Re: something to cheer you guys up a bit :)

2013-08-02 Thread Daryl Dunlap
*My DCC's telling me No*
*But Splice, Splice is telling me Ye*
*I dont wanna hurt no Project*
*But there is something that I, must confess*
*
*
*I dont see nothing wrong, with a little KL*
*I dont see nothing wrong, No*
*I dont see nothing wrong, with a little KL*
*I dont see nothing wrong*
*
*
*You told me what you want, and I know just what you need, yeah*
*So TD bring your problem to me (bring your problem here)*
*I'm not fooling around with you, you know my code it true, let me Splice
you*
*Portable is where I want to be, you can always Scale with me, hey*
*
*
*You know you need someone, someone like me, yeah*
*To codify, your every need...and I dont seee*


Re: something to cheer you guys up a bit :)

2013-08-02 Thread Daryl Dunlap
Looks like we'll be able to do dynamic parenting?


On Fri, Aug 2, 2013 at 10:53 AM, Paul Doyle technove...@gmail.com wrote:

 https://twitter.com/FabricPaul/status/363311468923478016/photo/1

 Next week is going to be fun...


 On 2 August 2013 10:08, Daryl Dunlap twinsnakes...@gmail.com wrote:

 *My DCC's telling me No*
 *But Splice, Splice is telling me Ye*
 *I dont wanna hurt no Project*
 *But there is something that I, must confess*
 *
 *
 *I dont see nothing wrong, with a little KL*
 *I dont see nothing wrong, No*
 *I dont see nothing wrong, with a little KL*
 *I dont see nothing wrong*
 *
 *
 *You told me what you want, and I know just what you need, yeah*
 *So TD bring your problem to me (bring your problem here)*
 *I'm not fooling around with you, you know my code it true, let me
 Splice you*
 *Portable is where I want to be, you can always Scale with me, hey*
 *
 *
 *You know you need someone, someone like me, yeah*
 *To codify, your every need...and I dont seee*





Re: something to cheer you guys up a bit :)

2013-08-01 Thread Daryl Dunlap
Sounds great.  Maya was giving me a headache.


On Thu, Aug 1, 2013 at 12:49 PM, Paul Doyle technove...@gmail.com wrote:

 Hi everyone - now we're back from Siggraph and recovered, we've started
 working on Spliced Softimage. Should have a first prototype next week.

 https://twitter.com/FabricPaul/status/362975245562437632/photo/1

 The Hybride guys have been doing some awesome stuff with FE already, so I
 can't wait to get this into their hands soon :) Eric might stop stalking
 the Montreal employees as well, which would be nice.

 A description of Spliced Softimage:
 Creation:Splice will be integrated into Softimage as a new class of custom
 operators. Each operator can be setup using the SpliceEditor IDE, defining
 ports, adding removing them etc, very much like the Scripted Operator
 Editor. The IDE will also contain a KL Source Code editor as well as
 functionality for dynamically compiling the code etc. Operators defined
 with the SpliceEditor will become completely portable between all support
 host applications, such as Maya, Softimage and Nuke, for example.

 We are not integrating KL into ICE, for a range of reasons. Splice is
 targeting areas where ICE doesn't work so well, i.e. Fast procedural
 geometry, kinematics, simulated rigs, custom OpenGL drawing etc Splice
 solves the portability issues of moving tools between applications, and as
 such we try to take a consistent approach within applications.

 This also means I don't get to make up such compelling slogans as Spliced
 ICE baby, which is frankly disappointing.

 If you want to understand more about Splice, please visit the webpage:
 http://fabricengine.com/creation/splice/

 Cheers,

 Paul





Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Daryl Dunlap
Congrats!  Wish I could get one of those puppies.


On Wed, Mar 27, 2013 at 2:20 PM, Ed Manning etmth...@gmail.com wrote:

 I installed my Titan yesterday, and it bloody screams.

