the scene will be nearly instantaneous but for larger scenes with many millions of polygons building the scene can take up to a minute You can tell if Indigo is building the scene because the status bar at the bottom will say Building Scene Once the scene has started rendering the status bar will update to say Rendering Samples per pixel This means that Indigo is tracing light rays around your scene and you can start to see the results of your render After a few seconds of rendering press the Update Image button on the toolbar You should see the render looking something like this Caterpillar after a short period of rendering The image will be noisy for the first few minutes of rendering then will be much clearer The image displayed will update automatically every so often Page 42 but you can force the image to update at any stage by p
3. Pause stop Open Scene Opens a new scene in the current window Closes currently open scene if any Close Scene Closes the current scene terminating the current render Ensure you have saved your output image before closing the scene Render Start rendering the current scene Upon pressing this button the scene will be processed and then rendering will start The scene building process can take up to a minute on large scenes Pause Render This will pause the current render and free up your computers CPU You can resume the render at any stage You may need to do this if Indigo is causing your system to slow down while rendering Stop Render This stops the current render and frees your computer s Page 25 b Network Rendering ka Save Image Update Image B Licensing CPU and memory You can still tone map and save the rendered image after the render has been stopped but you cannot easily restart the render see more information about igi files if you need to stop and start renders Network Rendering Enables network rendering This button must be pressed before Render is pressed to start a network rendering job See the section on Network Rendering for more information Save Image Once an Image is rendering you can click Save Image to save the image that is currently being displayed in Indigo Update Image Indigo only updates the image on the screen every minute by defau
4. Plane Initial num vertices 377 Mew num vertices 377 Done Merging vertices for mesh Cube 004 Initial num vertices 1122 Mew num vertices 1122 Done alae ses orem de mmm far Hm diuo mna gt The render log shows you messages from the core rendering engine inside Indigo You do not normally need to access the rendering log You may want to refer to the log to get an idea of how many triangles in your scene or what Indigo is doing at each stage of the render to satisfy your curiosity The render log can be valuable if you are using Indigo s advanced features or are experiencing strange errors with a pre release version of Indigo Page 40 Indigo File Types Indigo has several of its own file types for use specifically with Indigo IGM Indigo Material Contains material information but nothing else PIGM Packed Indigo Material Contains material information and anything else relevant to the material such as textures Can be upzipped with compression programs such as WinZip WinRar or 7Zip Use to distribute materials IGI Indigo Image Contains information saved from an Indigo render Used to resume renders IGS Indigo Scene Contains information on an Indigo scene PIGS Packed Indigo Scene Contains everything needed to render a scene such as models and textures Can be upzipped with compression programs such as WinZip WinRar or 7Zip Use to distribute or archive scenes
5. render Page 44 Saving and resuming a render using an IGI While Indigo is rendering a scene you can save the HDR buffer into an Indigo Image IGI extension igi file Along with the original scene file the IGI file contains all the information needed to resume rendering the scene from the point where the IGI was saved You can resume rendering the scene even after closing Indigo and opening it again later To resume rendering an image saved to an IGI follow these steps 1 Start rendering the scene When you wish to save the IGI 2 Click the Save Image button 3 Select the Indigo Image file type in the Save File dialog 4 Choose a filename for your IGI file for example test igi and click Save 5 You can now close Indigo 6 When you wish to resume your render open Indigo and select Resume Render from IGI from the File menu 7 You will then be prompted to locate the scene file This is because Indigo needs to know both the location of the scene file plus that of the IGI in order to resume the render You must open the same scene that you were rendering when you saved the IGI 8 After selected the scene file you will be prompted to locate the IGI file Navigate to where you saved the IGI file and press the Open button after selecting it 9 You can confirm that the render resumed successfully by looking at the status bar the time elapsed value should include all the time spent rende
6. Indi renderer QO User Manual Contents See Rec C T T T UTE SRI I ERCERT About Indigo Rendere uus isssesis FUUE FREE RR EE UEFEU TERRE IA WEAR UR HU UAM V VERG QS Vi He lS a aa Bleas Bls E ois evpiswE Tu VES nnn et ee ERES bp Nea CEN M T System Pee IES vs v c orb Paetus dad e n nnan ADOC gs es LE Te ROSE SIME REISSDAT EIE SINN LINE Peis alk OH WO coseldusansdiiteepPhidseserbOswrbpPbidev ep TION KLARE ILU RE ee Rue pO T TNS ea er Re RII RETE Installing exporters for your modelling package een n Working with the Indigo GUI Getting tO KNOW INIGO Leda D Rua Pre driers r EEE EE iiir UEdE Resolution sssssnnnnnnnnnnnnnnnnnnnunnnnnnnnnnnnnunnnnnnnnnnnnnuuunnnnnnnnnunnnnnnnnnnunnnnna MOE TID aa EEA EEE AE EEE EEA E E E E ET ELAES ELE A E A E E A E E E E EEEE Bisa eV Tr IEEE TTI T CT L E DT TE EIT T R H PoE THH TG PE KT s Eoo FAG A a L Saving and resuming a render using an TOM osea e ce e ce e c x e c e e e e ee NetWork Rendering TTT Working with the Indigo Material Editor The Material Ed O T Page 2 Working with Scenes for Indigo Da ic TERTIO DOLES 51 BE LE SE TTC TOTO TOTO 52 DANAE e E H E R AER E E 56 EIH TETTE Tm 58 BEER EE EE E E T E SEE SEER 59 ELOLE NIS PERE PE E OCTO E E E E E EE E E E EE 60 E RENAE 575161 1 CIO COO ET E TT 62 II Ee ai Shel otcnsssdenasagauegenccssetesonececatonsuodstes
7. renders directory Save tonemapped Exr A tonemapped EXR image is saved in the renders directory Save igi An untonemapped Indigo Image igi file is saved in the renders directory Image Save Period The rendered image s will be saved to the renders directory this often Halt Time Indigo will stop rendering after this amount of time Halt Samples Per Pixel Indigo will stop rendering after after this amount of samples per pixel has been reached See Samples Per Pixel Frame Upload Period Period between uploads of the image buffer from slave to master when rendering in network mode Auto Choose Num Threads Automatically chooses all available CPU cores for rendering Turn this off to specify number of threads to use for rendering Num Threads Define the number of threads for Indigo to render with Super Sample Factor If this factor is greater than 1 then the image is rendered at a higher resolution internally then downsampled using the downsize filter before the render is saved to disk This can help to reduce aliasing around high contrast edges Note that higher factors require more memory RAM Display Period The internal HDR buffer is tonemapped and displayed on screen this often Watermark An Indigo Renderer logo is drawn on the bottom right hand Page 74 corner of the output render Info Overlay If true a line of text is drawn on the bottom of each render containing some statistics a
