Indigo Renderer 3.0 Released!
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I just DL'd Indigo trial hours prior to the change. So far in my latest attempt to move further into rendering it has got to the results I wanted for an interior, the easiest of a collection of renderers. I have been working with Kerkythea a lot but can't seem to get the lights to cast effectively more than a few feet (wherein they look like welding torches on the nearest surface). But K-T seems to have much more control in the end.
Indigo seems to have
- Work inside your sketchUp model, no separate editing (and perhaps this means limitation compared to the studio setups), so no having to reload and re-edit, back load materials etc.
- Realistic or easily manageable lighting.
- Readily accessible material presets for the newbie.
- You can use 2 point perspective-- I haven't figured out how to do that in K-T.
So RT (which I will try next) might be a good step, especially on sale. Now to try the updates.
So, what is the deal with light layers? I appreciate in K-T that you can easily select each light, whereas in Skindigo (so far) I need to navigate to each light to edit it (though components work for identical lights). Will I find some easier way to do this in either version? Outliner?
Peter
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@ecuadorian said:
Mouth-watering.
I bought Octane some time ago but I was disappointed by its limitation to just 32 full-color textures.
Dale, why is Indigo RT so cheap? Is there a limitation on the number of textures, too?
I just found the product comparison chart:
http://www.indigorenderer.com/product-comparisonSeems like I'll be missing SSS and IES. Is there a roadmap for future Indigo RT features?
Qustion for Ecuadorian.
What do you mean with: "limitation to just 32 full-color textures"?.
In Octane Render
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