 Images soon as I get through this project deadline.




 On Wed, Mar 27, 2013 at 6:47 AM, Mirko Jankovic mirkoj.anima...@gmail.com
  wrote:

 SLI and crossfire dio not affect viewport performance in any of 3d
 application.



 On Wed, Mar 27, 2013 at 11:12 AM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

 There was a subject on Redshift Forum about having two grapphic cards.
 It seems to be possible to keep a quadro for dispaly (as it is
 significantly better at displaying), and have a Titan dedicated to
 rendering only (in Redshift you select which card is rendering) as they
 have a huge amount of cores and faster memory.
 I think I've red somewhere that Titan has 2600 cores against 256 for the
 Quadro 4000.
 After chating with Nicolas the Titan could be around 4 time faster than
 the Quadro4000 ...Which is huge :)

 Le 27/03/2013 09:26, Tim Leydecker a écrit :

  Personally, I´m hesistant to using two or more cards with SLI
 because of micro stuttering: http://en.wikipedia.org/wiki/**
 Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering

 If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM,
 as they are the same GK104´s with a 915MHz chipspeed instead of a
 1006Mhz
 chipspeed as in the reference design GTX680. That could save another
 15-35%
 percent of investment compared to two single chip GTX 680 cards or one
 GTX Titan.

 Overclocked versions may use slightly different chip/shader speeds.

 In any case, as much VRAM as available, as that always helps in many
 progamms
 like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs
 4GB).

 At a company I worked Mari 1.5.x behaved bitchy unless it was given a
 Quadro
 or forced to ignore the actual card´s game heritage. But that may have
 been
 solved with 2.0...

 Cheers,

 tim



 On 27.03.2013 08:59, Mirko Jankovic wrote:

 On the other hand Titan is more expensive than 2 gtx680 if I'm not
 mistaken... and i bet that with two 680 in SLI, when multi GPU is
 supported
 you will have better performance than with 1 titan right?


 On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de
 wrote:

  The GTX Titan is not a gimmick but uses the successor to the chip
 series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla
 K20, too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on
 one
 card
 to maximize performance at the cost of higher powerconsumption, noise
 and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions
 like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

  Benchmarking is more driver tuning than it's videocard performance,
 and if
 you want to look at number crunching you should look at the most
 recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching
 (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to
 bang for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad
 performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell
 works
 admirably well in mudbox, mari, cuda work, and I've had no issues in
 maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench
 reliably
 with the engine, and AMD might still win the FLOP per dollar run
 there, so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually
 disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.comwrote:

   well no idea about pro cards.. really never got financial
 justification

 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in
 viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is
 identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to
 ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and
 if you
 are not using CUDA much then no need to even thing which way to go.
 Now 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Daryl Dunlap
Ed, did Octane ever release their SI plugin?


On Wed, Mar 27, 2013 at 3:23 PM, Ed Manning etmth...@gmail.com wrote:

 In what spare time I have I'm setting up a shootout between Octane
 standalone and redshift in SI.



Re: Softimage 2014

2013-03-26 Thread Daryl Dunlap
I hope they fixed the C# Custom Shader Def loading issue.  The SDK example
did not load in 2013.


On Tue, Mar 26, 2013 at 10:42 AM, Simon Reeves si...@simonreeves.comwrote:

 It's as if the chap is directly talking to this list ;)



 Simon Reeves
 Freelance 3D VFX Artist

 London, UK
 *email: si...@simonreeves.com*
 *website: http://www.simonreeves.com*
 *
 *


 On 26 March 2013 14:30, Jens Lindgren jens.lindgren@gmail.com wrote:

 This is interesting... i think.
 http://area.autodesk.com/2014unfold/products/softimage.html#future

 /Jens


 On Tue, Mar 26, 2013 at 3:21 PM, Doeke Wartena clankil...@gmail.comwrote:

 well softimage is listed in top products so that's nice.
 Now in the list if you click products would be nice.