8. Diffuse transmitter Oren Nayar Page 55 Base Emission Emits a specified brightness and color of light use this to create lights There are several modes to set this RGB Light based on color and brightness Uniform A white light with intensity based on value given Blackbody Light is based on the temperature Measured in Kelvin Peak Define the limits of the wavelength Real Tabulated Allows nearly arbitrary spectra to be defined The spectrum value is given at regular wavelength intervals and linear interpolation is used to sample at intermediate wavelengths Materials with attribute Diffuse Phong Specular Glossy Transparent Diffuse transmitter Oren Nayar Emission Modifies the Base Emission value The final emission is based on the Base Emission and Emission Emissions are measured in Lumins Emission Scale Scales the emissions from the material by given scale Various photometric units are available IES profile If an IES profile is selected then the emitted light has a particular pattern based on the information in the IES profile This is an easy way to get light as emitted from a realistic light fixture without all the modelling Only IES files with vertical angles below 90 degrees are supported Page 56 See the Texture Maps section for information on texture attributes Also see the IES tutorial in the Techniques Manual Materials with attribute Diffuse Phong Specular
9. is the portion of a scene that appears acceptably sharp in the image Spectral effects as when a beam of light goes through a prism and a rainbow of colours is produced Refraction as when light enters a pool of water and the objects in the pool seem to be bent Reflections from subtle reflections on a polished concrete floor to the pure reflection of a silvered mirror Caustics as in light that has been focussed through a magnifying glass and has made a pattern of brightness on the floor As the unbiased technique requires no approximations or user preferences to generate a realistic image you can accurately discover what something will look like before it is built If you are used to using older global illumination renderers you will find that Indigo requires less set up and configuration to get good quality renders Page 5 Indigo is easy to set up predictable and produces amazing quality renders As with all things good there is a downside and with unbiased rendering techniques the problem is that rendering is more computationally intensive A high quality render of a complex scene at 2 Megapixel resolution may take up to 5 hours on modern hardware In the general case however most renders can be completed in less than 30 minutes and Indigo allows you to utilize network rendering to speed up the render See the sections on system requirements and network rendering for more informat
10. Glossy Transparent Diffuse transmitter Oren Nayar Layer Choose the layer that the light reflected transmitted from this material will be recorded onto Used for creating several different lighting set ups to render at once See Light Layers and Techniques Manual Light layers Materials with attribute Diffuse Phong Specular Glossy Transparent Diffuse transmitter Oren Nayar Exponent Controls the roughness of the surface The smoother the surface or higher the exponent the sharper the reflection Higher exponent means more perfect reflection lower exponent leads to more glossy and diffuse highlights Can range from 1 to up to 10000 or more Materials with attribute Phong Glossy Transparent Page 57 Texture maps Unadjusted texture Supported texture formats JPEG jpg jpeg greyscale RGB supported PNG png greyscale 8 or 16 bits per pixel RGB 24 or 48 bits per pixel supported Note that 16 bits per channel data will be internally converted to 8 bits per channel data Truevision TGA tga greyscale 8 bits per pixel or RGB 24 bits per pixel supported RLE compression is not supported Windows Bitmap bmp greyscale 8 bits per pixel or RGB 24 bits per pixel supported RLE compression is not supported Open EXR exr TIFF tif tiff greyscale RGB RGBA supported UV set Name of the set of uv coordinates used for texture lookup Usually generated
11. Licence verified licence type Indigo 2 x Node licensed to Page 13 System Requirements Indigo will run on most modern computers Minimum system requirements Windows Mac Linux Pentium class CPU with SSE2 anything purchased in the last 5 years should satisfy this requirement 1GB of RAM 100MB of Hard drive space Windows 98 or above Intel Macintosh PowerPC based macs G4 G5 are not supported 1GB of RAM 100MB of Hard drive space OSX 10 5 Leopard CPU with SSE2 1GB of RAM 100MB of Hard drive space Page 14 Recommended systems To get the best results from Indigo when rendering large scenes you should look at getting a computer with multiple cores e g the Intel Core 2 Quad or Core i7 CPU and at least 2GB of RAM If you are rendering exceptionally large scenes you may require 4GB or more of memory in this case you should use a 64 bit build of Indigo and a 64 bit operating system so that Indigo can access all of your memory See the notes on 32 bit versus 64 bit in the next section Page 15 About Installation To download Indigo go to http www indigorenderer com download and select the appropriate version of Indigo for your platform Windows Macintosh or Linux You should download the latest available version of Indigo which will be listed at the top of the page 32 bit versus 64 bit Indigo is available for each platform in 32 bit and 64 bit versions If you have
12. by your 3D package plugin Path Path to the texture map on disk Path must be absolute or relative to the scene working directory Gamma Exponent Used for converting texture RGB values to display values A typical value is thus 2 2 Page 58 A B C Values The A B C values are modifiers for the texture map This is the equation used for those that have studied calculus this equation will be familiar xax bx c The A B C values are taken from here Thus A value Quadratic Scales values by a quadratic so low values stay low and larger values become exponentially larger You will not often need to use this usually it easier to get expected results by modifying the texture map with an image editing program B value Scale Multiplier Scales the texture map values Can be associated with contrast Maps the value range of 0 255 to 0 1 for a usual LDR texture which is then multiplied by this number For example a B value of 2 makes a pure red RGB 255 0 0 to 510 0 0 PE o Texture Scale B of 2 C value Base Value Total RGB offset generally making the texture brighter or darker a Texture base value C of 0 2 Page 59 Indigo Shader Language ISL stands for Indigo Shader Language Its a functional language that allows you to write shaders for every channel in Indigo materials With shaders you are not tied to the restrictions of textures any more they are procedurally computed for every
13. shader Here is a list of the shared material attributes Albedo Defines the color of the surface See the Texture Maps section for information on texture attributes Materials with attribute Diffuse Phong Diffuse transmitter Oren Nayar Page 54 Bump Gives the illusion of a bumped surface by creating highlighted and shadowed areas based on a texture map It does not actually displace the surface at all Good for small details and renders faster than displacement maps The scale value B tells Indigo how far the distance is from full black to full white Because bump maps do not actually change the surface a low number is suggested in the range of several millimetres otherwise smooth gradients can become harsh lines See the Texture Maps section for information on texture attributes Materials with attribute Diffuse Phong Specular Glossy Transparent Oren Nayar Displacement Creates real or physical bumps on a surface Most commonly created by use of a texture map Can be used for anything from small details such as a rough surface through medium details such as brick and even for mountain ranges A constant setting displaces the entire mesh evenly by the defined amount A texture map displaces the vertices based on values in a grey scale image See the Texture Maps section for information on texture attributes Materials with attribute Diffuse Phong Specular Glossy Transparent
