Octane Render news

2013-11-06 Thread Fabrice Altman

https://blog.mozilla.org/blog/2013/11/05/mozilla-otoy-and-autodesk-work-to-deliver-high-performance-games-and-applications-on-the-web/

http://www.otoy.com/AWSPressRelease.htm

http://render.otoy.com/




Re: Octane Render news

2013-11-06 Thread Cristobal Infante
the future..
we had mentioned the release of the octane / softimage plugin a couple of
months ago:

http://softimage.tv/octanerender-for-softimage-plug-in-released/


On 6 November 2013 13:19, Fabrice Altman fabr...@studioaka.co.uk wrote:




 https://blog.mozilla.org/blog/2013/11/05/mozilla-otoy-and-autodesk-work-to-deliver-high-performance-games-and-applications-on-the-web/



 http://www.otoy.com/AWSPressRelease.htm



 http://render.otoy.com/







Re: Octane render

2013-04-01 Thread Gene Crucean
Something to keep in mind is that there were VERY few textures used in that
demo scene, with lots of raytraced shiny objects.


On Fri, Mar 29, 2013 at 3:28 PM, Cristobal Infante cgc...@gmail.com wrote:

 Have you guys seen the octane cloud service coming later this year?

 Don't think I ever seen something render this fast, it's a 128gpu farm:

 http://render.otoy.com/forum/viewtopic.php?f=7t=29544

 Boom


-- 
-Gene


Re: Octane render

2013-02-26 Thread olivier jeannel

I'm quite the opposite.
I'm rather happy I can still use MR, even if it's rather slow if you 
compare to LW renderer (as far as I remember).
MR is tweakable to death, and I can always manage to get my definitive 
render to have a decent look at afordable time.


I do start Arnold from time to time, yes it produces much better results 
but its still way to long for a production, specialy these days when 
every body ask for 1080P.







Le 25/02/2013 20:31, Vladimir Jankijevic a écrit :
I think it's still worlds apart from anything that comes out of Arnold 
and/or Maxwell. Yes I know it's only envAO, but still. I'd rather let 
it render twice the time to have a really beautiful render than have 
to fake all of the illumination and get something like this.


Oh man, I'm so happy I'm not in Mental Land anymore...


On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:


Thanks for the hint to unified sampling!

Nice.

Here´s a mR unified sampling version with DOF.

*Switched to Gaussian (3) for Filtering.
*1/8/1/0.032 unified sampling settings...
*mia_lens_bokeh used 4 samples, should have been 6.
*global Ambient Occlusion Rays = 64, should have lived with 48 as
before.
*mib_lens_clamp (0-1) added to get rid of some hard to filter
hotspots.

MacPro2008//2.8GHz//7cores rendering in low priority

' INFO : RC   0.10 info : rendering statistics
' INFO : RC   0.10 info :   type number   per eye ray
' INFO : RC   0.10 info :   eye rays 15449600  1.00
' INFO : RC   0.10 info :   reflection rays  61512093  3.98
' INFO : RC   0.10 info :   refraction rays 1421904  0.09
' INFO : RC   0.10 info :   shadow rays 4232441256
tel:4232441256  273.95
' INFO : RC   0.10 info :   environment rays 3727286053241.25
' INFO : RC   0.10 info :   probe rays 3777812169244.52

' INFO : RC   0.4  progr: rendering finished
' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

I like the unified sampling, it is indeed easy to use and can be a
real speedimprovement!

The same image without DOF took ca. 45 minutes...

Cheers,

tim






On 25.02.2013 09 tel:25.02.2013%2009:58, Arvid Björn wrote:

It's pretty easy, and it will change everything. Dof could
even speed up your render due to the more clever sampling
scheme. I usually go with mia-bokeh, stopped using post-dof
quite a while ago. Similar thing with motion blur, it's a
different game with unified sampling.




--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch http://www.elefantstudios.ch
---




Re: Octane render

2013-02-26 Thread Mirko Jankovic
Hmm Arnold long way for production?
I'm not sure but from what I saw, having more predictable results with
faster tweaking times with Arnold is way more production ready than
anything with MRay.
Unless you are some king fo MRay genius ofc.
Experience of having to sit through whole rendering waiting if MRay will
crash on scene or not... ugh.. not something I would EVER wanna get back to.
With Arnold if nothing else I'm sure that it will chew through whatever is
thrown to him.
But everyone got their own reasons and in any case happy rendering :)


On Tue, Feb 26, 2013 at 10:17 AM, olivier jeannel
olivier.jean...@noos.frwrote:

  I'm quite the opposite.
 I'm rather happy I can still use MR, even if it's rather slow if you
 compare to LW renderer (as far as I remember).
 MR is tweakable to death, and I can always manage to get my definitive
 render to have a decent look at afordable time.

 I do start Arnold from time to time, yes it produces much better results
 but its still way to long for a production, specialy these days when every
 body ask for 1080P.






 Le 25/02/2013 20:31, Vladimir Jankijevic a écrit :

 I think it's still worlds apart from anything that comes out of Arnold
 and/or Maxwell. Yes I know it's only envAO, but still. I'd rather let it
 render twice the time to have a really beautiful render than have to fake
 all of the illumination and get something like this.

  Oh man, I'm so happy I'm not in Mental Land anymore...


 On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker bauero...@gmx.de wrote:

 Thanks for the hint to unified sampling!

 Nice.

 Here´s a mR unified sampling version with DOF.

 *Switched to Gaussian (3) for Filtering.
 *1/8/1/0.032 unified sampling settings...
 *mia_lens_bokeh used 4 samples, should have been 6.
 *global Ambient Occlusion Rays = 64, should have lived with 48 as before.
 *mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

 MacPro2008//2.8GHz//7cores rendering in low priority

 ' INFO : RC   0.10 info : rendering statistics
 ' INFO : RC   0.10 info :   type   number   per
 eye ray
 ' INFO : RC   0.10 info :   eye rays 15449600
  1.00
 ' INFO : RC   0.10 info :   reflection rays  61512093
  3.98
 ' INFO : RC   0.10 info :   refraction rays   1421904
  0.09
 ' INFO : RC   0.10 info :   shadow rays4232441256
  273.95
 ' INFO : RC   0.10 info :   environment rays   3727286053
  241.25
 ' INFO : RC   0.10 info :   probe rays 3777812169
  244.52

 ' INFO : RC   0.4  progr: rendering finished
  ' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

 I like the unified sampling, it is indeed easy to use and can be a real
 speedimprovement!

 The same image without DOF took ca. 45 minutes...

 Cheers,

 tim






 On 25.02.2013 09:58, Arvid Björn wrote:

 It's pretty easy, and it will change everything. Dof could even speed up
 your render due to the more clever sampling scheme. I usually go with
 mia-bokeh, stopped using post-dof
 quite a while ago. Similar thing with motion blur, it's a different game
 with unified sampling.




  --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---





Re: Octane render

2013-02-26 Thread Vladimir Jankijevic
right!


On Tue, Feb 26, 2013 at 10:22 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 Hmm Arnold long way for production?
 I'm not sure but from what I saw, having more predictable results with
 faster tweaking times with Arnold is way more production ready than
 anything with MRay.
 Unless you are some king fo MRay genius ofc.
 Experience of having to sit through whole rendering waiting if MRay will
 crash on scene or not... ugh.. not something I would EVER wanna get back to.
 With Arnold if nothing else I'm sure that it will chew through whatever is
 thrown to him.
 But everyone got their own reasons and in any case happy rendering :)


 On Tue, Feb 26, 2013 at 10:17 AM, olivier jeannel olivier.jean...@noos.fr
  wrote:

  I'm quite the opposite.
 I'm rather happy I can still use MR, even if it's rather slow if you
 compare to LW renderer (as far as I remember).
 MR is tweakable to death, and I can always manage to get my definitive
 render to have a decent look at afordable time.

 I do start Arnold from time to time, yes it produces much better results
 but its still way to long for a production, specialy these days when every
 body ask for 1080P.






 Le 25/02/2013 20:31, Vladimir Jankijevic a écrit :

 I think it's still worlds apart from anything that comes out of Arnold
 and/or Maxwell. Yes I know it's only envAO, but still. I'd rather let it
 render twice the time to have a really beautiful render than have to fake
 all of the illumination and get something like this.

  Oh man, I'm so happy I'm not in Mental Land anymore...


 On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker bauero...@gmx.de wrote:

 Thanks for the hint to unified sampling!

 Nice.

 Here´s a mR unified sampling version with DOF.

 *Switched to Gaussian (3) for Filtering.
 *1/8/1/0.032 unified sampling settings...
 *mia_lens_bokeh used 4 samples, should have been 6.
 *global Ambient Occlusion Rays = 64, should have lived with 48 as before.
 *mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

 MacPro2008//2.8GHz//7cores rendering in low priority

 ' INFO : RC   0.10 info : rendering statistics
 ' INFO : RC   0.10 info :   type   number   per
 eye ray
 ' INFO : RC   0.10 info :   eye rays 15449600
1.00
 ' INFO : RC   0.10 info :   reflection rays  61512093
3.98
 ' INFO : RC   0.10 info :   refraction rays   1421904
0.09
 ' INFO : RC   0.10 info :   shadow rays4232441256
  273.95
 ' INFO : RC   0.10 info :   environment rays   3727286053
  241.25
 ' INFO : RC   0.10 info :   probe rays 3777812169
  244.52

 ' INFO : RC   0.4  progr: rendering finished
  ' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

 I like the unified sampling, it is indeed easy to use and can be a real
 speedimprovement!

 The same image without DOF took ca. 45 minutes...

 Cheers,

 tim






 On 25.02.2013 09:58, Arvid Björn wrote:

 It's pretty easy, and it will change everything. Dof could even speed
 up your render due to the more clever sampling scheme. I usually go with
 mia-bokeh, stopped using post-dof
 quite a while ago. Similar thing with motion blur, it's a different
 game with unified sampling.




  --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---






-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Octane render

2013-02-26 Thread Tim Leydecker

Thanks guys!

While testrendering with unified sampling, I found that
I get fastest turnaround if I take the time to manually
set sampling for glossiness or AO or lightsamples to a
reasonably clean (e.g. not too noisy) result first,
then rely on the unified sampling and pixel filtering filter
to clean out the result.

Hooked all AO nodes to the Renderglobals by setting rays to 0
for each shader´s AO node, then set it globally.

Glossiness samples in the floor and the chrome came out better
this way, I´d describe it as wheigting the input for the
unified sampling according to scene demands.

One caveat I found with the above is that regardless of the
realtively quick turnaroud for large, homogenous surfaces,
geometry edges will look noisy unless one cranks down the
Cuttoff Parameter to very low values (in the range of 0.03)
to prevent edge jagginess/crawling noise.

That is something that reminds of VRay when using a similar
(even if not at all identical) approach to sampling...

Most people leave the AA filter default of 1.5 in Vray,
which pronounces this even more (2 would be better) that´s
why I chose gauss 3 in mR, to blur the edges a bit more...



I´ll happily see how low I can push this, thought.

First, it´s trying irradiance instead of envAO for a comparison.

Cheers,


tim



On 26.02.2013 04:21, Jason S wrote:

True.. with unified sampling, it's better/faster to let it take care of 
crunching through the noise (and crunches only if necessary)
Though in my experience, helping it a little (area lights at ~2, AO at ~4) 
yeilded faster results, yet maybe I was missing something.

I  heard Sony Imagework's version of Arnold does have a unified Sampling 
equivalent.

Nice image though!

On 25/02/2013 5:10 PM, Ciaran Moloney wrote:

Looks great! You should be able to drop all of your shader samples (including 
AO) right down to 1. Then push up the max samples and quality in unified 
sampling. Keeping shader
samples at a minimum will allow for more efficient sampling of the scene, only 
where it needs to be done.
As much as I like Arnold, I do miss having an adaptive sampling solution. Won't 
make me use MR though...

On Mon, Feb 25, 2013 at 7:04 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Thanks for the hint to unified sampling!

Nice.

Here´s a mR unified sampling version with DOF.

*Switched to Gaussian (3) for Filtering.
*1/8/1/0.032 unified sampling settings...
*mia_lens_bokeh used 4 samples, should have been 6.
*global Ambient Occlusion Rays = 64, should have lived with 48 as before.
*mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

MacPro2008//2.8GHz//7cores rendering in low priority

' INFO : RC   0.10 info : rendering statistics
' INFO : RC   0.10 info :   type   number   per eye 
ray
' INFO : RC   0.10 info :   eye rays 154496001.00
' INFO : RC   0.10 info :   reflection rays  615120933.98
' INFO : RC   0.10 info :   refraction rays   14219040.09
' INFO : RC   0.10 info :   shadow rays4232441256  273.95
' INFO : RC   0.10 info :   environment rays   3727286053  241.25
' INFO : RC   0.10 info :   probe rays 3777812169  244.52

' INFO : RC   0.4  progr: rendering finished
' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

I like the unified sampling, it is indeed easy to use and can be a real 
speedimprovement!