 2013/3/26 Ben Davis benjamincliffordda...@gmail.com

 Everything after AutoCAD is alphabetically ordered, not as biased for a
 change.

 --
 Benjamin Clifford Davis

 3D artist - Senior Modeler
 Senior 3D Generalist

 www.moondog-animation.com

 office:   +33 9 50 04 76 15
 mobile: +33 6 88 48 54 50

 6 bis avenue des Iles
 74000 Annecy
 FRANCE


 On Tue, Mar 26, 2013 at 3:15 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES]
 j.ponthi...@nasa.gov wrote:

 Interesting. So did anyone notice this?

 ** **

 http://www.autodesk.com/products

 ** **

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not **
 **

 represent the opinions of NASA or any other party.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* Tuesday, March 26, 2013 5:58 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Softimage 2014

 ** **

 That's never going to happen, so best get over it.


 Python v2.7.3 for Linux!

 On 26/03/2013 4:59 AM, Mirko Jankovic wrote:

 not cool.. not cool at all...

 ** **

 On Tue, Mar 26, 2013 at 9:57 AM, Doeke Wartena clankil...@gmail.com
 wrote:

 And I treat as an insult that Softimage is not in the direct product
 list after few years under the Autodesk flag… 

 ** **

 +1 for that

 ** **

 2013/3/26 Piotrek Marczak piotrek.marc...@gmail.com

 Thanks, that's cool :)

 2013/3/26 Ahmidou.xsi ahmidou@gmail.com 

 ** **

 It's a c++ plugin in which you draw openGL like the custom tools, but
 it's hosted by an object. You also have a callback to define what to do
 when concerting to real geometry.

 Le 26 mars 2013 à 19:36, Piotrek Marczak piotrek.marc...@gmail.com
 a écrit :

 I dont see it in SDK, how do actually customize the way primitive is
 drawn in viewport (like implicit rings etc)..

 2013/3/26 Mirko Jankovic mirkoj.anima...@gmail.com

 It would be good to see that list as well, maybe that would help out
 easy bashing all around. people are pretty much disappointed and if new
 features are only thing that they actually see.. it is understandable that
 everyone is asking what has bin done in the last full year and that this
 should be maybe .5 release instead :)

 ** **

 On Tue, Mar 26, 2013 at 9:24 AM, Eugen Sares softim...@keyvis.at
 wrote:

 For now, it's only in the beta forum, as it looks.
 216 is the exact count, so the new guys did a mighty good job, no
 matter what new features anybody is still going to miss, and the wheel 
 will
 keep on turning for another while...


 Am 26.03.2013 09:04, schrieb Mirko Jankovic:

 Is there complete release notes with all bug fixes as well?

 ** **

 On Tue, Mar 26, 2013 at 8:37 AM, Eugen Sares softim...@keyvis.at
 wrote:

 Worth mentioning is also that more than 200 bugs have been fixed.


 Am 26.03.2013 07:55, schrieb Juhani Karlsson:

 This makes interesting contrast with the latest Modo release. : )
 - J

 On 26 March 2013 08:10, Ahmidou Lyazidi ahmidou@gmail.com wrote:
 

 Also, the HQV demo is kind of a fail, the ambient occlusion is full of
 artifacts, and you can see how slow it is to refresh at the end when
 he move the PPG...



 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos

 

 2013/3/26 Raffaele Fragapane raffsxsil...@googlemail.com:

  It's funny, one of the most relevant ones that got quite a few TDs
 excited
  is probably going to fly miles under the radar :)
 
 
  On Tue, Mar 26, 2013 at 2:45 PM, Ahmidou Lyazidi 
 ahmidou@gmail.com
  wrote:
 
  The custom primitives are missing from the new feature list...
  ---
  Ahmidou Lyazidi
  Director | TD | CG artist
  http://vimeo.com/ahmidou/videos
 
 
  2013/3/26 Luc-Eric Rousseau luceri...@gmail.com:
   http://www.autodesk.com/products/autodesk-softimage/overview
 
 
 
 
  --
  Our users will know fear 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-13 Thread Daryl Dunlap
Congrats on getting this up and going.  I signed up for access.  Do you
have any ballpark for where you think your price point will come in at?