14. your modelling package of choice is not listed it is often possible to export your scene or 3D model into a format that can be loaded by one of the above packages and then exported to Indigo Blender is often a popular choice for doing this since it is a powerful and free modelling package Page 8 Licensing Indigo The development of Indigo began in 2004 and for the first five years of its life Indigo was freely available via the internet Beginning with Indigo 2 0 released in 2009 Indigo is a commercial software package and requires a licence if you want to use Indigo for commercial work or remove the restrictions put on the free version You are welcome to learn Indigo 2 0 and use it for non commercial renders without paying for a licence The following restrictions are present in the free version of Indigo e Maximum resolution of 0 7 Megapixels e g 1000 pixels by 700 pixels e Indigo logo in the bottom right of the image May not be used for commercial work No support beyond that given in the forums at indigorenderer com forum If you need to create renders at higher resolutions or produce renders as part of your business then you need to buy a commercial licence for Indigo You can buy licences online at http store glaretechnologies com Once you have purchased a licence you can instantly enable the full features of Indigo Your licence will be locked to the hardware of your computer but if you up
15. If Nk data is used then the Diffuse and Specular attributes are ignored Page 63 Various Nk data profiles Specular Color Generally speaking this changes the color of the reflections If this is enabled then IOR and Albedo are ignored It is therefore only good for simulating metals Common attributes Albedo Exponent Bump Displacement Base Emission Emission Layer Page 64 Glossy Transparent Ls 24 MA A T T 1 Ein DE LL ag 1 DEC a Z RU L a ure lc NAE c t DW ux PU SRy FK be p Sh tty Sarre 4 2 8 E E 10 cm The glossy transparent is a material that simulates a rough surface of a transparent dielectric medium It s good for simulating stuff like frosted glass human skin etc Common attributes Internal Medium Exponent Bump Displacement Base Emission Emission Layer Page 65 Diffuse Transmitter Note Image shows a blend of diffuse transmitter and Phong materials This material is a very simple BSDF that basically scatters incoming light into the opposite hemisphere with a cosine weighted distrubution Although it doesn t really have any exact physical basis it could be thought of as the limit of many sub surface scatters inside a thin highly scattering material As such it should be useful for simulating such materials as curtains lampshades etc Its meant to be used on single layer geometry and it does not have an associated internal medium it s not an interface materi
16. Material database 2 The preview panel Rendering progress is displayed here After your first render you can view your past renders by scrolling down here 3 The materials panel here lists all material types used on this single material 4 The medium panel lists mediums that the material is currently using 5 The control panel Here you can adjust the material type and its attributes depending on what is selected Also displays the medium s attributes when a medium is selected Page 49 1 Toolbar See Indigo Toolbar for the full toolbar gt Render Restart Render at Material Database a Upload to Material Database Render Restart Render This button differs slightly from the Indigo Renderer in that it can either start a new render using any material changes you have made or resume the current render You must stop a render in order to start a new render with different settings Material Database This new feature allows you to browse the Indigo Material Database hosted on the Indigo website through the Material Editor All these materials are submitted by the community and all materials are Creative Commons Licensed and can be freely used in commercial work Downloading the material instantly downloads it and places it in the material editor Note Downloading a material replaces the current material open Upload to the Material Database This will take your current render and cur
17. a 32 bit CPU or 32 bit operating system you can only use the 32 bit version of Indigo If you have a 64 bit CPU and operating system e g Windows XP 64 bit Windows Vista or OS X Leopard then you can use the 64 bit version of Indigo The 64 bit version of Indigo has the following benefits Ability to access more than 2GB of memory Slight performance increase on 64 bit CPUs The 64 bit version of Indigo for your platform is available under the 64 bit builds section on the Indigo download page http indigorenderer com download It is free to upgrade to the 64 bit version of Indigo Page 16 Installation on Windows Download the newest version of Indigo for windows then double click the installer file Step 1 Agree to the licence You will be presented with the Indigo End User Licence Agreement You should read through it and click I Agree if you agree with the terms S Indigo Renderer x64 v2 0 6 Setup License Agreement Please review the license terms before installing Indigo Renderer x64 v2 0 6 Press Page Down to see the rest of the agreement GLARE TECHNOLOGIES LIMITED SOFTWARE LICENSE AGREEMENT SOFTWARE LICENSE AGREEMENT This Software License Agreement is made between Glare Technologies Limited Glare and the Licensee Glare has developed and licenses to users its software program Indigo Renderer the software Licensee desires to utilize a copy of the Software Glare and Licensee agree as f
18. age In the following images you can see the difference aperture diffraction makes Render of the sky and sun with aperture diffraction disabled Render of the sky and sun with aperture diffraction enabled You can enable or disable aperture diffraction by checking or unchecking the Enable aperture diffraction checkbox Note Aperture Diffraction increases dramatically the amount of RAM used Page 38 Network Rendering working master Connected Clients Description Samples per second 192 163 71 1 51105 hope 320k Indigo can be made to render much faster by using several computers at once This tab shows the current render nodes that are connected to your computer and are helping Indigo render the image faster The Working master button specifies whether or not this computer should use its own processor to render the scene or if the computer should purely manage the render nodes that will do the rendering for you See the section on Using Network Rendering with Indigo for more information on this section Page 39 Render Log Render Log Executing c docume 1ladmini 1 Vocals 1 remp defe A Indigo Renderer v2 0 8 Windows 64 bit Release build Licence verified licence type Indigo Full Lifetime licer Scene file path c docume 1 admini 1Vocals 1 temy Merging vertices for mesh Suzanne Initial num vertices 7358 Mew num vertices 7958 Done Merging vertices for mesh
19. age from Indigo within 30 seconds of starting your render but this image will be very noisy lots of grain or static in the image As the render progresses the noise in the image will go down according to the following graph Error magnitude amount of noise 0 3 0 25 0 2 0 15 0 1 0 05 0 2 4 6 8 10 Render time So at the start of the render the amount of noise in the image will decrease very fast if you watch the render you ll notice it gets visibly clearer in the first 5 minutes However over time the quality of the render improves Page 27 more slowly until eventually you will not get any noticeable difference from rendering any further In general most people will just leave their scene rendering until it looks clear enough for their purposes 4 Render settings The render settings are only visible when a scene is open There are several pages of render settings you can access the different pages via the drop down control The pages of render settings are described in the following sections Page 28 Resolution Resolution Presets _ Width 2000 Height 1400 Resolution 2 80 MP Super samples Background Mode The resolution page controls the size of the image you will create You can specify the resolution from one of the presets or enter it manually in the width and height controls The resolution will be calculated and displayed in Megapixels the same measurement used f