The same image without DOF took ca. 45 minutes...

Cheers,

tim






On 25.02.2013 09:58, Arvid Björn wrote:

It's pretty easy, and it will change everything. Dof could even speed 
up your render due to the more clever sampling scheme. I usually go with 
mia-bokeh, stopped using
post-dof
quite a while ago. Similar thing with motion blur, it's a different 
game with unified sampling.






Re: Octane render

2013-02-26 Thread olivier jeannel

I'm no way an expert MR !
I'm doing very little jobs, with very small power in computing.
An image rarely exceed 5min to render.
I rarely go the photorealistic route (although sometimes I wish). Its 
rather a mix of NPR and other tricks that makes the pic looks acceptable.


The classroom example here doesn't match my everyday reality.
45min ? I'd go nuts :)

BTW, what's your average render time per pic in production ? (I 
understand it's pretty vague and may vary a lot)




Le 26/02/2013 10:22, Mirko Jankovic a écrit :

Hmm Arnold long way for production?
I'm not sure but from what I saw, having more predictable results with 
faster tweaking times with Arnold is way more production ready 
than anything with MRay.

Unless you are some king fo MRay genius ofc.
Experience of having to sit through whole rendering waiting if MRay 
will crash on scene or not... ugh.. not something I would EVER wanna 
get back to.
With Arnold if nothing else I'm sure that it will chew through 
whatever is thrown to him.

But everyone got their own reasons and in any case happy rendering :)


On Tue, Feb 26, 2013 at 10:17 AM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


I'm quite the opposite.
I'm rather happy I can still use MR, even if it's rather slow if
you compare to LW renderer (as far as I remember).
MR is tweakable to death, and I can always manage to get my
definitive render to have a decent look at afordable time.

I do start Arnold from time to time, yes it produces much better
results but its still way to long for a production, specialy these
days when every body ask for 1080P.






Le 25/02/2013 20:31, Vladimir Jankijevic a écrit :

I think it's still worlds apart from anything that comes out of
Arnold and/or Maxwell. Yes I know it's only envAO, but still. I'd
rather let it render twice the time to have a
really beautiful render than have to fake all of the illumination
and get something like this.

Oh man, I'm so happy I'm not in Mental Land anymore...


On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker bauero...@gmx.de
mailto:bauero...@gmx.de wrote:

Thanks for the hint to unified sampling!

Nice.

Here´s a mR unified sampling version with DOF.

*Switched to Gaussian (3) for Filtering.
*1/8/1/0.032 unified sampling settings...
*mia_lens_bokeh used 4 samples, should have been 6.
*global Ambient Occlusion Rays = 64, should have lived with
48 as before.
*mib_lens_clamp (0-1) added to get rid of some hard to filter
hotspots.

MacPro2008//2.8GHz//7cores rendering in low priority

' INFO : RC   0.10 info : rendering statistics
' INFO : RC   0.10 info :   type number   per eye ray
' INFO : RC   0.10 info :   eye rays   15449600  
   1.00
' INFO : RC   0.10 info :   reflection rays  
 61512093  3.98
' INFO : RC   0.10 info :   refraction rays
1421904  0.09

' INFO : RC   0.10 info :   shadow rays 4232441256
tel:4232441256273.95
' INFO : RC   0.10 info :   environment rays
3727286053241.25
' INFO : RC   0.10 info :   probe rays 3777812169
   244.52


' INFO : RC   0.4  progr: rendering finished
' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

I like the unified sampling, it is indeed easy to use and can
be a real speedimprovement!

The same image without DOF took ca. 45 minutes...

Cheers,

tim






On 25.02.2013 09 tel:25.02.2013%2009:58, Arvid Björn wrote:

It's pretty easy, and it will change everything. Dof
could even speed up your render due to the more clever
sampling scheme. I usually go with mia-bokeh, stopped
using post-dof
quite a while ago. Similar thing with motion blur, it's a
different game with unified sampling.




-- 
---

Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20 tel:%2B41%2044%20500%2048%2020

www.elefantstudios.ch http://www.elefantstudios.ch
---







Re: Octane render

2013-02-26 Thread Arvid Björn
That's pretty far from my typical day with MR, it's definitely production
ready. With that said, I do appreciate that you reach a good result quicker
in Arnold, and the feedback is typically much better, but I'd have to say
that Sitoa crashes Soft more than MR does. MR is very predictable, and very
works very well with passes and general tricks you need on a daily basis in
regular production. Many scenarios are faster to render than Arnold due to
its biased optimizations.


On Tue, Feb 26, 2013 at 10:22 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 Hmm Arnold long way for production?
 I'm not sure but from what I saw, having more predictable results with
 faster tweaking times with Arnold is way more production ready than
 anything with MRay.
 Unless you are some king fo MRay genius ofc.
 Experience of having to sit through whole rendering waiting if MRay will
 crash on scene or not... ugh.. not something I would EVER wanna get back to.
 With Arnold if nothing else I'm sure that it will chew through whatever is
 thrown to him.
 But everyone got their own reasons and in any case happy rendering :)


 On Tue, Feb 26, 2013 at 10:17 AM, olivier jeannel olivier.jean...@noos.fr
  wrote:

  I'm quite the opposite.
 I'm rather happy I can still use MR, even if it's rather slow if you
 compare to LW renderer (as far as I remember).
 MR is tweakable to death, and I can always manage to get my definitive
 render to have a decent look at afordable time.

 I do start Arnold from time to time, yes it produces much better results
 but its still way to long for a production, specialy these days when every
 body ask for 1080P.






 Le 25/02/2013 20:31, Vladimir Jankijevic a écrit :

 I think it's still worlds apart from anything that comes out of Arnold
 and/or Maxwell. Yes I know it's only envAO, but still. I'd rather let it
 render twice the time to have a really beautiful render than have to fake
 all of the illumination and get something like this.

  Oh man, I'm so happy I'm not in Mental Land anymore...


 On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker bauero...@gmx.de wrote:

 Thanks for the hint to unified sampling!

 Nice.

 Here´s a mR unified sampling version with DOF.

 *Switched to Gaussian (3) for Filtering.
 *1/8/1/0.032 unified sampling settings...
 *mia_lens_bokeh used 4 samples, should have been 6.
 *global Ambient Occlusion Rays = 64, should have lived with 48 as before.
 *mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

 MacPro2008//2.8GHz//7cores rendering in low priority

 ' INFO : RC   0.10 info : rendering statistics
 ' INFO : RC   0.10 info :   type   number   per
 eye ray
 ' INFO : RC   0.10 info :   eye rays 15449600
1.00
 ' INFO : RC   0.10 info :   reflection rays  61512093
3.98
 ' INFO : RC   0.10 info :   refraction rays   1421904
0.09
 ' INFO : RC   0.10 info :   shadow rays4232441256
  273.95
 ' INFO : RC   0.10 info :   environment rays   3727286053
  241.25
 ' INFO : RC   0.10 info :   probe rays 3777812169
  244.52

 ' INFO : RC   0.4  progr: rendering finished
  ' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

 I like the unified sampling, it is indeed easy to use and can be a real
 speedimprovement!

 The same image without DOF took ca. 45 minutes...

 Cheers,

 tim






 On 25.02.2013 09:58, Arvid Björn wrote:

 It's pretty easy, and it will change everything. Dof could even speed
 up your render due to the more clever sampling scheme. I usually go with
 mia-bokeh, stopped using post-dof
 quite a while ago. Similar thing with motion blur, it's a different
 game with unified sampling.




  --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---






Re: Octane render

2013-02-26 Thread Arvid Björn
I don't do archviz, so no classroom renders for me either. Typically, I try
to keep frames from going over 10 minutes, usually go for shorter, but
sometimes you just have to spend up to an hour on a frame, in those
scenarios Arnold would probably be more efficient. But then again, we
rarely do full-frame CG, mostly integrating objects into plates.


On Tue, Feb 26, 2013 at 11:58 AM, olivier jeannel
olivier.jean...@noos.frwrote:

  I'm no way an expert MR !
 I'm doing very little jobs, with very small power in computing.
 An image rarely exceed 5min to render.
 I rarely go the photorealistic route (although sometimes I wish). Its
 rather a mix of NPR and other tricks that makes the pic looks acceptable.

 The classroom example here doesn't match my everyday reality.
 45min ? I'd go nuts :)

 BTW, what's your average render time per pic in production ? (I understand
 it's pretty vague and may vary a lot)



 Le 26/02/2013 10:22, Mirko Jankovic a écrit :

 Hmm Arnold long way for production?
 I'm not sure but from what I saw, having more predictable results with
 faster tweaking times with Arnold is way more production ready than
 anything with MRay.
 Unless you are some king fo MRay genius ofc.
 Experience of having to sit through whole rendering waiting if MRay will
 crash on scene or not... ugh.. not something I would EVER wanna get back to.
 With Arnold if nothing else I'm sure that it will chew through whatever is
 thrown to him.
 But everyone got their own reasons and in any case happy rendering :)


 On Tue, Feb 26, 2013 at 10:17 AM, olivier jeannel olivier.jean...@noos.fr
  wrote:

  I'm quite the opposite.
 I'm rather happy I can still use MR, even if it's rather slow if you
 compare to LW renderer (as far as I remember).
 MR is tweakable to death, and I can always manage to get my definitive
 render to have a decent look at afordable time.

 I do start Arnold from time to time, yes it produces much better results
 but its still way to long for a production, specialy these days when every
 body ask for 1080P.






 Le 25/02/2013 20:31, Vladimir Jankijevic a écrit :

 I think it's still worlds apart from anything that comes out of Arnold
 and/or Maxwell. Yes I know it's only envAO, but still. I'd rather let it
 render twice the time to have a really beautiful render than have to fake
 all of the illumination and get something like this.

  Oh man, I'm so happy I'm not in Mental Land anymore...


 On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker bauero...@gmx.de wrote:

 Thanks for the hint to unified sampling!

 Nice.

 Here´s a mR unified sampling version with DOF.

 *Switched to Gaussian (3) for Filtering.
 *1/8/1/0.032 unified sampling settings...
 *mia_lens_bokeh used 4 samples, should have been 6.
 *global Ambient Occlusion Rays = 64, should have lived with 48 as before.
 *mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

 MacPro2008//2.8GHz//7cores rendering in low priority

 ' INFO : RC   0.10 info : rendering statistics
 ' INFO : RC   0.10 info :   type   number   per
 eye ray
 ' INFO : RC   0.10 info :   eye rays 15449600
1.00
 ' INFO : RC   0.10 info :   reflection rays  61512093
3.98
 ' INFO : RC   0.10 info :   refraction rays   1421904
0.09
 ' INFO : RC   0.10 info :   shadow rays4232441256
  273.95
 ' INFO : RC   0.10 info :   environment rays   3727286053
  241.25
 ' INFO : RC   0.10 info :   probe rays 3777812169
  244.52

 ' INFO : RC   0.4  progr: rendering finished
  ' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

 I like the unified sampling, it is indeed easy to use and can be a real
 speedimprovement!

 The same image without DOF took ca. 45 minutes...

 Cheers,

 tim






 On 25.02.2013 09 25.02.2013%2009:58, Arvid Björn wrote:

 It's pretty easy, and it will change everything. Dof could even speed
 up your render due to the more clever sampling scheme. I usually go with
 mia-bokeh, stopped using post-dof
 quite a while ago. Similar thing with motion blur, it's a different
 game with unified sampling.




  --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20 %2B41%2044%20500%2048%2020

 www.elefantstudios.ch
 ---







Re: Octane render

2013-02-25 Thread Arvid Björn
It's pretty easy, and it will change everything. Dof could even speed up
your render due to the more clever sampling scheme. I usually go with
mia-bokeh, stopped using post-dof quite a while ago. Similar thing with
motion blur, it's a different game with unified sampling.


On Sun, Feb 24, 2013 at 12:38 AM, Tim Leydecker bauero...@gmx.de wrote:



 On 24.02.2013 00:23, Ciaran Moloney wrote:

 You should probably have a look at unified sampling.


 Will do. Never found the time to look into that and Irradiance Particles.

 Cheers,


 tim






 On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker bauero...@gmx.demailto:
 bauero...@gmx.de wrote:

 Hi,


 On 23.02.2013 03:54, Steven Caron wrote:
   i dont miss mental ray... :)

 Depends a lot on the DOF.

 Here愀 the rendering without DOF and glare
 but AA min0 max2 and 0.05 threshold, Triangle.


 ' INFO : RC   0.4  info : rendering statistics
 ' INFO : RC   0.4  info :   type   number
 per eye ray
 ' INFO : RC   0.4  info :   eye rays  2287942
  1.00
 ' INFO : RC   0.4  info :   reflection rays  31626210
 13.82
 ' INFO : RC   0.4  info :   refraction rays   1302239
  0.57
 ' INFO : RC   0.4  info :   shadow rays5126689872
 2240.74
 ' INFO : RC   0.4  info :   environment rays138542957
 60.55
 ' INFO : RC   0.4  info :   probe rays  154358804
 67.47

 ' INFO : RC   0.4  progr: rendering finished
 ' INFO : RC   0.4  info : wallclock  1:08:32.50 for rendering

 MacPro2008, 8x2.8GHz, all cores rendering.