On Wed, Mar 13, 2013 at 3:18 PM, Nicolas Burtnyk nico...@redshift3d.comwrote:

 Thanks Alok!

 That'a an excellent question.
 We don't currently have any official support for farm rendering.  That
 being said, with a suitable render manager or some hand rolled scripts, I
 don't see why you couldn't have multiple machines working on different
 frames of an animation.  And of course, we do plan on having more complete
 render farm support in the future.

 Your concern regarding the hardware configuration of render nodes is very
 valid.  Redshift does require a GPU and we do not fall back on CPU in the
 absence of a suitable GPU.  The performance gap is so large that it didn't
 really make sense for us at this stage to invest the time in making this
 kind of thing work (though we could entertain this possibility).
  Unfortunately, this does mean that some farms will not be good candidates
 for Redshift, particularly those in which adding a GPU to some or all of
 the nodes is not possible (e.g blades with no space in them).

 Keep in mind though that with the performance improvement factor provided
 by Redshift, you can get the performance of a farm with a dozen nodes from
 a single GPU-equipped node.  We don't want to make any hard performance
 claims yet, but our internal tests are often showing 10x to 20x the
 performance of MR and VRay, sometimes more (on suitably complex scenes -
 super simple 10 seconds to render in MR stuff doesn't get 10x faster).  So
 maybe you keep your existing farm for CPU renders and add a few GPU
 equipped nodes for Redshift.


 On Wed, Mar 13, 2013 at 11:45 AM, Alok alok.gan...@modusfx.com wrote:

  Congrats on your achievement, looking forward to see more of it.

 Just a quick question. For most of the render farm setups, usually the
 machines do not have high-end GPU's on them for the obvious reason that
 farm nodes never get user interaction and hence no need for realtime
 graphic intensive processing operations. Do you see that as a problem ? If
 yes then how would you address it. Does Red Shift turn to CPU for rendering
 in absence of the required GPU.

  ALOK

 GANDHI

 / chef directeur technique - lead technical director

 alok.gan...@modusfx.com

 T:
 *450 430-0010 x225

 F:
 450 430-0009
 www.modusfx.com


 -

 MODUS

 FX

 120 Rue Turgeon,

 Sainte-Therese (Quebec) CANADA J7E 3J1

 Follow us on
 Facebook http://www.facebook.com/ModusFX

 
 Twitter https://twitter.com/Modusfx
 *
 On 13/03/2013 2:33 PM, Nicolas Burtnyk wrote:

 Yes - I'll try to make a video of that if I can get set up correctly for
 it.

  Note that this is 2 mins on a GTX 470 which is nothing special in terms
 of GPUs.  You can expect significantly better times with a GTX 580 for
 example.  I don't have official times for that card, but I'd guess under
 1.5 minutes.

  These kinds of times really underscore the power of biased rendering.
  When you need to reduce noise, you have a lot more options than let's
 just throw a ton more samples at the whole thing.




 On Wed, Mar 13, 2013 at 11:28 AM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

  The classroom is *really* 2min render ?

 Congrats to you, sending a request :)

 Le 13/03/2013 19:18, Steven Caron a écrit :

 congrats to you and your team! i was wondering when we would see/hear
 about your work.

  it would be great to see a video demonstration of redshift in
 softimage.