20. al It will probably be a good idea to blend this material with a diffuse or phong material so that some backscattered light is visible not just transmitted light Common attributes Albedo Displacement Base Emission Emission Layer Page 66 Oren Nayar Oren Nayar materials are very rough materials that scatter light in every direction They are rougher than diffuse materials Oren Nayar is useful for creating surfaces that are like clay They aren t shiny at all Sigma Controls the roughness of the material A higher sigma gives a rougher material with more backscattering Diffuse Material Oren Nayar Material with Sigma 0 0 0 2 0 5 1 0 Notice with the increasing Sigma the rim shadows disappear and the overall brightness fades Common attributes Albedo Bump Displacement Base Emission Emission Layer Page 67 Blend The blend material allows two materials to be blended together controlled by either a constant value or an image texture map It is possible to blend more than two materials together by arranging them into a hierarchy Only restrictions are that you cannot blend null amp null and specular amp specular and null amp specular material types Blend Controls the amount of each material used A value of 0 means only material a is used a value of 1 means only material b is used Step Blend Applies a step to the blend amount Values over 0 5 will become 1 values un
21. aseanoasnouasannactocseseten 63 OPS Ma E var veda san E ades rM iaa sal E H H R S 64 s 5 ES nr 65 LAS 102 Ee ee ee MLCPMIEUNPECU ee EPI IMPO 66 VISI TRAY EQ COO DI TOES 67 IBterbB NS TLS r TTT 68 aigo Sage 9 Ea Lee LTTE 70 PE Oer SER LT 71 SK ie Rs sls TTT 75 Sai NT E EA 77 G ng Tas wita 1 Ca F RERENS ERR RESEN anarai eai 78 Page 3 Overview This manual covers the Indigo GUI interface and Indigo scene attributes and functions There are some package specific details that are not included here but rather in their respective plug in manuals There are two other Indigo manuals available the Indigo Techniques Manual which shows techniques on how to use Indigo to get beautiful renders and the Indigo Technical Manual which gives all Indigo functions useful reference for writing exporters Page 4 About Indigo Renderer Indigo Renderer is a stand alone unbiased renderer It takes 3D scenes generated in a modelling package and creates a photo realistic visualization of the scene About unbiased rendering Indigo uses unbiased rendering technologies to create the most absolutely realistic visualization possible with current technology Unbiased rendering means that Indigo uses the equations that model the behaviour of light with no approximations or guesses taken By accurately modelling all the interactions of light Indigo can produce effects such as Depth of Field the depth of field DOF
22. bout the current render process Cache Trees If true kd trees are cached to disk after construction in the tree cache directory Aperture Diffraction There are two options Physical and Post process Physical is calculated during rendering and while it is slightly more accurate than the post process aperture diffraction it is slower Post process aperture diffraction is suggested See Aperture Diffraction Render Region Only a certain region of the image is rendered Render Foreground Alpha The output image is just a greyscale image with the foreground as white and the background physical sky env map constant background void background etc as black Intended to be used as an alpha layer for compositing Splat Filter Controls the filter used for splatting contributions to the image buffer A Gaussian filter with standard deviation of 0 35 pixels or Mitchell Netravali cubic filter which is a good all round filter with little aliasing Mitchell Netravali has two variables blur and ringing Higher blur values cause more blurring of the image and higher ring values cause more ringing alternating bands of black and white around high contrast edges Downsize filter Controls the filter used for downsizing super sampled images Only used when Super Sample Factor is greater than one Takes exactly the same parameters as Splat Filter Page 75 Lens Shift Shifts the lens to compensate for perspective From Wikipe
23. der 0 5 will become 0 Recommended for clip masks to reduce noise Page 68 Exit Portals Exit portals are useful for speeding up interior renderings when the interior is lit by an environmental light source such as the sun sky model Exit portals are placed over the openings between the interior and the exterior environment These openings are the portals in the scene Exit portals make the rendering process more efficient because paths passing through such openings can be more efficiently sampled when explicity marked with an exit portal Requirements for exit portal usage e If exit portals are present in the scene then all openings must be covered by exit portals In other words all possible paths that start on the camera and then travel through space or a transparent object and then escape out of the scene into the environment must be blocked by one or more exit portals e The geometric normal defined by triangle winding order of an exit portal mesh triangle where reachable by some path from the camera must point into the interior of the scene i e The front side of the mesh faces should be visible by the camera Page 69 Null Material The null material is a very simple material that doesn t scatter light at all It s effectively invisible It is often used to add transparency to materials by adding it to a blend material The null material has no parameters Page 70 Internal Medium The med
24. dia a Keeping the camera level with an ordinary lens captures only the bottom portion of the building b Tilting the camera upwards results in vertical perspective c Shifting the lens upwards results in a picture of the entire subject Page 76 Render Mode Indigo is a Ray tracer which means that it captures scenes by firing out light rays and seeing where they go and what they hit There are several ways that rays are calculated with some being better than others in certain situations The options are BiDir pathtracing Normal pathtracing MLT with BiDir Normal MLT Generally BiDir pathtracing should be used as it is the best all round solution Here is a diagram describing what they do Normal pathtracing BiDirectional Pathtracing MLT Normal QMC Page 77 Normal Pathtracing Rays are only fired outwards from the camera recording what they hit on their way BiDirectional Pathtracind Rays are fired outward from both the camera and light sources They are then joined together to give a result MLT Metropolis Light Transport When a ray makes a successful path another ray is fired off on a slightly similar direction Gives good results for caustics Non MLT QMC Quasi Monte Carlo Rays are evenly distributed Options available MLT on MLT off Normal Pathtracing Good for debugging BiDirectional Good for tricky scenes
25. e black being solid X blade offset h 1 blade curvature radius Generated Aperture settings Page 82 Going further with Indigo To learn more about Indigo we recommend you view the following resources e Indigo Renderer website http indigorenderer com e Our forum for asking questions and learning from the community http indigorenderer com forums e The Indigo Technical Reference a PDF file that comes with your Indigo install contains an in depth description of the Indigo file format if you need to edit the XML directly e Our free materials database for finding great materials to use in your renders http indigorenderer com materials e Our online documentation http indigorenderer com documentation We hope you enjoy using Indigo Renderer and look forward to seeing the images that you create Page 83