 ---

 Not spectacularly fast or pretty but most likely no flicker at all
 unless there愀 some undersampling in the glossiness of course,
 e.g. no bounces, no surprises...


 Cheers,


 tim





Re: Octane render

2013-02-25 Thread Vladimir Jankijevic
I think it's still worlds apart from anything that comes out of Arnold
and/or Maxwell. Yes I know it's only envAO, but still. I'd rather let it
render twice the time to have a really beautiful render than have to fake
all of the illumination and get something like this.

Oh man, I'm so happy I'm not in Mental Land anymore...


On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker bauero...@gmx.de wrote:

 Thanks for the hint to unified sampling!

 Nice.

 Here´s a mR unified sampling version with DOF.

 *Switched to Gaussian (3) for Filtering.
 *1/8/1/0.032 unified sampling settings...
 *mia_lens_bokeh used 4 samples, should have been 6.
 *global Ambient Occlusion Rays = 64, should have lived with 48 as before.
 *mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

 MacPro2008//2.8GHz//7cores rendering in low priority

 ' INFO : RC   0.10 info : rendering statistics
 ' INFO : RC   0.10 info :   type   number   per
 eye ray
 ' INFO : RC   0.10 info :   eye rays 15449600
  1.00
 ' INFO : RC   0.10 info :   reflection rays  61512093
  3.98
 ' INFO : RC   0.10 info :   refraction rays   1421904
  0.09
 ' INFO : RC   0.10 info :   shadow rays4232441256
  273.95
 ' INFO : RC   0.10 info :   environment rays   3727286053
  241.25
 ' INFO : RC   0.10 info :   probe rays 3777812169
  244.52

 ' INFO : RC   0.4  progr: rendering finished
 ' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

 I like the unified sampling, it is indeed easy to use and can be a real
 speedimprovement!

 The same image without DOF took ca. 45 minutes...

 Cheers,

 tim






 On 25.02.2013 09:58, Arvid Björn wrote:

 It's pretty easy, and it will change everything. Dof could even speed up
 your render due to the more clever sampling scheme. I usually go with
 mia-bokeh, stopped using post-dof
 quite a while ago. Similar thing with motion blur, it's a different game
 with unified sampling.




-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Octane render

2013-02-25 Thread Steven Caron
still listed in the scene renderer drop down... gives me the shivers.


On Mon, Feb 25, 2013 at 11:45 AM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:

 :) no really, and it makes me even happier when I see the fabric guys
 implementing Arnold as a base and talking about implementation of Vray and
 Renderman but do not mention Mental Pain. It's like it vanished from my
 field of view :)


 On Mon, Feb 25, 2013 at 8:39 PM, Steven Caron car...@gmail.com wrote:


 +1


 On Mon, Feb 25, 2013 at 11:31 AM, Vladimir Jankijevic 
 vladi...@elefantstudios.ch wrote:


 Oh man, I'm so happy I'm not in Mental Land anymore...




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---



Re: Octane render

2013-02-25 Thread Tim Leydecker

Hi Sven,

thanks a lot for jumping to my rescue.

As far as I understood them, the guys are just really,
really happy to have Arnold. Of course, it shows :-)

Didn´t take them personal but welcome your stepping in,
it´s true, it´s fun and a challenge to play with the
various options and also more rewarding when the result
looks at least somewhat aristically pleasing, even for tests.

I really don´t mind when the guys compare it with Arnold,
actually, I do as well compare what mR, VRay or Arnold offer...

Cheers,

tim






On 25.02.2013 21:10, Sven Constable wrote:

The rendering from Tim shows some artistic driven and clever combination of 
other techniques as a different approach to brute force GI. He doesn't used FG 
or photon mapping or IP.
So it doesn't reflect mental rays capabilities in photorealistic rendering but 
instead a  other way around. Render the scene in arnold or maxwell with AO only 
and it will look the
same.

Of course no one would go the AO-only route to achive photorealism.  So I think 
it shows a  different way to test and play with the possibilities we have as 
artists, rather than
mental rays capabilities.

sven

*From:*softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Vladimir Jankijevic
*Sent:* Monday, February 25, 2013 20:31
*To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com
*Subject:* Re: Octane render

I think it's still worlds apart from anything that comes out of Arnold and/or 
Maxwell. Yes I know it's only envAO, but still. I'd rather let it render twice 
the time to have a
really beautiful render than have to fake all of the illumination and get 
something like this.

Oh man, I'm so happy I'm not in Mental Land anymore...

On Mon, Feb 25, 2013 at 8:04 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Thanks for the hint to unified sampling!

Nice.

Here´s a mR unified sampling version with DOF.

*Switched to Gaussian (3) for Filtering.
*1/8/1/0.032 unified sampling settings...
*mia_lens_bokeh used 4 samples, should have been 6.
*global Ambient Occlusion Rays = 64, should have lived with 48 as before.
*mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

MacPro2008//2.8GHz//7cores rendering in low priority

' INFO : RC   0.10 info : rendering statistics
' INFO : RC   0.10 info :   type   number   per eye ray
' INFO : RC   0.10 info :   eye rays 15449600  1.00
' INFO : RC   0.10 info :   reflection rays  61512093  3.98
' INFO : RC   0.10 info :   refraction rays   1421904  0.09
' INFO : RC   0.10 info :   shadow rays 4232441256 tel:4232441256
273.95
' INFO : RC   0.10 info :   environment rays   3727286053241.25
' INFO : RC   0.10 info :   probe rays 3777812169244.52


' INFO : RC   0.4  progr: rendering finished

' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

I like the unified sampling, it is indeed easy to use and can be a real 
speedimprovement!

The same image without DOF took ca. 45 minutes...

Cheers,

tim







On 25.02.2013 09 tel:25.02.2013%2009:58, Arvid Björn wrote:

It's pretty easy, and it will change everything. Dof could even speed up your 
render due to the more clever sampling scheme. I usually go with mia-bokeh, 
stopped using post-dof
quite a while ago. Similar thing with motion blur, it's a different game with 
unified sampling.



--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch http://www.elefantstudios.ch
---



Re: Octane render

2013-02-25 Thread Ciaran Moloney
Looks great! You should be able to drop all of your shader samples
(including AO) right down to 1. Then push up the max samples and quality in
unified sampling. Keeping shader samples at a minimum will allow for more
efficient sampling of the scene, only where it needs to be done.
As much as I like Arnold, I do miss having an adaptive sampling solution.
Won't make me use MR though...

On Mon, Feb 25, 2013 at 7:04 PM, Tim Leydecker bauero...@gmx.de wrote:

 Thanks for the hint to unified sampling!

 Nice.

 Here´s a mR unified sampling version with DOF.

 *Switched to Gaussian (3) for Filtering.
 *1/8/1/0.032 unified sampling settings...
 *mia_lens_bokeh used 4 samples, should have been 6.
 *global Ambient Occlusion Rays = 64, should have lived with 48 as before.
 *mib_lens_clamp (0-1) added to get rid of some hard to filter hotspots.

 MacPro2008//2.8GHz//7cores rendering in low priority

 ' INFO : RC   0.10 info : rendering statistics
 ' INFO : RC   0.10 info :   type   number   per
 eye ray
 ' INFO : RC   0.10 info :   eye rays 15449600
  1.00
 ' INFO : RC   0.10 info :   reflection rays  61512093
  3.98
 ' INFO : RC   0.10 info :   refraction rays   1421904
  0.09
 ' INFO : RC   0.10 info :   shadow rays4232441256
  273.95
 ' INFO : RC   0.10 info :   environment rays   3727286053
  241.25
 ' INFO : RC   0.10 info :   probe rays 3777812169
  244.52

 ' INFO : RC   0.4  progr: rendering finished
 ' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

 I like the unified sampling, it is indeed easy to use and can be a real
 speedimprovement!

 The same image without DOF took ca. 45 minutes...

 Cheers,

 tim






 On 25.02.2013 09:58, Arvid Björn wrote:

 It's pretty easy, and it will change everything. Dof could even speed up
 your render due to the more clever sampling scheme. I usually go with
 mia-bokeh, stopped using post-dof
 quite a while ago. Similar thing with motion blur, it's a different game
 with unified sampling.




Re: Octane render

2013-02-25 Thread Jason S
True.. with unified sampling, it's better/faster to let it take care of 
crunching through the noise (and crunches only if necessary)
Though in my experience, helping it a little (area lights at ~2, AO at 
~4) yeilded faster results, yet maybe I was missing something.


I  heard Sony Imagework's version of Arnold does have a unified Sampling 
equivalent.


Nice image though!

On 25/02/2013 5:10 PM, Ciaran Moloney wrote:
Looks great! You should be able to drop all of your shader samples 
(including AO) right down to 1. Then push up the max samples and 
quality in unified sampling. Keeping shader samples at a minimum will 
allow for more efficient sampling of the scene, only where it needs to 
be done.
As much as I like Arnold, I do miss having an adaptive sampling 
solution. Won't make me use MR though...


On Mon, Feb 25, 2013 at 7:04 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:


Thanks for the hint to unified sampling!

Nice.

Here´s a mR unified sampling version with DOF.

*Switched to Gaussian (3) for Filtering.
*1/8/1/0.032 unified sampling settings...
*mia_lens_bokeh used 4 samples, should have been 6.
*global Ambient Occlusion Rays = 64, should have lived with 48 as
before.
*mib_lens_clamp (0-1) added to get rid of some hard to filter
hotspots.

MacPro2008//2.8GHz//7cores rendering in low priority

' INFO : RC   0.10 info : rendering statistics
' INFO : RC   0.10 info :   type   number
  per eye ray
' INFO : RC   0.10 info :   eye rays 15449600
 1.00
' INFO : RC   0.10 info :   reflection rays  61512093
 3.98
' INFO : RC   0.10 info :   refraction rays   1421904
 0.09
' INFO : RC   0.10 info :   shadow rays4232441256
   273.95
' INFO : RC   0.10 info :   environment rays   3727286053
   241.25
' INFO : RC   0.10 info :   probe rays 3777812169
   244.52

' INFO : RC   0.4  progr: rendering finished
' INFO : RC   0.4  info : wallclock  3:22:12.48 for rendering

I like the unified sampling, it is indeed easy to use and can be a
real speedimprovement!

The same image without DOF took ca. 45 minutes...

Cheers,

tim






On 25.02.2013 09:58, Arvid Björn wrote:

It's pretty easy, and it will change everything. Dof could
even speed up your render due to the more clever sampling
scheme. I usually go with mia-bokeh, stopped using post-dof
quite a while ago. Similar thing with motion blur, it's a
different game with unified sampling.






Re: Octane render

2013-02-25 Thread Steven Caron
i stopped using mental ray when this came out, i just assumed it
meant unification of the different rendering engines. is that so or is it
something else?


On Mon, Feb 25, 2013 at 7:21 PM, Jason S jasonsta...@gmail.com wrote:


 I  heard Sony Imagework's version of Arnold does have a unified Sampling
 equivalent.




Re: Octane render

2013-02-25 Thread Ed Manning
I thought exactly the same, because of Autodesk's idiotic documentation.

It is a fundamentally different approach to sampling for MR.  As I
understand it (smart people, plese help me out here!), MR formerly simply
added or in some cases, multiplied the number of samples cast from each ray
hit.  Say you have a raytraced shadow-casting area light with 3x3 samples,
and a glossy surface with sampling set to 16, and adaptive AA max at 2
(which is 4x4=16 samples per pixel) -- for a given shading fragment
(basically the intersection of a ray with a triangle), in a single bounce,
you could end up with something like ((3*3)+(3*3))*16*16 = 4608 samples
being needed just to return a value for a single ray. I'm sure I'm
oversimplifying and probably have the math wrong to boot, but basically,
every time you added something that required multiple samples --
glossiness, motion blur, DOF, AO, soft shadows, bump maps -- you ended up
increasing the number of samples MR would take at any given point,
regardless of whether they were neededto achieve a correct result.

Unified sampling essentially looks at all the samples being called for by
every shader that affects a ray intersection, and somehow (math again!)
balances (and perhaps shares?) the sample values returned as they
accumulate, so that only as many samples as the user sets as a maximum, or
fewer, if the quality (think of it as 1/noise) threshold is reached, are
ever taken.

Or you can think of it as magic.  But it can result in HUGE improvements in
render time. Sometimes.




On Mon, Feb 25, 2013 at 10:33 PM, Steven Caron car...@gmail.com wrote:

 i stopped using mental ray when this came out, i just assumed it
 meant unification of the different rendering engines. is that so or is it
 something else?


 On Mon, Feb 25, 2013 at 7:21 PM, Jason S jasonsta...@gmail.com wrote:


 I  heard Sony Imagework's version of Arnold does have a unified Sampling
 equivalent.