 On Wed, Mar 13, 2013 at 11:12 AM, Nicolas Burtnyk 
 nico...@redshift3d.com wrote:

  Hello folks,

  In March of last year, 2 colleagues and I left our jobs as software
 developers in the games industry to form our own company - Redshift.
 Our goal was to apply our experience with graphics hardware to the
 problem of offline rendering.
 Artists friends had been asking us for years why Mental Ray and other
 renderers were not taking advantage of the GPU.
 As the ideas bounced around in our heads, we figured we'd take a crack
 at it.  As it turns out, it's really freakin' hard, but not impossible!

  Today, we're very excited to announce the official launch of Redshift
 v0.1 alpha, to our knowledge, the world's first fully GPU-accelerated
 biased renderer.
 Redshift supports multiple GI solutions: Brute-Force GI, Irradiance
 Caching (aka Final Gather), Irradiance Point Cloud (aka Light Cache) and
 Photon Mapping (GI and Caustics).
 All are fully GPU-accelerated and perform many times faster than
 similar CPU-based offerings.

  A problem that plagues many GPU renderers on the market is that they
 are limited by the available VRAM on the graphics card (and most systems
 have significantly less VRAM than main memory).  Redshift addresses this by
 using an out-of-core architecture for geometry and textures allowing you to
 render scenes 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-13 Thread Daryl Dunlap
Steve, thanks for the link to the FAQ.  I'm also pleasantly surprised to
see some Documentation there as well. :-]


On Wed, Mar 13, 2013 at 3:43 PM, Nicolas Burtnyk nico...@redshift3d.comwrote:

 Redshift does indeed use CUDA and is therefore currently limited to NVidia
 hardware.
 However OpenCL support is definitely in our plan, though not in the
 immediate term (in other words it's not something we're working on at the
 moment).



 On Wed, Mar 13, 2013 at 12:32 PM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 grats on progress.
 I guess that renderer is tightly bind to CUDA and OpenCL versions like
 for AMD cards are not in plan?


 On Wed, Mar 13, 2013 at 8:23 PM, Daryl Dunlap twinsnakes...@gmail.comwrote:

 Congrats on getting this up and going.  I signed up for access.  Do you
 have any ballpark for where you think your price point will come in at?


 On Wed, Mar 13, 2013 at 3:18 PM, Nicolas Burtnyk nico...@redshift3d.com
  wrote:

 Thanks Alok!

 That'a an excellent question.
 We don't currently have any official support for farm rendering.  That
 being said, with a suitable render manager or some hand rolled scripts, I
 don't see why you couldn't have multiple machines working on different
 frames of an animation.  And of course, we do plan on having more complete
 render farm support in the future.

 Your concern regarding the hardware configuration of render nodes is
 very valid.  Redshift does require a GPU and we do not fall back on CPU in
 the absence of a suitable GPU.  The performance gap is so large that it
 didn't really make sense for us at this stage to invest the time in making
 this kind of thing work (though we could entertain this possibility).
  Unfortunately, this does mean that some farms will not be good candidates
 for Redshift, particularly those in which adding a GPU to some or all of
 the nodes is not possible (e.g blades with no space in them).

 Keep in mind though that with the performance improvement factor
 provided by Redshift, you can get the performance of a farm with a dozen
 nodes from a single GPU-equipped node.  We don't want to make any hard
 performance claims yet, but our internal tests are often showing 10x to 20x
 the performance of MR and VRay, sometimes more (on suitably complex scenes
 - super simple 10 seconds to render in MR stuff doesn't get 10x faster).
  So maybe you keep your existing farm for CPU renders and add a few GPU
 equipped nodes for Redshift.


 On Wed, Mar 13, 2013 at 11:45 AM, Alok alok.gan...@modusfx.com wrote:

  Congrats on your achievement, looking forward to see more of it.

 Just a quick question. For most of the render farm setups, usually the
 machines do not have high-end GPU's on them for the obvious reason that
 farm nodes never get user interaction and hence no need for realtime
 graphic intensive processing operations. Do you see that as a problem ? If
 yes then how would you address it. Does Red Shift turn to CPU for 
 rendering
 in absence of the required GPU.