26. e the medium scatter light as it passes through it Scattering Coefficient Spectrum Chooses the phase function used for the scattering Page 71 Phase Function The phase function controls in what direction light is scattered when a scattering event occurs Uniform Takes no parameters Henyey Greenstein The Henyey Greenstein phase function can be forwards or backwards scattering depending on the g parameter G Spectrum The g parameter may vary with wavelength and is therefore specified using a spectrum element Spectrum Peak Blackbody Rgb Regular Tabulated as defined above Epidermis Medium for simulating the outer layer of skin Melanin Fraction Fraction of melanin present in tissue Typical range 0 0 5 melanin Type Blend Controls the amount of eumelanin relative to pheomelanim in the tissue Typical range 0 1 Dermis Hemoglobin Fraction Controls the amount of hemoglobin present Typical range 0 001 0 1 Page 72 Mesh Controls Subdivide Divides each triangle in the mesh into 4 with each level increasing it exponentially Therefore a large mesh mesh of say 1 million becomes 4 million subdivided only once Twice it becomes 16 million and three times become 64 million Page 73 Render Settings These settings effect how Indigo renders Logging If true a log from the console output is written to log txt Save Untonemapped Exr An untonemapped EXR image is saved in the
27. eceive an email with a link to the store page with your details on it Check they are correct Page 11 4 Scroll down to the bottom section Paste in your hardware key into the appropriate box depending on the type of licence you own and press Generate Licence Key You have 1 Indigo licences remaining Indigo 2 0 Node Licences You have 2 Indigo 2 0 Node licences remaining 5 A bunch of characters will be returned in a text box copy it all Indigo 2 0 Node Licences Licence for Intel R Core TM 2 Duo CPU E7500 2 93GHz c ae ee gt indigo i Copy and paste this licence key into the Indigo Renderer Licencing dialog then press Verify licence key Alternatively you can download the licence sig file for console use You have 1 Indigo 2 0 Node licences remaining Page 12 6 Paste it back into the Indigo Licence dialog box at the bottom And press Verify licence key About Licence keys Your bea key Intel R Core TM 2 Duo CPU E7500 2 93GHz Copy to Clipboard Enter your licence key Verify licence key L Verification Successful o Verification was successful Thank you for purchasing Indigo Renderer OK Success 7 The Indigo background will also tell you if it is verified gt Indigo renderer Indigo Renderer v2 2 9 Windows 64bit Release build Copyright c Glare Technologies Limited
28. ethod here is an approximate description of each parameter Prescale Similair to a contrast control works by increasing the amount of light in the HDR buffer Postscale Works like a brightness control increases the absolute brightness of the image after it has been tone mapped Page 31 Burn Specifies the brightness that will be mapped to full white in the final image Can be thought of as gamma control We recommend that most people use Reinhard with it s default settings Linear tone mapping Linear Settings Scale The simplest tone mapping method linear depends on just a single number Every pixel in the HDR image will be multiplied by this number Scale 1 0 Scale 0 1 Scale 0 01 Linear is easy to understand but doesn t give the best results the Reinhard and Camera methods tend to give a nicer feel to the image For example linear will be hard to configure when there is a bright light source visible such as the sun while the rest of the scene is dimmer Page 32 Camera tone mapping Tone Mapping Methad Camera hal Camera Settings Response func dscs315 w EV adjust 3 wn wm Camera tone mapping simulates the working of a photographer s camera You adjust the exposure and ISO settings as you would in a real camera to modify the tone mapping The parameters you modify are ISO The ISO number represents the speed of film that is used The higher the ISO number the more lig
29. grade your computer in the future you can ask to have your old licence invalidated and you can generate a new licence for your new computer The licence for your computer is based upon the CPU model of your processor and MAC address of your network card You should avoid changing your network card regularly when using Indigo for example avoid enabling and disabling your network card as this may confuse the licensing software that Indigo uses If you have any problem with your Indigo licence you can always contact us at supportQGindigorenderer com and we ll get you up and running as soon as possible Page 9 There are two different kinds of Indigo licences e GUI Licence for use on your desktop computer e Node Licence for use on networked render slaves Having a GUI Licence does not mean that you can use unlicensed render slaves to generate a high resolution image you will need a node licence for each computer that will be used to help you render your image Page 10 Indigo Licence activation Once you have purchased an Indigo Licence from the Glare Technologies Store you need to go through a few steps to activate it with Indigo 1 Open Indigo and click on the Licencing button 2 Press Copy to Clipboard to copy the hardware key Licence keys Your hardware key Intel R Core TM 2 Duo CPU E7500 2 93GHz Enter your licence key Verify licence kev 3 Upon purchase on a licence you will r
30. ht will be collected in the HDR Image In low light situations a fast film should be used such as ISO 1600 and in bright lighting situations a slow film can be used such as ISO 100 EV The exposure value can range from 20 to 20 and represents a correction factor that is applied to the collected light The higher the EV the brighter the final image will be Increasing the EV by one will make the image twice as bright The final parameter is the response function This specifies the type of film or digital camera to emulate Different films and cameras emphasise different colours The response functions are taken from real cameras for example the images below use Ektachrome 100CD film which is famous for being used by National Geographic in their older photos A good default for sunny well lit scenes is an ISO of 200 and an EV of 5 0 Camera tone mapping using Ektachrome 100CD film and an EV of 6 0 Page 33 ISO 100 ISO 200 ISO 400 Camera tone mapping using ISO 200 EV of 6 0 and different response functions Ektachrome 100CD Advantix 100CD DSCS315 6 Page 34 White balance White Balance Whitepoint x 0 31 Whitepoint x 0 33 Preset White balance is used for the same reason as in traditional photography The human eye and brain adjust to the light in a situation to make the whitest colours look true white For example a sheet of white paper will appear white outdoors where there is a lot of blue l
31. ial Editor d C Users Nicolas Chipman Appia Rnamingdndigo Renderersdernioaded materialsimonockecmate crt pegm Indigo Material Editor File Render Took Help S 2 e amp a OQ piu 8 amp Onen Materi Save Materi Cose Mater Render RestatRender Pause Stop Save imee Update rang Heimis Database Uos to Materia Datshase Optio Materials and Mecha a Preview Scene Matenas Database Model Materias a hercules blend black screen phong 4 piel Blend black serpen phong ray diffuse IE cxi dij Fare bers s E Mw rhy Material Type Rough Diffuse um i M Type constant spectrum Tat ER Red 0 0000 odmenzsoness Geen 0 0000 drewi The Material Editor The Indigo Material Editor is a controlled environment to aid the process of creating materials for your scenes While all the controls are available in your exporter it is much quicker to make iterations of your materials and easier to see the results This section covers the usage of the Indigo Material Editor s interface only See the Indigo Material section below for information on material attributes hau Buby Mahe Pee P he a riaz an Da iare ieu Mee Bn hb EI rol Ll R a a cour GE x E i ah eset a bnt j EU 4 Paki asper per gt Z det Pet pesas Pas 94354 7 apu The Indigo Material Editor 1 The standard Indigo toolbar with two extra options Material database and Upload to