RE: Octane render

2013-02-25 Thread Sven Constable
Unified sampling in depth:

http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.153.7536
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.153.7536rep=rep1;
type=pdf rep=rep1type=pdf

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Manning
Sent: Tuesday, February 26, 2013 4:54
To: softimage@listproc.autodesk.com
Subject: Re: Octane render

 

I thought exactly the same, because of Autodesk's idiotic documentation.  

It is a fundamentally different approach to sampling for MR.  As I
understand it (smart people, plese help me out here!), MR formerly simply
added or in some cases, multiplied the number of samples cast from each ray
hit.  Say you have a raytraced shadow-casting area light with 3x3 samples,
and a glossy surface with sampling set to 16, and adaptive AA max at 2
(which is 4x4=16 samples per pixel) -- for a given shading fragment
(basically the intersection of a ray with a triangle), in a single bounce,
you could end up with something like ((3*3)+(3*3))*16*16 = 4608 samples
being needed just to return a value for a single ray. I'm sure I'm
oversimplifying and probably have the math wrong to boot, but basically,
every time you added something that required multiple samples -- glossiness,
motion blur, DOF, AO, soft shadows, bump maps -- you ended up increasing the
number of samples MR would take at any given point, regardless of whether
they were neededto achieve a correct result.

Unified sampling essentially looks at all the samples being called for by
every shader that affects a ray intersection, and somehow (math again!)
balances (and perhaps shares?) the sample values returned as they
accumulate, so that only as many samples as the user sets as a maximum, or
fewer, if the quality (think of it as 1/noise) threshold is reached, are
ever taken.  

Or you can think of it as magic.  But it can result in HUGE improvements in
render time. Sometimes.

 

 

On Mon, Feb 25, 2013 at 10:33 PM, Steven Caron car...@gmail.com wrote:

i stopped using mental ray when this came out, i just assumed it meant
unification of the different rendering engines. is that so or is it
something else?

 

 

On Mon, Feb 25, 2013 at 7:21 PM, Jason S jasonsta...@gmail.com wrote:


I  heard Sony Imagework's version of Arnold does have a unified Sampling
equivalent.

 



Re: Octane render

2013-02-23 Thread Ciaran Moloney
You should probably have a look at unified sampling.


On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker bauero...@gmx.de wrote:

 Hi,


 On 23.02.2013 03:54, Steven Caron wrote:
  i dont miss mental ray... :)

 Depends a lot on the DOF.

 Here愀 the rendering without DOF and glare
 but AA min0 max2 and 0.05 threshold, Triangle.


 ' INFO : RC   0.4  info : rendering statistics
 ' INFO : RC   0.4  info :   type   number   per
 eye ray
 ' INFO : RC   0.4  info :   eye rays  2287942
  1.00
 ' INFO : RC   0.4  info :   reflection rays  31626210
 13.82
 ' INFO : RC   0.4  info :   refraction rays   1302239
  0.57
 ' INFO : RC   0.4  info :   shadow rays5126689872
 2240.74
 ' INFO : RC   0.4  info :   environment rays138542957
 60.55
 ' INFO : RC   0.4  info :   probe rays  154358804
 67.47

 ' INFO : RC   0.4  progr: rendering finished
 ' INFO : RC   0.4  info : wallclock  1:08:32.50 for rendering

 MacPro2008, 8x2.8GHz, all cores rendering.

 ---

 Not spectacularly fast or pretty but most likely no flicker at all
 unless there愀 some undersampling in the glossiness of course,
 e.g. no bounces, no surprises...


 Cheers,


 tim




Re: Octane render

2013-02-23 Thread Tim Leydecker



On 24.02.2013 00:23, Ciaran Moloney wrote:

You should probably have a look at unified sampling.


Will do. Never found the time to look into that and Irradiance Particles.

Cheers,


tim






On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

Hi,


On 23.02.2013 03:54, Steven Caron wrote:
  i dont miss mental ray... :)

Depends a lot on the DOF.

Here愀 the rendering without DOF and glare
but AA min0 max2 and 0.05 threshold, Triangle.


' INFO : RC   0.4  info : rendering statistics
' INFO : RC   0.4  info :   type   number   per eye 
ray
' INFO : RC   0.4  info :   eye rays  2287942  
1.00
' INFO : RC   0.4  info :   reflection rays  31626210 
13.82
' INFO : RC   0.4  info :   refraction rays   1302239  
0.57
' INFO : RC   0.4  info :   shadow rays5126689872   
2240.74
' INFO : RC   0.4  info :   environment rays138542957 
60.55
' INFO : RC   0.4  info :   probe rays  154358804 
67.47

' INFO : RC   0.4  progr: rendering finished
' INFO : RC   0.4  info : wallclock  1:08:32.50 for rendering

MacPro2008, 8x2.8GHz, all cores rendering.

---

Not spectacularly fast or pretty but most likely no flicker at all
unless there愀 some undersampling in the glossiness of course,
e.g. no bounces, no surprises...


Cheers,


tim




Re: Octane render

2013-02-23 Thread Ciaran Moloney
yeah, it's pretty cool. Might help with sampling the scene more
efficiently, especially all those shader samples.



On Sat, Feb 23, 2013 at 11:38 PM, Tim Leydecker bauero...@gmx.de wrote:



 On 24.02.2013 00:23, Ciaran Moloney wrote:

 You should probably have a look at unified sampling.


 Will do. Never found the time to look into that and Irradiance Particles.

 Cheers,


 tim






 On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker bauero...@gmx.demailto:
 bauero...@gmx.de wrote:

 Hi,


 On 23.02.2013 03:54, Steven Caron wrote:
   i dont miss mental ray... :)

 Depends a lot on the DOF.

 Here愀 the rendering without DOF and glare
 but AA min0 max2 and 0.05 threshold, Triangle.


 ' INFO : RC   0.4  info : rendering statistics
 ' INFO : RC   0.4  info :   type   number
 per eye ray
 ' INFO : RC   0.4  info :   eye rays  2287942
  1.00
 ' INFO : RC   0.4  info :   reflection rays  31626210
 13.82
 ' INFO : RC   0.4  info :   refraction rays   1302239
  0.57
 ' INFO : RC   0.4  info :   shadow rays5126689872
   2240.74
 ' INFO : RC   0.4  info :   environment rays138542957
 60.55
 ' INFO : RC   0.4  info :   probe rays  154358804
 67.47

 ' INFO : RC   0.4  progr: rendering finished
 ' INFO : RC   0.4  info : wallclock  1:08:32.50 for rendering

 MacPro2008, 8x2.8GHz, all cores rendering.

 ---

 Not spectacularly fast or pretty but most likely no flicker at all
 unless there愀 some undersampling in the glossiness of course,
 e.g. no bounces, no surprises...


 Cheers,


 tim





Re: Octane render

2013-02-23 Thread Jason S

That actually looks pretty nice (even without bouncing)
and actually looks alot like what my own trick looks like without FG / 
AO bleed
(no muddy corners) to which I made backflips to get it to render under 5 
minutes,

but of course there was no glossy relfections and such..

There was an other post showing an image using env AO.. does that just 
mean enabling AO's environment sampling?

Using a 360 degree env map of the scene?

For an interior with say a window in the center of one wall,
wouldn't the environment sampling act as if the window as infinitely far 
away uniformily for all objects in the room?


Which is ususally fine for exteriour lighting but.

anyway, thanks and nice work!


On 23/02/2013 7:33 PM, Ciaran Moloney wrote:
yeah, it's pretty cool. Might help with sampling the scene more 
efficiently, especially all those shader samples.




On Sat, Feb 23, 2013 at 11:38 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:




On 24.02.2013 00:23, Ciaran Moloney wrote:

You should probably have a look at unified sampling.


Will do. Never found the time to look into that and Irradiance
Particles.

Cheers,


tim






On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker
bauero...@gmx.de mailto:bauero...@gmx.de
mailto:bauero...@gmx.de mailto:bauero...@gmx.de wrote:

Hi,


On 23.02.2013 03:54, Steven Caron wrote:
 i dont miss mental ray... :)

Depends a lot on the DOF.

Here愀 the rendering without DOF and glare
but AA min0 max2 and 0.05 threshold, Triangle.


' INFO : RC   0.4  info : rendering statistics
' INFO : RC   0.4  info :   type  
number   per eye ray
' INFO : RC   0.4  info :   eye rays
 2287942  1.00
' INFO : RC   0.4  info :   reflection rays
 31626210 13.82
' INFO : RC   0.4  info :   refraction rays  
1302239  0.57
' INFO : RC   0.4  info :   shadow rays  
 5126689872   2240.74
' INFO : RC   0.4  info :   environment rays  
 138542957 60.55
' INFO : RC   0.4  info :   probe rays
 154358804 67.47


' INFO : RC   0.4  progr: rendering finished
' INFO : RC   0.4  info : wallclock  1:08:32.50 for rendering

MacPro2008, 8x2.8GHz, all cores rendering.

---

Not spectacularly fast or pretty but most likely no
flicker at all
unless there愀 some undersampling in the glossiness of course,
e.g. no bounces, no surprises...


Cheers,


tim







Re: Octane render

2013-02-22 Thread Steven Caron
9 hrs! what would the rendertime be if it was using your whole machine?


On Fri, Feb 22, 2013 at 6:28 PM, Tim Leydecker bauero...@gmx.de wrote:

 ' INFO : RC   0.4  info : wallclock  9:12:28.06 for rendering



Re: Octane render

2013-02-22 Thread Tim Leydecker

Probably 9hrs, too...

I didn´t optimize for speed but clean glossirendering and have
pretty high settings for each material´s AO node, mostly 32-48
samples, add the glossiness to that and you see time running away.

I´d think that having the option to use the same AO node across
multiple materials (like in Maya, connecting via the hypershade)
may be worth a try to see if that brings down rendertime.

I´ve around 10 materials, that´s 10 AO nodes each with a very large
falloff distance set...

The glare output shader could also be nuked, I think. Posteffect, quicker.

Cheers,


tim





On 23.02.2013 03:33, Steven Caron wrote:

9 hrs! what would the rendertime be if it was using your whole machine?


On Fri, Feb 22, 2013 at 6:28 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:

' INFO : RC   0.4  info : wallclock  9:12:28.06 for rendering




Re: Octane render

2013-02-21 Thread Simon Reeves
A flash render? Was that one with maxwell? ;)



Simon Reeves
Freelance 3D VFX Artist

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


On 21 February 2013 07:51, olivier jeannel olivier.jean...@noos.fr wrote:

  Very nice, looks like it was shot with a flash light !
 And maybe all this grass caused some wetness through the walls that's why
 there should have some cough displacement cough to see the mortage ;)




 Le 20/02/2013 19:40, Gustavo Eggert Boehs a écrit :

  (apparently this got block the first time, so im further compressing my
 jpg)

  I took this last night, so there was no sun... This scene was in some
 abandoned place in my computer, and apparently, some 7 million leafs of
 grass grew in it.
  Now if only I could find an excuse for displacement and mb :)


 2013/2/20 Gustavo Eggert Boehs gustav...@gmail.com

  A different take... This scene was in some abandoned place in my
 computer, and apparently, some 7 million leafs of grass grew in it.
 Now if only I could find an excuse for displacement and mb :)

  --
  Gustavo E Boehs
 http://www.gustavoeb.com.br/blog




  --
 Gustavo E Boehs
 http://www.gustavoeb.com.br/blog





Re: Octane render

2013-02-20 Thread Ciaran Moloney
On Wed, Feb 20, 2013 at 1:27 AM, Steven Caron car...@gmail.com wrote:

 its not subjective... octane has access to more hardware. so what i am
 saying is, arnold would preform similarly if it was using a machine with
 1500 cores. we would set the sampling really high and be done in 10 mins
 and it would be silky smooth.


Assuming you can make your buckets small enough to fully make use of all
those 1500 cores ...


Re: Octane render

2013-02-20 Thread Toonafish
Very nice ! Is the intergrated plugin available for download, or did you 
Kick someone's Ass to get it ?


- Ronald

On 2/19/2013 19:22, Stephan Woermann wrote:

Maybe a little bit late.
But the scene was good to test my plugin.
~2:05 with a GTX670. Settings are shown in the image...

Stephan


2013/2/18 Octavian Ureche okt...@gmail.com mailto:okt...@gmail.com

Hey Tim,

To be honest, i think it's because i was lazy, and tried to do the
setup as quickly as possible, and instead of tweaking the exposure on
the hdri dome, i just cranked up the primary bounce rate to a level
that technically yields unrealistic results, physically speaking. I
used a 3x primary bounce multiplier when normally you should leave it
at 1. That way you exaggerate the lighting in a render making
everything that bounces light look overexposed, but you also come
across abnormalities like this. Might also be related to the fact that
i've somehow managed to rotate the sky dome in such a way that light
comes in perpendicular to the side wall, and combined that with the
fact that the frames of the windows receive less bounces than the
underside of the table, they tend to look less exposed. Might also be
related to the fact that i'm using an hdri map for light, and not an
actual directional light per se.