  ALOK

 GANDHI

 / chef directeur technique - lead technical director

 alok.gan...@modusfx.com

 T:
 *450 430-0010 x225

 F:
 450 430-0009
 www.modusfx.com


 -

 MODUS

 FX

 120 Rue Turgeon,

 Sainte-Therese (Quebec) CANADA J7E 3J1

 Follow us on
 Facebook http://www.facebook.com/ModusFX

 
 Twitter https://twitter.com/Modusfx
 *
 On 13/03/2013 2:33 PM, Nicolas Burtnyk wrote:

 Yes - I'll try to make a video of that if I can get set up correctly
 for it.

  Note that this is 2 mins on a GTX 470 which is nothing special in
 terms of GPUs.  You can expect significantly better times with a GTX 580
 for example.  I don't have official times for that card, but I'd guess
 under 1.5 minutes.

  These kinds of times really underscore the power of biased
 rendering.  When you need to reduce noise, you have a lot more options 
 than
 let's just throw a ton more samples at the whole thing.




 On Wed, Mar 13, 2013 at 11:28 AM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

  The classroom is *really* 2min render ?

 Congrats to you, sending a request :)

 Le 13/03/2013 19:18, Steven Caron a écrit :

 congrats to you and your team! i was wondering when we would see/hear
 about your work.

  it would be great to see a video demonstration of redshift in
 softimage.


 On Wed, Mar 13, 2013 at 11:12 AM, Nicolas Burtnyk 
 nico...@redshift3d.com wrote:

  Hello folks,

  In March of last year, 2 colleagues and I left our jobs as
 software developers in the games industry to form our own company -
 Redshift.
 Our goal was to apply our experience with graphics hardware to the
 problem of offline rendering.
 Artists friends had been asking us for years why Mental Ray and
 other renderers were not taking advantage of the GPU.
 As the ideas bounced around in our heads, we figured we'd take a
 crack at it.  As it turns out, it's really freakin' hard, but not
 impossible!

  Today

Re: Announcing Redshift - Biased GPU Renderer

2013-03-13 Thread Daryl Dunlap
Nicolas, the docs say you support model instancing.  But, do you also
support instancing via PointClouds (Particle instancing)?


On Wed, Mar 13, 2013 at 4:21 PM, Nicolas Burtnyk nico...@redshift3d.comwrote:

 We support 32 bit because it's not any more difficult to do so and doesn't
 impact the performance or anything on 64 bit.
 Basically, why not? :)



 On Wed, Mar 13, 2013 at 1:00 PM, Matt Morris matt...@gmail.com wrote:

 Looking forward to seeing some more samples, just wondering why you
 continue to support 32-bit, given that autodesk have dropped support in the
 more recent versions? Does it add much overhead? Scuse my uninformed
 ponderings ;)



 On 13 March 2013 19:43, Nicolas Burtnyk nico...@redshift3d.com wrote:

 Redshift does indeed use CUDA and is therefore currently limited to
 NVidia hardware.
 However OpenCL support is definitely in our plan, though not in the
 immediate term (in other words it's not something we're working on at the
 moment).



 On Wed, Mar 13, 2013 at 12:32 PM, Mirko Jankovic 
 mirkoj.anima...@gmail.com wrote:

 grats on progress.
 I guess that renderer is tightly bind to CUDA and OpenCL versions like
 for AMD cards are not in plan?


 On Wed, Mar 13, 2013 at 8:23 PM, Daryl Dunlap 
 twinsnakes...@gmail.comwrote:

 Congrats on getting this up and going.  I signed up for access.  Do
 you have any ballpark for where you think your price point will come in 
 at?


 On Wed, Mar 13, 2013 at 3:18 PM, Nicolas Burtnyk 
 nico...@redshift3d.com wrote:

 Thanks Alok!