32. ight as well as appear white indoors under incandescent bulb lighting where there is a lot more orange and red light When rendering you can adjust the whitepoint so that the scene doesn t have a blue or yellow tinge The white balance is specified using x and y chromaticity coordinates These should be matched to the chromaticity of the scene lighting as closely as possible You can also set the whitepoint coordinates indirectly by selecting a whitepoint preset from the Preset drop down box The list contains the whitepoint coordinates for various different standard illuminants For example if you are lighting your scene with a perfectly white light e g a flat spectral power distribution you will want to select the E preset If your scene uses the sun sky model then the D65 preset is a good choice as it corresponds to a noon daylight illuminant Page 35 Light Layers Light Layer Blending Sun Master gain x i00 Sly 100 Sllz Lo Enable Layer Sky Master gain 1 00 X 100 100 zz 100 j Layer 1 Layer 1 Master gain 1 00 x 100 Flyv i00 Sl i00 Z Layer 2 Layer 2 Master gain 1 00 X i00 Sly Lo IE i00 Layer 3 Layer 3 Master gain Light layers allow you to separate contributions from different lights onto different layers Each layer can then be manipulated separately even after the render has completed You can change the brightness of each layer or change the overal
33. ination Folder Space required 46 0MB Space available 78 1GB Page 18 After Installation Once installation has completed you can find Indigo in the start menu under the Indigo Renderer menu Wi rurnrdurruo d i A Indigo Manual N Microsoft Visual Studio 2008 amp Indigo Renderer IE MWSnap 4 Indigo Renderer Network Slave Fr Python 2 5 aam D S fan steam d 5 Internet Explorer 32 bit This manual is available as Indigo Manual you can start the Indigo Renderer GUI with the Indigo Renderer entry or start the Indigo Renderer Network Slave if this PC is to be used as a network rendering slave See the relevant exporter manual to get started with your modelling package Page 19 Installation on Macintosh Step 1 Download the newest version of Indigo for Macintosh then double click the download file to unzip it SHARED K PLACES SEARCH FOR Gr indigo osx 2 0 8 5sparseimage gz Step 2 Double click the file that is unzipped to mount the Indigo disk image gt SHARED Y PLACES Desktop A Applications Example scenes Indigo Indigo Manual pdf 4 X ben Documents I Downloads License txt BH Movies 4 Public gt SEARCH FOR Step 3 Drag the Indigo icon to your applications directory to copy it to applications Indigo is now ready to be used on your mac Page 20 Installation on Linux Step 1 Ensure you have correct prerequisites Indigo on L
34. inux requires that you have qt 4 5 installed for the GUI This library is available for most modern distributions and can usually be installed with rpm or aptitude Step 2 Download the latest indigo tar gz file from http www indigorenderer com download Step 3 Create a folder in your home directory and unzip the tar gz into that directory Indigo is statically linked as far as possible and should be ready to be used Run indigoconsole h to see if Indigo installed correctly You are now ready to run Indigo Page 21 Installing exporters for your modelling package As described in the About Indigo section Indigo requires an exporter to work with each modelling package You can download these exporters at http www indigorenderer com download In the Download Exporters section Each exporter will come with its own installer and should automatically detect the location of Indigo Notes about exporters You need to install Indigo before you install the exporter for your modelling package If are are getting strange errors with Indigo complaining about not being able to render your scene file ensure that you have the same version of Indigo e g 2 0 7 as your version of the exporter e g Blendigo 2 0 7 Further information about using the Indigo exporters you should see the relevant Exporter Manual Page 22 Working with the Indigo Interface File Feder Kek Help Ek o TE R H e se L
35. ion about speeding up your renders When you start your first render with Indigo you will notice that the image will be produced quite rapidly you will be able to see the outline of the scene within 20 seconds of starting the render but it will be quite noisy As time goes on the image will become clearer and clearer In this case the render took 3 minutes to produce the following image Page 6 This is a characteristic of unbiased rendering The first image is akin to the graininess you get when you take a photo of a dark room with an exposure that is too short The problem is that not enough light has been simulated to create an accurate representation of the scene On the plus side you get to see instantly whether your render settings are correct and if the render is looking good you can just leave Indigo to render for longer About Exporters Indigo is designed to be independent of the modelling package you use and uses its own file format called an Indigo Scene File igs extension To create an igs file you need to use an Exporter a plugin for your modelling package that can output igs files The exporters are complex pieces of software in their own right and it is recommended you read your exporter manual after you have finished looking through this document At the time of printing Indigo has exporters for the following software e 3ds Max e Blender e Cinema 4D e Google Sketchup Page 7 If
36. ium attribute fills the interior of the mesh with a medium that diffracts scatters and absorbs light depending on the type set A medium has a type much like material have types Media types include basic epidermis and dermis Precedence Precedence is used to determine which medium is considered to occupy a volume when two or more media occupy the volume The medium with the highest precedence value is considered to occupy the medium displacing the other media The predefined and default scene medium air has precedence 1 Basic IOR Index of refraction Should be 1 Glass has an IOR index of refraction of about 1 5 water about 1 33 The IOR of plastic varies 1 5 would be a reasonable guess Cauchy B Coeff Sets the b coefficient in Cauchy s equation which is used in Indigo to govern dispersive refraction Units are micrometers squared Setting to 0 disables dispersion Note the render can be slower to converge when dispersion is enabled because each ray refracted through a dispersive medium can represent just one wavelength So only set cauchy b coeff to other than 0 if you really want to see dispersion Typical values for glass and water lie in the range 0 003 0 01 see http en wikipedia org wiki Cauchy9o27s equation for some coefficients Absorption Coefficient Spectrum Controls the rate at which light is absorbed as it passes through the medium Subsurface Scattering Use this element to mak
37. l colour of each layer or even turn each layer off completely Page 36 Enabling Light Layers By default all lights in an Indigo scene are assigned to layer 0 This means that the HDR image will have only one layer layer O However in the exporter for your 3D modelling program you can change the layer that a light is assigned to All contributions from that light will then be rendered onto that layer Each layer has a number of controls that you can manipulate in the Indigo GUI These controls are described below Master Gain X gain Y gain Z gain Enable Layer Applies an overall scaling factor to the layer Increasing this value past one makes the layer brighter than originally Scales the X component of the layer which is similar to the red component of the layer Scales the Y component of the layer which is similar to the green component of the layer Scales the Z component of the layer which is similar to the blue component of the layer This checkbox allows you to easily turn on and off all contributions from this layer to the final blended image If it is disabled this layer will not be added to the final image and no lights assigned to this layer will be visible Page 37 Aperture Diffraction Aperture diffraction allows the simulation of light diffraction through the camera aperture Such diffraction creates a distinct glare effect around bright light sources in the im