Might also be that i have no idea why this is happening and i'll just
do another render with more accurate settings and see what happens :)






Re: Octane render

2013-02-20 Thread Stefan Kubicek

Your last post looks realy cool after 1hr. My internal version uses nearly
the double of the time as the standalone, Don´t know why...


I believe to remember that there used to be (or still is) an issue where it was 
taking considerable
amounts of CPU time to copy the updated internal image from the renderer to the 
Softimage render window.
Afaik this only affected render windows but not the Render region (or vice 
versa?)
Maybe this is slowing your internal version of the render down? Have you 
tried updating the Render Window less frequently
and see if that speeds up the total render time?

I think I also remember that copying one large chunk of data to the window is 
slower than copying many small chunks.


Stefan



Re: Octane render

2013-02-20 Thread Stephan Woermann
@Steven:
I can change the samples to max 64k, but haven´t tested it. I think when i
double the sample, in this case to 20k, it should noise free. It depends
from scene to scene.
Indoors with less light sources are always slower. An outdoor render will
be faster...

@Toonafish:
Sorry, not available to download. Must integrate the environment which is
set in this image via the sourcecode. Than i will start a closed beta...

@Stefan:
Have tested some things and found the problem.

The problem is, that each mesh is added to a groop. If you have 20 meshes,
the group has 20 input pins. Each pin will need some time to evaluate or
whatever. When i merge the whole scene in one mesh, so that i have only one
pin in the group, then i have nearly the same speed as in the standalone.
One problem here is, that each mesh can only have one uv map. An other
problem is, if you have an envelope, the whole merged mesh must be
submitted again for each frame.

This is why i use multiple meshes, i check if the mesh has an envelope,
then i submit only this mesh.
An other nice feature here is, i have a check if only the srt is
animated/changed. If the srt matrix is changed, i send only this matrix to
Octane to make the calculation on the gpu. So you can move, scale or rotate
each mesh, without to submit it. I can also send more than one matrix to
Octane. Octane will then dublicate the mesh with the matrix information.
It´s a scatter.
But here is the price the renderspeed.
Hope that Otoy will find a solution to speedup the process...

Stephan


2013/2/20 Stefan Kubicek s...@tidbit-images.com

 Your last post looks realy cool after 1hr. My internal version uses nearly
 the double of the time as the standalone, Don´t know why...


 I believe to remember that there used to be (or still is) an issue where
 it was taking considerable
 amounts of CPU time to copy the updated internal image from the renderer
 to the Softimage render window.
 Afaik this only affected render windows but not the Render region (or vice
 versa?)
 Maybe this is slowing your internal version of the render down? Have you
 tried updating the Render Window less frequently
 and see if that speeds up the total render time?

 I think I also remember that copying one large chunk of data to the window
 is slower than copying many small chunks.


 Stefan



Re: Octane render

2013-02-20 Thread Steven Caron
render time?


On Wed, Feb 20, 2013 at 10:40 AM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:

 I took this last night, so there was no sun... This scene was in some
 abandoned place in my computer, and apparently, some 7 million leafs of
 grass grew in it.
  Now if only I could find an excuse for displacement and mb :)




Re: Octane render

2013-02-20 Thread Jason S
Lol!  interesting.. It looks like a classroom built directly on campus 
lawn and shot with a flash :)



On 20/02/2013 1:40 PM, Gustavo Eggert Boehs wrote:
(apparently this got block the first time, so im further compressing 
my jpg)


I took this last night, so there was no sun... This scene was in some 
abandoned place in my computer, and apparently, some 7 million leafs 
of grass grew in it.

Now if only I could find an excuse for displacement and mb :)


2013/2/20 Gustavo Eggert Boehs gustav...@gmail.com 
mailto:gustav...@gmail.com


A different take... This scene was in some abandoned place in my
computer, and apparently, some 7 million leafs of grass grew in it.
Now if only I could find an excuse for displacement and mb :)

-- 
Gustavo E Boehs

http://www.gustavoeb.com.br/blog




--
Gustavo E Boehs
http://www.gustavoeb.com.br/blog




Re: Octane render

2013-02-20 Thread olivier jeannel

Very nice, looks like it was shot with a flash light !
And maybe all this grass caused some wetness through the walls that's 
why there should have some cough displacement cough to see the 
mortage ;)





Le 20/02/2013 19:40, Gustavo Eggert Boehs a écrit :
(apparently this got block the first time, so im further compressing 
my jpg)


I took this last night, so there was no sun... This scene was in some 
abandoned place in my computer, and apparently, some 7 million leafs 
of grass grew in it.

Now if only I could find an excuse for displacement and mb :)


2013/2/20 Gustavo Eggert Boehs gustav...@gmail.com 
mailto:gustav...@gmail.com


A different take... This scene was in some abandoned place in my
computer, and apparently, some 7 million leafs of grass grew in it.
Now if only I could find an excuse for displacement and mb :)

-- 
Gustavo E Boehs

http://www.gustavoeb.com.br/blog




--
Gustavo E Boehs
http://www.gustavoeb.com.br/blog




Re: Octane render

2013-02-19 Thread Steven Caron
did you color correct this? i like the color... and i think the glossy
reflections came out great! i am still struggling with some noise in
reflection and glossy. can you share your arnold scene?

ill post mine tonight, it was certainly fun to do.

ya this is worst case for arnold. i imagine when talking about purely
casting as many rays as possible, a gpu renderer at this time win against a
cpu bound renderer. i imagine if ronald would post his rays per pixel we
would see octane is tracing many times more. he said his graphics card has
1500+ cores vs his cpu threads at 12. thats over a hundred times more,
assuming its a linear relationship.


On Tue, Feb 19, 2013 at 4:17 PM, Gene Crucean
emailgeneonthel...@gmail.comwrote:

 Man I don't know how you guys find time to fool around with this stuff
 during the week. Here's a quick version after spending maybe 30'ish minutes
 swapping out shaders and getting it setup.

 http://www.genecrucean.com/tmp/Classroom_v001.7z

 These frames were about an hour per frame but I'm confident I could easily
 get this down to about 30min fairly easily.

 This scene is an almost worst case scenario for Arnold fwiw. Indoors, main
 lighting is from only windows, glossy's, reflections, refractions, DOF,
 MoBlur. How much of that is Octane doing btw? It's interesting to play with
 for those reasons and it's definitely possible to make it look good... it's
 just that the render times go up a bit because of the increase in sampling.

 Those of us who use Arnold know this isn't showing off Arnold's power by
 any stretch of the imagination though. Kind of a silly test...but fun
 either way.


 --
 Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~



Re: Octane render

2013-02-19 Thread Steven Caron
gne... you took my quote out of context :)

i imagine when talking about* purely casting as many rays as possible*, a
gpu renderer at this time win against a cpu bound renderer

its not subjective... octane has access to more hardware. so what i am
saying is, arnold would preform similarly if it was using a machine with
1500 cores. we would set the sampling really high and be done in 10 mins
and it would be silky smooth.

i still think arnold is the better overall choice.

s

On Tue, Feb 19, 2013 at 5:00 PM, Gene Crucean
emailgeneonthel...@gmail.comwrote:


 Yeah even win is soo subjective with this though.



Re: Octane render

2013-02-19 Thread Steven Caron
thanks for this stephan...

so 2:04:07, two hours or two minutes?
it says 16000 max samples, can you describe what that means in octane? and
more generically?
does octane count the rays per pixel? ie. the amount of rays fired for the
entire ray tree in order to generate the color for one pixel? if so what is
that count?

s


On Tue, Feb 19, 2013 at 10:22 AM, Stephan Woermann 
swoerman...@googlemail.com wrote:

 Maybe a little bit late.
 But the scene was good to test my plugin.
 ~2:05 with a GTX670. Settings are shown in the image...




Re: Octane render

2013-02-19 Thread Gene Crucean
Hey Stephan, what windows theme is that?


On Tue, Feb 19, 2013 at 10:22 AM, Stephan Woermann 
swoerman...@googlemail.com wrote:

 Maybe a little bit late.
 But the scene was good to test my plugin.
 ~2:05 with a GTX670. Settings are shown in the image...

 Stephan


 2013/2/18 Octavian Ureche okt...@gmail.com

 Hey Tim,

 To be honest, i think it's because i was lazy, and tried to do the
 setup as quickly as possible, and instead of tweaking the exposure on
 the hdri dome, i just cranked up the primary bounce rate to a level
 that technically yields unrealistic results, physically speaking. I
 used a 3x primary bounce multiplier when normally you should leave it
 at 1. That way you exaggerate the lighting in a render making
 everything that bounces light look overexposed, but you also come
 across abnormalities like this. Might also be related to the fact that
 i've somehow managed to rotate the sky dome in such a way that light
 comes in perpendicular to the side wall, and combined that with the
 fact that the frames of the windows receive less bounces than the
 underside of the table, they tend to look less exposed. Might also be
 related to the fact that i'm using an hdri map for light, and not an
 actual directional light per se.

 Might also be that i have no idea why this is happening and i'll just
 do another render with more accurate settings and see what happens :)





-- 
Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: Octane render

2013-02-19 Thread Steven Caron
here is mine, 1hr render... i took way longer with materials and setup. i
was having fun ;)

i posted a raw and white balanced one to take out the tint.

https://docs.google.com/file/d/0B9pq_niy68AOcXdQT0JDRGpuN2s/edit?usp=sharing -
raw
https://docs.google.com/file/d/0B9pq_niy68AOVVlLS29EcVBYbU0/edit?usp=sharing -
white balanced


On Tue, Feb 19, 2013 at 4:37 PM, Steven Caron car...@gmail.com wrote:


 ill post mine tonight, it was certainly fun to do.




Re: Octane render

2013-02-19 Thread Stephan Woermann
@Steve:
It means 16000 samples per pixel also the count of rays per pixel. After
2h4min i reached around 10500 s/px. It should be for the entire ray tree i
think.
And nearly 0.7MSamples per second, which means a image of 1024x512 which
has 0.6 MSamples is updated ~each second.
Your last post looks realy cool after 1hr. My internal version uses nearly
the double of the time as the standalone, Don´t know why...

@Gene:
That is the standard Windows7 Theme...


2013/2/20 Steven Caron car...@gmail.com

 here is mine, 1hr render... i took way longer with materials and setup. i
 was having fun ;)

 i posted a raw and white balanced one to take out the tint.


 https://docs.google.com/file/d/0B9pq_niy68AOcXdQT0JDRGpuN2s/edit?usp=sharing -
 raw

 https://docs.google.com/file/d/0B9pq_niy68AOVVlLS29EcVBYbU0/edit?usp=sharing -
 white balanced


 On Tue, Feb 19, 2013 at 4:37 PM, Steven Caron car...@gmail.com wrote:


 ill post mine tonight, it was certainly fun to do.




Re: Octane render

2013-02-19 Thread Steven Caron
thanks stephan, 16k thousands samples per pixel seems like very little to
me. i am going to do some research on the octane forum for clarification...
i ask because i have gone way over that for arnold, so they might be
measuring differently. what would a typical noise free sample setting be?
double that?

On Tue, Feb 19, 2013 at 7:47 PM, Stephan Woermann 
swoerman...@googlemail.com wrote:

 @Steve:
 It means 16000 samples per pixel also the count of rays per pixel. After
 2h4min i reached around 10500 s/px. It should be for the entire ray tree i
 think.



Re: Octane render

2013-02-18 Thread Tim Crowson

Octavian,

I'm not too familiar with V-Ray, so forgive me, but why is your light 
source casting hard shadows onto the floor, but not onto the walls and 
window encasements?


*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com



On 2/17/2013 3:42 AM, Octavian Ureche wrote:

Took the camera from the original scene and did another render with
the same settings.
This time got 1 min less out of it, probably because of the 64 less
vertical pixels.

PS. I think i initially posted this in the wrong thread.

Cheers,
Octav


--
Signature


Re: Octane render

2013-02-18 Thread Octavian Ureche
Hey Tim,

To be honest, i think it's because i was lazy, and tried to do the
setup as quickly as possible, and instead of tweaking the exposure on
the hdri dome, i just cranked up the primary bounce rate to a level
that technically yields unrealistic results, physically speaking. I
used a 3x primary bounce multiplier when normally you should leave it
at 1. That way you exaggerate the lighting in a render making
everything that bounces light look overexposed, but you also come
across abnormalities like this. Might also be related to the fact that
i've somehow managed to rotate the sky dome in such a way that light
comes in perpendicular to the side wall, and combined that with the
fact that the frames of the windows receive less bounces than the
underside of the table, they tend to look less exposed. Might also be
related to the fact that i'm using an hdri map for light, and not an
actual directional light per se.

