Indigo Renderer is an understated, yet enormously powerful, unbiased, physically based (GPU) standalone renderer. It produces photo-realistic renderings of the very highest quality and is far more adept at its role than many higher priced alternatives.
With an advanced physical camera model, a super-realistic materials system and the ability to simulate complex lighting situations through Metropolis Light Transport, Indigo Renderer is capable of producing the highest levels of realism demanded by architectural and product visualization.
"Since Indigo is a unbiased renderer without many abstract settings and options to tweak for hours like other render engines, you end up quickly with great results! I prefer to work for 1h setting up an Indigo scene and render for 5h, than setting up a scene for 5h and render only in 1h! " - Arthur Staschyk.
Indigo works by importing scenes from several of the most popular CAD packages; exporters for these apps are provided free of charge. Simply load the appropriate plugin for your package and export or render to Indigo. The exporters compile scene data including IGES model information, all textures and materials used, light sources and much more - to enable you to set up and render your scene in Indigo. Because Indigo is dependent on your graphics hardware, you will require a reasonably powerful card, but whilst rendering, the other faculties of your workstation are still available to use - unlike a processor-based renderer.
Indigo Render exporters are available for the following CAD modellers:
Sketchup, Blender, Revit, Cinema 4D, 3DS Max, Maya
Indigo Renderer features a world-class implementation of Metropolis Light Transport (MLT), a sophisticated algorithm capable of meeting the exceptional demands of pure unbiased rendering.
Rendering with MLT enabled |
Rendering without MLT |
MLT helps most in scenes with complex illumination, where unbiased rendering traditionally struggles to capture important illumination effects. Instead of spreading computational power evenly, MLT concentrates effort where it gives the greatest contribution to the final image. This powerful approach lets you apply the unparalleled accuracy of unbiased rendering to real-world scenes.
To illustrate the difference MLT can make we have rendered an underwater submarine (model courtesy of Anders Lejczak) using sub-surface scattering, which produces realistic shafts of light that illuminate the scene.
Both images rendered for 2 hours on an Intel Q6600 quadcore CPU; the above image was rendered with MLT enabled, the image below without MLT. The difference is striking, and it would take much longer without MLT to match the result obtained with MLT.
This sophisticated technology is available in Indigo Renderer as a single toggle-able option.
Indigo 3.0 introduces realtime scene editing - now you can tweak your materials, and the results will be displayed nearly instantly.
You can tweak materials, camera position, camera f-stop and focal length, all in realtime, with both a ray-traced and OpenGL preview.
Indigo 3.0 is GPU accelerated, resulting in speedups of 2-3x without any loss of the excellent image quality Indigo is famous for.
Both CUDA™ and OpenCL™ are supported, which means GPU acceleration will work on both AMD and NVidia cards, on OS X and Windows.
Indigo now has built-in animation and render queue support, thanks to the introduction of the Indigo Queue (.igq) format.
Render queues integrate smoothly with network rendering, which means you can use all the computers on your network to render an animation or set of images easily and rapidly.

Many changes resulting in improved rendering performance and image quality have been made in the core. Indigo 3.0 produces better images for the same number of samples per pixel as 2.x.
Indigo 3.0 also introduces optional camera vignetting and faster HDR environment mapping.
These are just a few of the many changes that have been made to the core rendering engine in Indigo 3.0 - with many more still to be introduced!
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All the new Indigo 3.0 features work seamlessly with network rendering, which means you can harness the full power of your network to accelerate realtime editing and final rendering.
Indigo 3.0 network rendering has been greatly optimised since 2.x. Files are intelligently cached on render nodes, resulting in faster render startup times.
Render queues integrate seamlessly with network rendering, allowing for fast rendering of animations and batch jobs.

Bump mapping is now more accurate, especially with strong bump scaling and in regions of high curvature. Even models with relatively few polygons benefit from the visual quality added by bump maps.

Subdivision and displacement has been greatly improved, with much better UV mapping behaviour and support for mixed triangle+quad meshes. This dramatically improves the quality of subdivided meshes compared to first triangulating them and then applying triangle-based subdivision.