38. l the special features that Indigo offers to enhance the scenes you create within your 3D package If you have been using an Indigo exporter such as Cindigo Blendigo SkIndigo or MaxIgo and are unsure what some features do you ve come to the right place There are 2 main sections that you will work with in order to get good renders with Indigo Materials and the Render Settings Indigo materials allow you to add in all the extra details that most renderers are not able to simulate and the Render Settings allow you to control how the scene is rendered Page 53 Materials Indigo has 7 different material types Each one represents a different physical material When light strikes and object it interacts with it in some way reflecting or penetrating the material Indigo material types define what the light does on the surface and inside it giving you all the controls to tell the light what to do This section will go through each material type and its attributes and will also include the several miscellaneous types such as Exit Portals and Nulls Materials are rendered using the Material Editor with the default Material Database Model for clarity Material Attributes Each material has attributes that control aspects of itself There are a several common attributes as listed here and unique attributes as listed under their respective Material Type All attributes can be controlled by either a single number a Texture or a
39. ld Focus Distance The distance forward from the camera at which objects will appear sharp in focus Aspect Ratio Influences the directions in which rays are traced Should be set to the image width divided by the image height Sensor Width Width of the sensor element of the camera A reasonable default is 0 036 36mm Determines the angle of view FOV together with the Lens sensor distance Lens sensor distance Distance from the camera sensor to the camera lens A reasonable default is 0 02 20mm White Balance Sets the white balance of the camera See White Balance Exposure Duration How long the exposure will be The longer the exposure duration the greater the light energy registered by the sensor Autofocus Sets the focal distance to the distance from the camera straight forward to the first object it hits Obstacle Map An obstacle map texture is used when calculating the diffraction though the camera aperture Use to change the way the aperture diffraction appears Page 81 Aperture Shape This allows a particular shape of camera aperture to be specified The allowable shapes are image generated or circular A preview of the final aperture shape will be saved in the working directory as aperture preview png It must be a PNG file format and square with power of two dimensions of at least 512 x 512 The image is interpreted as a grey scale image with the white portions being transparent and th
40. lt to speed up your rendering time If you want to see the progress that has been made since the screen was last updated you can press Update Image to force a screen update Licensing Use this button to open the licensing window You can use this to instantly buy a licence for Indigo and remove the restrictions of the free version 2 Rendering frame The render frame shows the progress of your rendering It will resize to the size of the render you are rendering currently To zoom in or out on the image click on the rendering frame and press to zoom in to zoom out and press O to reset to the 1 1 zoom level you can also use the mouse scroll Page 26 wheel to zoom in out 3 Statusbar The statusbar shows render progress It displays samples per pixel time elapsed and the total number of samples About samples per pixel Indigo measures its render progress as the number of samples that have been calculated You can imagine these as being the number of light particles that have bounced around the scene and hit the sensor in your camera Depending on the complexity of your scene it may take up to 1000 samples per pixel before the image starts to become clear enough for your purpose Many scenes will start to resolve at around 100 samples per pixel and some scenes look good after 10 samples How long do I render for Unbiased renderers like Indigo are never truly finished rendering You will get your first im
41. ollows License If you accept the terms of the agreement dick I Agree to continue You must accept the agreement to install Indigo Renderer x64 v2 0 6 Step 2 Choose Components We recommend you leave the checkboxes selected but you are able to disable each component if you have special needs on your system Press Next to continue Page 17 E Indigo Renderer x amp 4 v2 0 6 Setup Choose Components Choose which features of Indigo Renderer x64 v2 0 6 you want to install Check the components you want to install and uncheck the components you don t want to install Click Next to continue Description RIZ File Type Associations Lle Start Menu Shortcut w Desktop Shortcut Space required 46 0MB Next Step 3 Choose Install Location We recommend you use the default installation location as most Indigo exporters will expect to find Indigo here however you are able to change this path if you need Indigo will write a registry key that exporters will use to find Indigo automatically if Indigo is installed in a non standard location Press Install to complete the installation Li Indigo Renderer x64 v2 0 6 Setup Choose Install Location Choose the folder in which to install Indigo Renderer x64 v2 0 6 Setup will install Indigo Renderer x64 v2 0 6 in the following folder To install in a different folder dick Browse and select another folder Click Install to start the installation Dest
42. om mne o Logs eee Pme ion DIE ITHE Lipsia bran Lear Con ondes Seti Tapa ataa Tone Mappang PS Soa CTS A Camera Seins rer Cn daiis Ey n e ao ies ai re REH Getting to know Indigo Note The screenshots in this section of the Indigo manual are taken from the Windows 7 version of Indigo the GUI may look different on your system but should act identically A first look at Indigo To get started click Open Scene and browse to the testscenes directory in your Indigo Renderer directory Open the scene Caterpillar Paha Shabanov caterpillar_5 igs This will let you see all of the Indigo user interface elements The Indigo window is divided into four sections uvm UE ti 1 Toolbar Open and close scenes start and pause rendering save rendered image and more 2 Rendering frame This section will show the Indigo logo and your licensing information Once rendering has started the rendered image will be shown here Page 24 3 Statusbar The statusbar shows your progress of the render 4 Render settings This section is only available when you have an open scene You can use these settings to modify the scene settings and modify the image settings as the render progresses 1 Toolbar Most functionality in Indigo can be accessed from the toolbar Each option in the toolbar is also available from the Indigo menu bar ic Open Scene G3 Close Scene gt Render