Might also be that i have no idea why this is happening and i'll just
do another render with more accurate settings and see what happens :)


Re: Octane render

2013-02-17 Thread Massimo Galluzzo

Gave MR another shot, this is 1 hour and 20 mins on an i7 990x 3.8ghz
Irradiance particles only, unified 1/20 quality 3

[url]http://img51.imageshack.us/img51/9906/clrmr.jpg[/url]



-Messaggio originale- 
From: Octavian Ureche 
Sent: Sunday, February 17, 2013 10:42 AM 
To: softimage@listproc.autodesk.com 
Subject: Re: Octane render 


Took the camera from the original scene and did another render with
the same settings.
This time got 1 min less out of it, probably because of the 64 less
vertical pixels.

PS. I think i initially posted this in the wrong thread.

Cheers,
Octav


Re: Octane render

2013-02-17 Thread Massimo Galluzzo

Gave MR another shot, this is 1 hour and 20 mins on an i7 990x 3.8ghz
Irradiance particles only, unified 1/20 quality 3

http://img51.imageshack.us/img51/9906/clrmr.jpg

-Messaggio originale- 
From: Octavian Ureche 
Sent: Sunday, February 17, 2013 10:42 AM 
To: softimage@listproc.autodesk.com 
Subject: Re: Octane render 


Took the camera from the original scene and did another render with
the same settings.
This time got 1 min less out of it, probably because of the 64 less
vertical pixels.

PS. I think i initially posted this in the wrong thread.

Cheers,
Octav


Re: Octane render

2013-02-17 Thread Vladimir Jankijevic
alright, here is my try on the scene. I tried to get it to a level of the
7h maxwell render.
the maxwell render was done on a i7 2600K @ 3.4GHz and mine was on a X5680
@ 3.33GHz. the difference factor is about 2.75. So on my machine the
maxwell one would have taken 2h32min
so the first render was with depth of field and took 44min at 960x540px
the second without DoF took 30min at the same resolution.
I'm quiet happy with the outcome for such a good quality render and low
setup time (about 30min from scratch), especially knowing that I can now
throw what ever I want in that scene and in whatever quantity and it will
render :)

with DoF: http://xsi.jankin.com/dump/ClassRoom_a.0001_44min.jpg
without: http://xsi.jankin.com/dump/ClassRoom_a.0001_30min.jpg


cheers
Vladimir


On Sat, Feb 16, 2013 at 5:58 PM, Steven Caron car...@gmail.com wrote:

 the camera in the arnold version of the scene file ronald provided should
 match...

 https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar


 On Sat, Feb 16, 2013 at 2:54 PM, Octavian Ureche okt...@gmail.com wrote:

 Here's another one. Tried to match the angle and res of the other renders
 (as best as i could).
 Kept the green lcd and the burned-out look simply out of preference.
 Had to up the sub-pixel sampling to counter the artifacts in the sharp
 reflective metals (could have pushed it further).
 But it balanced itself nicely with the lowered res, and got
 approximatively the same rendertime.
 Manged to get it to render in under 7 mins with lower glossy samples, but
 it was a bit noisier for my taste.

 Buenas noches,
 Octav





-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Octane render

2013-02-17 Thread Steven Caron
@vladimir, arnold correct?

indeed its good, some of the other renders dont have the proper
light/shadow on the ground. i think its because of the techniques being
used on the windows. the 'lightplane' mesh, if its being used as an area
source it tends to give improper shadowing on the floor.

so talking about technique, whats your setup like and sample settings? all
my renders still come in around 2hrs with too much noise still.

s


On Sun, Feb 17, 2013 at 8:16 AM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:

 alright, here is my try on the scene. I tried to get it to a level of the
 7h maxwell render.
 the maxwell render was done on a i7 2600K @ 3.4GHz and mine was on a X5680
 @ 3.33GHz. the difference factor is about 2.75. So on my machine the
 maxwell one would have taken 2h32min
 so the first render was with depth of field and took 44min at 960x540px
 the second without DoF took 30min at the same resolution.
 I'm quiet happy with the outcome for such a good quality render and low
 setup time (about 30min from scratch), especially knowing that I can now
 throw what ever I want in that scene and in whatever quantity and it will
 render :)

 with DoF: http://xsi.jankin.com/dump/ClassRoom_a.0001_44min.jpg
 without: http://xsi.jankin.com/dump/ClassRoom_a.0001_30min.jpg


 cheers
 Vladimir


 On Sat, Feb 16, 2013 at 5:58 PM, Steven Caron car...@gmail.com wrote:

 the camera in the arnold version of the scene file ronald provided should
 match...

 https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar


 On Sat, Feb 16, 2013 at 2:54 PM, Octavian Ureche okt...@gmail.comwrote:

 Here's another one. Tried to match the angle and res of the other
 renders (as best as i could).
 Kept the green lcd and the burned-out look simply out of preference.
 Had to up the sub-pixel sampling to counter the artifacts in the sharp
 reflective metals (could have pushed it further).
 But it balanced itself nicely with the lowered res, and got
 approximatively the same rendertime.
 Manged to get it to render in under 7 mins with lower glossy samples,
 but it was a bit noisier for my taste.

 Buenas noches,
 Octav





 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---



Re: Octane render

2013-02-17 Thread Vladimir Jankijevic
it's so clear to me that I'm using arnold that I sometimes forget to
mention it. sorry about that :/
settings depend very much on how you approach such a render. here is a
short overview on how I did it:
the one with DoF needs more AA samples so the way I do it is to raise the
AA to 10. Then I dial every aspect (lights, diffuse, glossy) of the
sampling separate until I have the same amount of noise in each of them. I
start with one sample and raise it until I'm somehow satisfied. Mostly 2
samples per component is enough and if we have heavy contrast in the glossy
component I raise that to 3. Then raise the AA slowly to the expected noise
level. In this case to 20 to really smooth things out. So here are the
sampling settings:
AA: 20
Diffuse: 2
Glossy: 3
one QuadLight in front of the windows: 2
Sharper Distant Light: 1
Raydepth for all components to 1 but diffuse to 4

the one without DoF doesn't need such high AA samples so we
can rearrange the sample settings to something like this:
AA: 6
Diffuse: 7
Glossy: 6
one QuadLight in front of the windows: 5
Sharper Distant Light: 4
Raydepth for all components to 1 but diffuse to 4


here is another one without glossy rays. this one brings the render down to
27min. it's the same setup as the one with DoF except without any glossy
rays shot: http://xsi.jankin.com/dump/ClassRoom_a.0001_27min.jpg


Cheers
Vladimir


On Sun, Feb 17, 2013 at 2:26 PM, Steven Caron car...@gmail.com wrote:

 @vladimir, arnold correct?

 indeed its good, some of the other renders dont have the proper
 light/shadow on the ground. i think its because of the techniques being
 used on the windows. the 'lightplane' mesh, if its being used as an area
 source it tends to give improper shadowing on the floor.

 so talking about technique, whats your setup like and sample settings? all
 my renders still come in around 2hrs with too much noise still.

 s


 On Sun, Feb 17, 2013 at 8:16 AM, Vladimir Jankijevic 
 vladi...@elefantstudios.ch wrote:

 alright, here is my try on the scene. I tried to get it to a level of the
 7h maxwell render.
 the maxwell render was done on a i7 2600K @ 3.4GHz and mine was on a X5680
 @ 3.33GHz. the difference factor is about 2.75. So on my machine the
 maxwell one would have taken 2h32min
 so the first render was with depth of field and took 44min at 960x540px
 the second without DoF took 30min at the same resolution.
 I'm quiet happy with the outcome for such a good quality render and low
 setup time (about 30min from scratch), especially knowing that I can now
 throw what ever I want in that scene and in whatever quantity and it will
 render :)

 with DoF: http://xsi.jankin.com/dump/ClassRoom_a.0001_44min.jpg
 without: http://xsi.jankin.com/dump/ClassRoom_a.0001_30min.jpg


 cheers
 Vladimir


 On Sat, Feb 16, 2013 at 5:58 PM, Steven Caron car...@gmail.com wrote:

 the camera in the arnold version of the scene file ronald provided
 should match...

 https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar


 On Sat, Feb 16, 2013 at 2:54 PM, Octavian Ureche okt...@gmail.comwrote:

 Here's another one. Tried to match the angle and res of the other
 renders (as best as i could).
 Kept the green lcd and the burned-out look simply out of preference.
 Had to up the sub-pixel sampling to counter the artifacts in the sharp
 reflective metals (could have pushed it further).
 But it balanced itself nicely with the lowered res, and got
 approximatively the same rendertime.
 Manged to get it to render in under 7 mins with lower glossy samples,
 but it was a bit noisier for my taste.

 Buenas noches,
 Octav





 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---





-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Octane render

2013-02-17 Thread Mihai Iliuta
Vladimir, there are still problems with the AA - look at the upside down
chair legs and window frames. Did it really take you only 30 min of
tweaking each lights/diffuse/glossy samples test, then AA samples test, if
the final render took 44 min? Where you rendering the tests at smaller rez?

@Tim, there is no type of AA sampling selector in Maxwell - except a slider
for softer vs sharper looking AA. Slider goes from 0 to 100 and I used
60 (the default). This can be changed during or after the render. The
difference is subtle, so below I've saved 3 different versions - default
60, 0 and 98. We use a proprietary AA sampling technique which was a big
part of V2 of Maxwell :)

@Emilio - there isn't really that much you can do to optimize a scene like
this in Maxwell or any unbiased renderer that doesn't have a built in hard
bounce limit. This type of scene is one of the hardest things you can throw
at them. One of the things you can do if you can however is not mix normal
emitters with sun or skydome since these two types of emitters have very
different strengths and Maxwells optimisations don't work well in these
cases. Here is the classroom scene with Maxwell materials applied (ceiling
emitters are hidden):

https://dl.dropbox.com/u/32548637/Classroom_test.rar

Here is another example with Physical sky this time, with the ceiling
emitters hidden. I've also made the floor glossy reflective instead of just
diffuse which should add to the complexity, but the render time was only 3h
for this one to reach the same sampling level. There are some small more
noisier areas on the floor - those are in fact glossy caustics from light
reflecting from the low glossiness chrome legs onto the glossy floor. It's
nice to know you have this subtlety if you want it, but you can turn
indirect or also direct caustics off in the render settings to speed things
up.

AA 0:
https://www.dropbox.com/s/653hesfhbwjw0ln/class3h_Sun_AA0.png

AA default:
https://www.dropbox.com/s/ki5ji9nlp5ecvn2/class3h_Sun_AAdefault.png

AA 98:
https://www.dropbox.com/s/jxr0f2zn9jyo6k9/class3h_Sun_AA98.png








On Mon, Feb 18, 2013 at 12:06 AM, Vladimir Jankijevic 
vladi...@elefantstudios.ch wrote:

 it's so clear to me that I'm using arnold that I sometimes forget to
 mention it. sorry about that :/
 settings depend very much on how you approach such a render. here is a
 short overview on how I did it:
 the one with DoF needs more AA samples so the way I do it is to raise the
 AA to 10. Then I dial every aspect (lights, diffuse, glossy) of the
 sampling separate until I have the same amount of noise in each of them. I
 start with one sample and raise it until I'm somehow satisfied. Mostly 2
 samples per component is enough and if we have heavy contrast in the glossy
 component I raise that to 3. Then raise the AA slowly to the expected noise
 level. In this case to 20 to really smooth things out. So here are the
 sampling settings:
 AA: 20
 Diffuse: 2
 Glossy: 3
 one QuadLight in front of the windows: 2
 Sharper Distant Light: 1
 Raydepth for all components to 1 but diffuse to 4

 the one without DoF doesn't need such high AA samples so we
 can rearrange the sample settings to something like this:
 AA: 6
 Diffuse: 7
 Glossy: 6
 one QuadLight in front of the windows: 5
 Sharper Distant Light: 4
 Raydepth for all components to 1 but diffuse to 4


 here is another one without glossy rays. this one brings the render down
 to 27min. it's the same setup as the one with DoF except without any glossy
 rays shot: http://xsi.jankin.com/dump/ClassRoom_a.0001_27min.jpg


 Cheers
 Vladimir


 On Sun, Feb 17, 2013 at 2:26 PM, Steven Caron car...@gmail.com wrote:

 @vladimir, arnold correct?

 indeed its good, some of the other renders dont have the proper
 light/shadow on the ground. i think its because of the techniques being
 used on the windows. the 'lightplane' mesh, if its being used as an area
 source it tends to give improper shadowing on the floor.

 so talking about technique, whats your setup like and sample settings?
 all my renders still come in around 2hrs with too much noise still.

 s


 On Sun, Feb 17, 2013 at 8:16 AM, Vladimir Jankijevic 
 vladi...@elefantstudios.ch wrote:

 alright, here is my try on the scene. I tried to get it to a level of
 the 7h maxwell render.
 the maxwell render was done on a i7 2600K @ 3.4GHz and mine was on a X5680
 @ 3.33GHz. the difference factor is about 2.75. So on my machine the
 maxwell one would have taken 2h32min
 so the first render was with depth of field and took 44min at 960x540px
 the second without DoF took 30min at the same resolution.
 I'm quiet happy with the outcome for such a good quality render and low
 setup time (about 30min from scratch), especially knowing that I can now
 throw what ever I want in that scene and in whatever quantity and it will
 render :)

 with DoF: http://xsi.jankin.com/dump/ClassRoom_a.0001_44min.jpg
 without: http://xsi.jankin.com/dump/ClassRoom_a.0001_30min.jpg


 cheers
 

Re: Octane render

2013-02-16 Thread Massimo Galluzzo
Maxwell is amazing, the quality of light is impressive, thanks a lot for those 
tests Mihai 


From: Mihai Iliuta 
Sent: Saturday, February 16, 2013 8:05 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Octane render

Hi there,


Hopefully this will be in the right threadhere are some classroom tests 
with Maxwell Render.