 That'a an excellent question.
 We don't currently have any official support for farm rendering.
  That being said, with a suitable render manager or some hand rolled
 scripts, I don't see why you couldn't have multiple machines working on
 different frames of an animation.  And of course, we do plan on having 
 more
 complete render farm support in the future.

 Your concern regarding the hardware configuration of render nodes is
 very valid.  Redshift does require a GPU and we do not fall back on CPU 
 in
 the absence of a suitable GPU.  The performance gap is so large that it
 didn't really make sense for us at this stage to invest the time in 
 making
 this kind of thing work (though we could entertain this possibility).
  Unfortunately, this does mean that some farms will not be good 
 candidates
 for Redshift, particularly those in which adding a GPU to some or all of
 the nodes is not possible (e.g blades with no space in them).

 Keep in mind though that with the performance improvement factor
 provided by Redshift, you can get the performance of a farm with a dozen
 nodes from a single GPU-equipped node.  We don't want to make any hard
 performance claims yet, but our internal tests are often showing 10x to 
 20x
 the performance of MR and VRay, sometimes more (on suitably complex 
 scenes
 - super simple 10 seconds to render in MR stuff doesn't get 10x faster).
  So maybe you keep your existing farm for CPU renders and add a few GPU
 equipped nodes for Redshift.


 On Wed, Mar 13, 2013 at 11:45 AM, Alok alok.gan...@modusfx.comwrote:

  Congrats on your achievement, looking forward to see more of it.

 Just a quick question. For most of the render farm setups, usually
 the machines do not have high-end GPU's on them for the obvious reason 
 that
 farm nodes never get user interaction and hence no need for realtime
 graphic intensive processing operations. Do you see that as a problem ? 
 If
 yes then how would you address it. Does Red Shift turn to CPU for 
 rendering
 in absence of the required GPU.

  ALOK

 GANDHI

 / chef directeur technique - lead technical director

 alok.gan...@modusfx.com

 T:
 *450 430-0010 x225

 F:
 450 430-0009
 www.modusfx.com


 -

 MODUS

 FX

 120 Rue Turgeon,

 Sainte-Therese (Quebec) CANADA J7E 3J1

 Follow us on
 Facebook http://www.facebook.com/ModusFX

 
 Twitter https://twitter.com/Modusfx
 *
 On 13/03/2013 2:33 PM, Nicolas Burtnyk wrote:

 Yes - I'll try to make a video of that if I can get set up correctly
 for it.

  Note that this is 2 mins on a GTX 470 which is nothing special in
 terms of GPUs.  You can expect significantly better times with a GTX 580
 for example.  I don't have official times for that card, but I'd guess
 under 1.5 minutes.

  These kinds of times really underscore the power of biased
 rendering.  When you need to reduce noise, you have a lot more options 
 than
 let's just throw a ton more samples at the whole thing.




 On Wed, Mar 13, 2013 at 11:28 AM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

  The classroom is *really* 2min render ?

 Congrats to you, sending a request :)

 Le 13/03/2013 19:18, Steven Caron a écrit :

 congrats to you and your team! i was wondering when we would
 see/hear about your work.

  it would be great to see a video demonstration of redshift in
 softimage.


 On Wed, Mar 13, 2013 at 11:12 AM, Nicolas Burtnyk 
 nico

Re: Announcing Redshift - Biased GPU Renderer

2013-03-13 Thread Daryl Dunlap
Yeah, it very straightforward, you read the Particle 'Shape' attribute.
 Then compare that value against the ICEShapeType enum, if the ICEShapeType
is Reference, then you have a Particle Instance of a object in the scene.
 You can then take that value and get the actual Object by various means,
one of them being thru Dictionary.GetObject().  Once you have the object,
you can read it's Type value to determine what kind of object (model,
polymesh, light, etc.) is being instanced, and then go from there.


Re: SI 2014 sneak peek

2013-02-28 Thread Daryl Dunlap
Best explanation of this tool yet.  Thanks Steven.