43. or digital cameras description Higher resolutions will take longer to render to a good quality Background Mode is an option that is only available on windows It specifies how much of your CPU that Indigo is allowed to use This will make your computer more responsive for normal usage while Indigo will continue running slightly slower in the background This is useful if you need to use your computer for other tasks while Indigo is running If Super Samples is greater than 1 then the image is rendered at a higher resolution internally then downsampled using the downsize filter before the render is saved to disk This can help to reduce aliasing around high contrast edges Note that higher factors require more memory RAM Page 29 Tone Mapping Tone Mapping Method Linear bal Tone mapping changes the brightness and contrast of your image It can be done at any stage during the render process Changes to tone mapping will be applied immediately to the rendered image Tone mapping is non destructive SO you can play around with the different tone mapping settings without permanently effecting the rendered image You may want to tone map your image using different settings and press Save Image to save out several different images Some background Indigo creates a high dynamic range HDR image as it renders and this must be converted to a standard low dynamic range red green and blue image that can be displayed on you
44. point on the surface Page 60 Diffuse Diffuse materials are flat matte surfaces that don t have shiny edges Flat wall paint or a piece of paper are good examples of a diffuse material There will be no particular reflection from a diffuse material Common attributes Albedo Bump Displacement Base Emission Emission Layer Page 61 Specular Specular materials are quite powerful and can be made to act as perfect reflectors like a mirror or as a fully transparent glass and anything in between If transparent the medium defines how the light moves through the object scattering and or absorbing Transparent If enabled it allows light to pass through the material Otherwise only reflected light is simulated Common attributes Internal Medium Bump Displacement Base Emission Emission Layer Page 62 Phong Phong is a shiny material Commonly used for shiny paints or any metals In particular phong will have a specular highlight where the light is completely reflected Phong is useful for anything that has a lacquer applied to it for example a shiny wood floor or a car paint IOR Index Of Refraction of the dielectric coating or substance making up the material Basically controls the amount of light reflected by the surface The amount of light reflected Nk data Indigo comes packaged with a set of Lab measured metals Use this attribute to set a metal to the material
45. r computer monitor or saved as an image Tone mapping can be a slow process on high resolution images especially if aperture diffraction is turned on and so tone mapping is only done periodically to ensure that Indigo can dedicate most of it s time to tracing the light paths inside your scene Indigo has three different tone mapping techniques that you can choose from Reinhard Linear and Camera Reinhard is the simplest to use as it automatically scales to the brightness of your render Once mastered however camera tone mapping can give a nice artistic feel to the renders Reinhard tone mapping Page 30 Tone Mapping Method Reinhard al Reinhard Settings Prescale 6 00 Postscale 1 00 Burn 2 00 Reinhard is a method based on a paper by Reinhard Stark Shirley and Ferwerda from the University of Utah It is often the best tone mapping technique because it automatically adjusts to the amount of light in the scene It can be tricky to get linear or camera tone mapping to work correctly in scenes where there is an extremely bright light source the Reinhard method is a good choice for scenes like this The parameters of Reinhard are hard to explain as they represent parameters for this formula L m 1 d TE 6P NN iy Try z y m z y Luckily the default Reinhard settings of prescale 6 postscale 1 burn 2 will result in great results for all Renders If you do want to adjust the Reinhard m
46. rent material settings and upload it to the online Indigo Material Database with a form for you to fill out describing it The Material Database model must be used when uploading to the data base and it is strongly suggested that the render of your material is clear and easy to see Page 50 2 Rendering frame Rendering your material using the Render Restart Render will draw your material applied to the default Material Database model here Subsequent new renders will push old ones down below and start above To view old material renderings just scroll down here Note only the newest render will be saved using the save image button and any old ones will be lost when the program is closed 3 Materials List Here is a list of all the currently used material types If blended materials are used this also shows the hierarchy Add Material Adds a new default material to the current list Remove Material Deletes the selected material 4 Medium This shows the medium being used Using a material type specular or glossy transparent that has a medium automatically adds it down here A material can only have one medium present See Medium 5 Control Panel Use this to describe the type of material you want The drop down is a selection of material types which affects the attributes that are available below See Materials Page 51 Working with Scenes for Indigo Indigo Scenes This section explains al
47. ressing Update Image on the toolbar Next you should use the render settings dropdown to change to Tone mapping The default setting for this scene is Camera with FP900Z Click on the ISO box and change the ISO value to 1500 you should see the scene instantly become brighter A brighter caterpillar Next press pause on the render The render is now paused but you can still change the tone mapping settings press the reset button on the tone mapping controls and the image will return to its normal brightness Now click the Camera dropdown and change to the Reinhard method Change the Prescale to 10 and the Postscale to 30 The image will now look like it has been captured with an auto exposure Change the tone mapping method back to Camera and set the ISO back to 800 then use the render settings dropdown to go to white balance Using the white balance preset change the preset to D75 notice that the scene becomes slightly yellow tinged Next change the whitepoint x to 0 35 notice that the scene becomes notably greener Page 43 Press reset to reset the scene to a default white balance Now press Save Image on the toolbar Save the image to your desktop as caterpillar jog specify JPG as the file type in the dropdown menu at the bottom of the dialogue A useful technique when rendering is to pause the render try different tone mapping settings and use Save Image to save multiple variations of the
48. ring before the IGI was saved Page 45 Network Rendering Indigo has built in support for network rendering which allows all the computers on a network to work together to render a single Indigo scene more rapidly You will need one master computer that will coordinate the rendering process You will also need one or more s ave computers that will be helping to render the scene For the purposes of this tutorial the slave computers must be on the same local area network LAN and able to communicate with each other On the master computer Step 1 Start Indigo Renderer indigo exe Step 2 Open the scene that you want to render in the Indigo Renderer GUI using the Open Scene button Step 3 Press the Network Rendering button to enable network rendering mode Step 4 Press the start render button On the slave computer s Step 1 Execute the Indigo Network Render Slave shortcut Providing the network slave can find the master and connect to it on the network it should then download the scene from the master and start rendering it Viewing connected slaves on the master GUI You can view all network slaves that are helping with the current render by selecting Network Rendering from the combo box on the right hand edge of the Master GUI Page 46 Working master Connected Clients Description Samples per second 192 168 71 1 51105 hope 320k Page 47 Working with the Indigo Mater
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