Ronald, I just took your scene and applied Maxwell materials trying to match 
the look from your tests and for the lighting I just used Skydome. 

My machine is an i7 2600K @ 3.4GhZ, and according to our benchwell test 
(www.maxwellrender.com/benchwell) your machine should run it in about 10 min, 
mine took 14min, so 40% slower.

Time 15min:
https://www.dropbox.com/s/2uw6akqot5yun4d/15min.jpg


45 min:
https://www.dropbox.com/s/110ec8qwea2dl39/45min.jpg


2h:
https://www.dropbox.com/s/d3ty0h696nxwbuh/2h.jpg


7h:
https://www.dropbox.com/s/yqdclhiwj36a9b6/7h.jpg


The last one was to try and match your 45min Octane render, although some areas 
looked cleaner sooner (DOF areas especially). It's true that it takes a much 
longer time to get a super clean image, but usually a small amount of denoise 
is enough instead of waiting...

So to compare 

the 7h render would take about 5 hours on your machine. 
the 2h render matches in noise your Arnold 1.33min render and would take about 
1h20min on your machine.

For the 7h render I turned up the intensity of the ceiling lights using 
Multilight to match your render (but they would never look that strong in 
reality if you expose for daylight, unless you want the electric company to 
come arrest you...).

Quality wise, perhaps in my not so unbiased opinion, there is more life in the 
Maxwell render, mainly due to not limiting bounces. I don't understand what the 
point is to have only 2-3 bounces of GI because it starts looking dead and like 
an AO pass - greyness everywhere. Look especially in the chrome material, 
radiator area, in between the wood boards on the desk. All these things add up 
in my opinion and other tests will show it better. I prefer to know I'll get a 
render that looks and feel like a photo, not a render that looks like yet 
anotherrender.

Also most of our users will take up 2GB of RAM just for loading their textures, 
no matter the resolution of the render and many want to render at at least A4 
print size which is about 3500px wide at 300dpi.

Finally, maybe we should maybe do a test with thousands of particles, hair, 
DOF, MB, sharp caustics??? Bring it ON!!! 



wlEmoticon-smile[1].png330.gif

Re: Octane render

2013-02-16 Thread Toonafish

  
  
Great ! A Maxwell render. I agree,
  quality wise 7 hour render rivals the Octane 45 minute render.
  Rendertimes are higher, that was to be expected, but it's nice to
  see some proof. You are right I think, a lot of the renders don't
  look as realistic due to low diffuse bounces or use of occlusion.
  I think this Maxwell render is the first one that is better
  quality then the Octane render.
  
  And the lighting looks better then my green room too :-)
  
  How many bounces did you use ? I left Octane at the default 16.
  
  - Ronald
  
  On 2/16/2013 8:05, Mihai Iliuta wrote:


  

  

  Hi there,

  
  Hopefully this will be in the right threadhere are
  some classroom tests with Maxwell Render.
  
  Ronald, I just took your scene and applied Maxwell
  materials trying to match the look from your tests and for
  the lighting I just used Skydome. 
  
  My machine is an i7 2600K @ 3.4GhZ, and according to our
  benchwell test (www.maxwellrender.com/benchwell)
  your machine should run it in about 10 min, mine took
  14min, so 40% slower.
  
  Time 15min:
  https://www.dropbox.com/s/2uw6akqot5yun4d/15min.jpg
  

45 min:
https://www.dropbox.com/s/110ec8qwea2dl39/45min.jpg

  
  2h:
  https://www.dropbox.com/s/d3ty0h696nxwbuh/2h.jpg
  

7h:
https://www.dropbox.com/s/yqdclhiwj36a9b6/7h.jpg


The last one was to try and match your 45min Octane render,
although some areas looked cleaner sooner (DOF areas
especially). It's true that it takes a much longer time to get a
super clean image, but usually a small amount of denoise is
enough instead of waiting...

So to compare 

the 7h render would take about 5 hours on your machine. 
the 2h render matches in noise your Arnold 1.33min render and
would take about 1h20min on your machine.

For the 7h render I turned up the intensity of the ceiling
lights using Multilight to match your render (but they would
never look that strong in reality if you expose for daylight,
unless you want the electric company to come arrest you...).

Quality wise, perhaps in my not so unbiased opinion, there is
more life in the Maxwell render, mainly due to not limiting
bounces. I don't understand what the point is to have only 2-3
bounces of GI because it starts looking dead and like an AO pass
- greyness everywhere. Look especially in the chrome material,
radiator area, in between the wood boards on the desk. All these
things add up in my opinion and other tests will show it better.
I prefer to know I'll get a render that looks and feel like a
photo, not a render that looks like yet anotherrender.

Also most of our users will take up 2GB of RAM just for loading
their textures, no matter the resolution of the render and many
want to render at at least A4 print size which is about 3500px
wide at 300dpi.

Finally, maybe we should maybe do a test with thousands of
particles, hair, DOF, MB, sharp caustics??? Bring it ON!!! 

  

  

  

  



-- 
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl 
  



Re: Octane render

2013-02-16 Thread Alok Gandhi
Looks very nice. The light shades seems wierdly transparent though and the LCD 
are too green, maybe you changed the colour. But I like the more contrast.

Sent from my iPhone

On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com wrote:

 Hey guys,
 
 Here's my take on it with vray in xsi on an i7-3770 at 3.5 ghz (in low 
 priority mode cuz i had work to do in the meantime). 
 Single dome light with an hdri as color texture, 32 light samples.
 Materials are just vray standards with 32 samples for the glossy reflections 
  no interpolation (it's faster, but i think it is not as accurate). 
 Adaptive dmc with lighcache and irradiance map (glossy rays computed from 
 lightcache - faster), and 3 gi bounces (yeah, i was lazy).
 10-15 min setup time. Still noisy, but i wanted to keep it in the 10 mins 
 range, just to see how it might hold up agains the other players.
 Render is 720p resolution.
 
 Cheers,
 Octav
 Vray_Classroom.jpg


Re: Octane render

2013-02-16 Thread Octavian Ureche
That was an lcd? Damn, i thought it was a blackboard of sorts and gave it a
greenish tint to make it more interesting.
Figures, when u grow up in eastern europe, and you see a classroom...an lcd
in front of it is the last thing that crosses your mind. :)
On Feb 16, 2013 6:04 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote:

 Looks very nice. The light shades seems wierdly transparent though and the
 LCD are too green, maybe you changed the colour. But I like the more
 contrast.

 Sent from my iPhone

 On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com wrote:

 Hey guys,

 Here's my take on it with vray in xsi on an i7-3770 at 3.5 ghz (in low
 priority mode cuz i had work to do in the meantime).
 Single dome light with an hdri as color texture, 32 light samples.
 Materials are just vray standards with 32 samples for the glossy
 reflections  no interpolation (it's faster, but i think it is not as
 accurate).
 Adaptive dmc with lighcache and irradiance map (glossy rays computed from
 lightcache - faster), and 3 gi bounces (yeah, i was lazy).
 10-15 min setup time. Still noisy, but i wanted to keep it in the 10 mins
 range, just to see how it might hold up agains the other players.
 Render is 720p resolution.

 Cheers,
 Octav

 Vray_Classroom.jpg




Re: Octane render

2013-02-16 Thread Gene Crucean
What do you guys all say we keep these at the same resolution and camera
angle? :)

Btw, LCD's? Really? Maybe in Japan, or umm the Samsung factory's
internal school. In America we have chalkboards with the occasional
projector. Not 200 LCD's. That seems crazy to me. Can someone post links
to pics of actual setup's like that?


On Sat, Feb 16, 2013 at 8:21 AM, Octavian Ureche okt...@gmail.com wrote:

 That was an lcd? Damn, i thought it was a blackboard of sorts and gave it
 a greenish tint to make it more interesting.
 Figures, when u grow up in eastern europe, and you see a classroom...an
 lcd in front of it is the last thing that crosses your mind. :)
 On Feb 16, 2013 6:04 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote:

 Looks very nice. The light shades seems wierdly transparent though and
 the LCD are too green, maybe you changed the colour. But I like the more
 contrast.

 Sent from my iPhone

 On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com wrote:

 Hey guys,

 Here's my take on it with vray in xsi on an i7-3770 at 3.5 ghz (in low
 priority mode cuz i had work to do in the meantime).
 Single dome light with an hdri as color texture, 32 light samples.
 Materials are just vray standards with 32 samples for the glossy
 reflections  no interpolation (it's faster, but i think it is not as
 accurate).
 Adaptive dmc with lighcache and irradiance map (glossy rays computed from
 lightcache - faster), and 3 gi bounces (yeah, i was lazy).
 10-15 min setup time. Still noisy, but i wanted to keep it in the 10 mins
 range, just to see how it might hold up agains the other players.
 Render is 720p resolution.

 Cheers,
 Octav

 Vray_Classroom.jpg




-- 
Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: Octane render

2013-02-16 Thread Alok Gandhi
I was also not sure of the LCD, although now in India we do have that but I
studied on a chalkboard. Someone in this thread posted before that these
were LCD that is why I pointed out.

On Sat, Feb 16, 2013 at 12:39 PM, Gene Crucean emailgeneonthel...@gmail.com
 wrote:

 What do you guys all say we keep these at the same resolution and camera
 angle? :)

 Btw, LCD's? Really? Maybe in Japan, or umm the Samsung factory's
 internal school. In America we have chalkboards with the occasional
 projector. Not 200 LCD's. That seems crazy to me. Can someone post links
 to pics of actual setup's like that?


 On Sat, Feb 16, 2013 at 8:21 AM, Octavian Ureche okt...@gmail.com wrote:

 That was an lcd? Damn, i thought it was a blackboard of sorts and gave it
 a greenish tint to make it more interesting.
 Figures, when u grow up in eastern europe, and you see a classroom...an
 lcd in front of it is the last thing that crosses your mind. :)
 On Feb 16, 2013 6:04 PM, Alok Gandhi alok.gandhi2...@gmail.com wrote:

 Looks very nice. The light shades seems wierdly transparent though and
 the LCD are too green, maybe you changed the colour. But I like the more
 contrast.

 Sent from my iPhone

 On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com wrote:

 Hey guys,

 Here's my take on it with vray in xsi on an i7-3770 at 3.5 ghz (in low
 priority mode cuz i had work to do in the meantime).
 Single dome light with an hdri as color texture, 32 light samples.
 Materials are just vray standards with 32 samples for the glossy
 reflections  no interpolation (it's faster, but i think it is not as
 accurate).
 Adaptive dmc with lighcache and irradiance map (glossy rays computed
 from lightcache - faster), and 3 gi bounces (yeah, i was lazy).
 10-15 min setup time. Still noisy, but i wanted to keep it in the 10
 mins range, just to see how it might hold up agains the other players.
 Render is 720p resolution.

 Cheers,
 Octav

 Vray_Classroom.jpg




 --
 Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




--


Re: Octane render

2013-02-16 Thread Gene Crucean
Sorry Alok, that wasn't directed at you in anyway. I was just amazed that
places on earth have this? I'm still amazed to be honest.


On Sat, Feb 16, 2013 at 10:02 AM, Alok Gandhi alok.gandhi2...@gmail.comwrote:

 I was also not sure of the LCD, although now in India we do have that but
 I studied on a chalkboard. Someone in this thread posted before that these
 were LCD that is why I pointed out.


 On Sat, Feb 16, 2013 at 12:39 PM, Gene Crucean 
 emailgeneonthel...@gmail.com wrote:

 What do you guys all say we keep these at the same resolution and camera
 angle? :)

 Btw, LCD's? Really? Maybe in Japan, or umm the Samsung factory's
 internal school. In America we have chalkboards with the occasional
 projector. Not 200 LCD's. That seems crazy to me. Can someone post links
 to pics of actual setup's like that?


 On Sat, Feb 16, 2013 at 8:21 AM, Octavian Ureche okt...@gmail.comwrote:

 That was an lcd? Damn, i thought it was a blackboard of sorts and gave
 it a greenish tint to make it more interesting.
 Figures, when u grow up in eastern europe, and you see a classroom...an
 lcd in front of it is the last thing that crosses your mind. :)
 On Feb 16, 2013 6:04 PM, Alok Gandhi alok.gandhi2...@gmail.com
 wrote:

 Looks very nice. The light shades seems wierdly transparent though and
 the LCD are too green, maybe you changed the colour. But I like the more
 contrast.