On Thu, Feb 28, 2013 at 2:00 PM, Steven Caron car...@gmail.com wrote:

 'editing' is only one aspect of this tool. the idea is you can now view
 time in the scene out of sequence from which you are normally used to.

 you have two people in a car, driving, arguing. you have 2 cameras, which
 you cut back and forth from. sometimes you want to show the reaction of the
 passengers face to something the driver is saying. thing is these happen at
 the same time, but you want to see them one after the other. the sequencer
 will allow you as an animator see the two shots in context of each other.
 softimage will play the scene forward, then jump back, switch the camera,
 and play it again. now you want to add another shot, where the passenger is
 holding a weapon down by their side of the seat and just as the passenger
 reacts to the driver's comment, we get a slow mo shot of their hand raising
 a gun to the driver's head. the sequencer can handle the slow motion too.
 this works really well for mocap performances because the actor's are doing
 all of this on the stage in realtime. when you get the data back you can
 decide how to 'shoot' it after the fact.

 no more constraining a camera to 3 cameras and animating the blend weights
 (which breaks if your camera's frames overlap), having to extend your scene
 frame range to account for three shots in one scene file, and you can do re
 times/time warps with very little effort.



Re: Exporting animated weightmap

2013-02-27 Thread Daryl Dunlap
Adding native image i/o via ICE would've been sooo nice in SI 2014.


On Wed, Feb 27, 2013 at 2:01 PM, Steven Caron car...@gmail.com wrote:

 ah, carry on :)


 On Wed, Feb 27, 2013 at 10:58 AM, Philip Melancon 
 philip.melan...@modusfx.com wrote:

  We need to transfer the result of some maps (compression, collision,
 etc) to maya for some various effects as our FX department is mainly
 maya-based and everything else is done on soft.



 On 27/02/2013 1:31 PM, Steven Caron wrote:

 do you want to edit the image sequence in some way? why use images?


 On Wed, Feb 27, 2013 at 9:35 AM, Philip Melancon 
 philip.melan...@modusfx.com wrote:

  Thank you all, I'll try and find that compound Eric mentioned. If that
 doesn't work I'll have a look at the map lookup technique.



 On 27/02/2013 11:26 AM, Leonard Koch wrote:

  And if you then want to render multiple frames with the render map,
 this script I wrote a while ago is helpful.
 It's attached.


  On Wed, Feb 27, 2013 at 5:23 PM, Alan Fregtman alan.fregt...@gmail.com
  wrote:

 Hey Phil,

  I assume it's probably on a character or something with UVs?

  If you have UVs:
 You could switch over to mentalray, apply a constant shader on your
 mesh, get a Map Lookup Color node to read the weightmap as a black and
 white value and do a RenderMap over time. You can do this with one of these
 scripts:
 http://www.sajjadamjad.com/plugins.html#Mapify
  http://www.si-community.com/community/viewtopic.php?f=29t=1607

  If you don't have UVs then I assume it's a flat surface or something?
 In that case you could again use the Map Lookup Color node on a constant
 still, but aim an orthographic camera at it nice and flat and render that
 out normally.

  Cheers,

 -- Alan


  ps: Say hi to the other modusians for me. ;)


 On Wed, Feb 27, 2013 at 10:50 AM, Philip Melancon 
 philip.melan...@modusfx.com wrote:

 Hello list, I was wondering if any of you knew of a convenient way of
 exporting an animated weightmap from an ice tree to an image sequence?

 I think I remember seeing something about this a while back but I
 can't seem to remember when and where.

 Thanks for any help you can provide!





  No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2641/5635 - Release Date: 02/26/13


 --
 Philip Melancon
 Lead crowd TD
 Modus FX


  No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 2012.0.2238 / Virus Database: 2641/5635 - Release Date: 02/26/13


 --
 Philip Melancon
 Lead crowd TD
 Modus FX