 Sent from my iPhone

 On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com wrote:

 Hey guys,

 Here's my take on it with vray in xsi on an i7-3770 at 3.5 ghz (in low
 priority mode cuz i had work to do in the meantime).
 Single dome light with an hdri as color texture, 32 light samples.
 Materials are just vray standards with 32 samples for the glossy
 reflections  no interpolation (it's faster, but i think it is not as
 accurate).
 Adaptive dmc with lighcache and irradiance map (glossy rays computed
 from lightcache - faster), and 3 gi bounces (yeah, i was lazy).
 10-15 min setup time. Still noisy, but i wanted to keep it in the 10
 mins range, just to see how it might hold up agains the other players.
 Render is 720p resolution.

 Cheers,
 Octav

 Vray_Classroom.jpg




 --
 Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




 --




-- 
Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: Octane render

2013-02-16 Thread Alok Gandhi
He he no problemo Gene, no offense taken, it was just that when I saw the
render first time, I also thought it is a blackboard.


On Sat, Feb 16, 2013 at 1:06 PM, Gene Crucean
emailgeneonthel...@gmail.comwrote:

 Sorry Alok, that wasn't directed at you in anyway. I was just amazed that
 places on earth have this? I'm still amazed to be honest.


 On Sat, Feb 16, 2013 at 10:02 AM, Alok Gandhi 
 alok.gandhi2...@gmail.comwrote:

 I was also not sure of the LCD, although now in India we do have that but
 I studied on a chalkboard. Someone in this thread posted before that these
 were LCD that is why I pointed out.


 On Sat, Feb 16, 2013 at 12:39 PM, Gene Crucean 
 emailgeneonthel...@gmail.com wrote:

 What do you guys all say we keep these at the same resolution and camera
 angle? :)

 Btw, LCD's? Really? Maybe in Japan, or umm the Samsung factory's
 internal school. In America we have chalkboards with the occasional
 projector. Not 200 LCD's. That seems crazy to me. Can someone post links
 to pics of actual setup's like that?


 On Sat, Feb 16, 2013 at 8:21 AM, Octavian Ureche okt...@gmail.comwrote:

 That was an lcd? Damn, i thought it was a blackboard of sorts and gave
 it a greenish tint to make it more interesting.
 Figures, when u grow up in eastern europe, and you see a classroom...an
 lcd in front of it is the last thing that crosses your mind. :)
 On Feb 16, 2013 6:04 PM, Alok Gandhi alok.gandhi2...@gmail.com
 wrote:

 Looks very nice. The light shades seems wierdly transparent though and
 the LCD are too green, maybe you changed the colour. But I like the more
 contrast.

 Sent from my iPhone

 On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com wrote:

 Hey guys,

 Here's my take on it with vray in xsi on an i7-3770 at 3.5 ghz (in low
 priority mode cuz i had work to do in the meantime).
 Single dome light with an hdri as color texture, 32 light samples.
 Materials are just vray standards with 32 samples for the glossy
 reflections  no interpolation (it's faster, but i think it is not as
 accurate).
 Adaptive dmc with lighcache and irradiance map (glossy rays computed
 from lightcache - faster), and 3 gi bounces (yeah, i was lazy).
 10-15 min setup time. Still noisy, but i wanted to keep it in the 10
 mins range, just to see how it might hold up agains the other players.
 Render is 720p resolution.

 Cheers,
 Octav

 Vray_Classroom.jpg




 --
 Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




 --




 --
 Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




--


Re: Octane render

2013-02-16 Thread Steven Caron
the camera in the arnold version of the scene file ronald provided should
match...

https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar


On Sat, Feb 16, 2013 at 2:54 PM, Octavian Ureche okt...@gmail.com wrote:

 Here's another one. Tried to match the angle and res of the other renders
 (as best as i could).
 Kept the green lcd and the burned-out look simply out of preference.
 Had to up the sub-pixel sampling to counter the artifacts in the sharp
 reflective metals (could have pushed it further).
 But it balanced itself nicely with the lowered res, and got
 approximatively the same rendertime.
 Manged to get it to render in under 7 mins with lower glossy samples, but
 it was a bit noisier for my taste.

 Buenas noches,
 Octav



Re: Octane render

2013-02-16 Thread Tim Thorburn
Not to derail, but these are fairly common in Australian and Canadian 
schools (moreso Australia) - http://smarttech.com/smartboard  
Chalkboards were phased out in most Canadian schools in the mid-90s in 
favor of dry erase white boards.  This seems to be the next step in 
evolution.


On 2/16/2013 12:39 PM, Gene Crucean wrote:
What do you guys all say we keep these at the same resolution and 
camera angle? :)


Btw, LCD's? Really? Maybe in Japan, or umm the Samsung factory's 
internal school. In America we have chalkboards with the occasional 
projector. Not 200 LCD's. That seems crazy to me. Can someone post 
links to pics of actual setup's like that?



On Sat, Feb 16, 2013 at 8:21 AM, Octavian Ureche okt...@gmail.com 
mailto:okt...@gmail.com wrote:


That was an lcd? Damn, i thought it was a blackboard of sorts and
gave it a greenish tint to make it more interesting.
Figures, when u grow up in eastern europe, and you see a
classroom...an lcd in front of it is the last thing that crosses
your mind. :)

On Feb 16, 2013 6:04 PM, Alok Gandhi alok.gandhi2...@gmail.com
mailto:alok.gandhi2...@gmail.com wrote:

Looks very nice. The light shades seems wierdly transparent
though and the LCD are too green, maybe you changed the
colour. But I like the more contrast.

Sent from my iPhone

On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com
mailto:okt...@gmail.com wrote:


Hey guys,

Here's my take on it with vray in xsi on an i7-3770 at 3.5
ghz (in low priority mode cuz i had work to do in the meantime).
Single dome light with an hdri as color texture, 32 light
samples.
Materials are just vray standards with 32 samples for the
glossy reflections  no interpolation (it's faster, but i
think it is not as accurate).
Adaptive dmc with lighcache and irradiance map (glossy rays
computed from lightcache - faster), and 3 gi bounces (yeah, i
was lazy).
10-15 min setup time. Still noisy, but i wanted to keep it in
the 10 mins range, just to see how it might hold up agains
the other players.
Render is 720p resolution.

Cheers,
Octav
Vray_Classroom.jpg





--
Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX 
Developer / Filmmaker / Photographer

** *Freelance for hire* **
www.genecrucean.com http://www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com 
http://www.genecrucean.com/ for any personal emails. Thanks. I may 
not get them at this address. ~~




Re: Octane render

2013-02-16 Thread Emilio Hernandez
Hey Mihail.  Can you upload your Maxwell setup?.  I was going to do it but
a lot of work at the studio kept me away from participating.  I want to see
if we can bring those Maxwell times down.

Let's go for a production environment.  I suggest HD resolution.


2013/2/16 Tim Thorburn immor...@arashidigital.com

  Not to derail, but these are fairly common in Australian and Canadian
 schools (moreso Australia) - http://smarttech.com/smartboard  Chalkboards
 were phased out in most Canadian schools in the mid-90s in favor of dry
 erase white boards.  This seems to be the next step in evolution.

 On 2/16/2013 12:39 PM, Gene Crucean wrote:

 What do you guys all say we keep these at the same resolution and camera
 angle? :)

  Btw, LCD's? Really? Maybe in Japan, or umm the Samsung factory's
 internal school. In America we have chalkboards with the occasional
 projector. Not 200 LCD's. That seems crazy to me. Can someone post links
 to pics of actual setup's like that?


 On Sat, Feb 16, 2013 at 8:21 AM, Octavian Ureche okt...@gmail.com wrote:

 That was an lcd? Damn, i thought it was a blackboard of sorts and gave it
 a greenish tint to make it more interesting.
 Figures, when u grow up in eastern europe, and you see a classroom...an
 lcd in front of it is the last thing that crosses your mind. :)
  On Feb 16, 2013 6:04 PM, Alok Gandhi alok.gandhi2...@gmail.com
 wrote:

  Looks very nice. The light shades seems wierdly transparent though and
 the LCD are too green, maybe you changed the colour. But I like the more
 contrast.

 Sent from my iPhone

 On 2013-02-16, at 10:51 AM, Octavian Ureche okt...@gmail.com wrote:

  Hey guys,

  Here's my take on it with vray in xsi on an i7-3770 at 3.5 ghz (in low
 priority mode cuz i had work to do in the meantime).
 Single dome light with an hdri as color texture, 32 light samples.
  Materials are just vray standards with 32 samples for the glossy
 reflections  no interpolation (it's faster, but i think it is not as
 accurate).
  Adaptive dmc with lighcache and irradiance map (glossy rays computed
 from lightcache - faster), and 3 gi bounces (yeah, i was lazy).
  10-15 min setup time. Still noisy, but i wanted to keep it in the 10
 mins range, just to see how it might hold up agains the other players.
  Render is 720p resolution.

  Cheers,
 Octav

  Vray_Classroom.jpg




  --
 Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~





--


RE: Octane render

2013-02-15 Thread Sven Constable
Since we comparing gpu to cpu renderers. let the cpu renderer use at least
all cores we can throw at them :)

 

4 satellite nodes (8cores each) and 1 workstation 6core.

mentalray 3.8

16 min per frame+ 5 min irradiance precalc.

Way to go, octane!  ;)

 

http://www.imagefront.de/tmp/classroom_mentalray3_8.png

 

Shading, lighting and tweaking took me much longer than 30 minutes but I'm
on 2011. No unified sampling and I also had some crashes with satellites
that seems to be fixed in newer version of mr.

I guess the rendertime on just the workstation would be around 1hour. The
workstation is faster than the nodes on the farm and there is also some
network overhead when using satellite rendering but anyway, rendertimes
aren't bad. I always liked mental ray.

 

cheers,

sven



Re: Octane render

2013-02-15 Thread Ed Manning
On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.com wrote:

 Sure, use unified sampling, min 1, max 100, quality 2 (in this case),
 enable FG (default settings in this case), 16px tilesize, spiral pattern.
 Use Architectural material on everything, set all samples everywhere to 1.
 Enable AO in Architectural, set AO shadow color to black.


Hi Arvid --

Why tile size 16?  I ask because I often use this setting (all the time for
previews, often for renders) in order to minimize the amount of idle proc
time while the last couple buckets finish, but have been told lately that
it's actually a time-waster since the renderer has to resample all the
bucket edges.  I'm not sure which helps/hurts more, although I guess maybe
there'd be a way to figure out a rule of thumb based on bucket time vs.
number of cores...


Re: Octane render

2013-02-15 Thread Massimo Galluzzo
Thats a nice one Steven, did you use FG or irradiance particles?


From: Sven Constable 
Sent: Friday, February 15, 2013 1:09 PM
To: softimage@listproc.autodesk.com 
Subject: RE: Octane render

Since we comparing gpu to cpu renderers… let the cpu renderer use at least all 
cores we can throw at them :)

 

4 satellite nodes (8cores each) and 1 workstation 6core.

mentalray 3.8

16 min per frame+ 5 min irradiance precalc.

Way to go, octane!  ;)

 

http://www.imagefront.de/tmp/classroom_mentalray3_8.png

 

Shading, lighting and tweaking took me much longer than 30 minutes but I'm on 
2011. No unified sampling and I also had some crashes with satellites that 
seems to be fixed in newer version of mr.

I guess the rendertime on just the workstation would be around 1hour. The 
workstation is faster than the nodes on the farm and there is also some network 
overhead when using satellite rendering but anyway, rendertimes aren't bad. I 
always liked mental ray.

 

cheers,

sven


Re: Octane render

2013-02-15 Thread Toonafish
You took the word rendertweaking to a whole new level to get your 
rendertimes down ;-)


Not as realistic as the unbiased renders I think, but very nice results. 
I'd be curious to see an actual rendertime on a single workstation with 
a decent CPU.


- Ronald
On 2/15/2013 13:09, Sven Constable wrote:


Since we comparing gpu to cpu renderers... let the cpu renderer use at 
least all cores we can throw at them :)


4 satellite nodes (8cores each) and 1 workstation 6core.

mentalray 3.8

16 min per frame+ 5 min irradiance precalc.

Way to go, octane!  ;)

http://www.imagefront.de/tmp/classroom_mentalray3_8.png

Shading, lighting and tweaking took me much longer than 30 minutes but 
I'm on 2011. No unified sampling and I also had some crashes with 
satellites that seems to be fixed in newer version of mr.


I guess the rendertime on just the workstation would be around 1hour. 
The workstation is faster than the nodes on the farm and there is also 
some network overhead when using satellite rendering but anyway, 
rendertimes aren't bad. I always liked mental ray.


cheers,

sven





RE: Octane render

2013-02-15 Thread Sven Constable
irradiance particles. They are close to fg with portal lights in a overall 
look, but when it comes to small details, they win. Especially with a lot of 
diffuse lighting.

Btw my name is sven, not steven :) 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Massimo Galluzzo
Sent: Friday, February 15, 2013 13:44
To: softimage@listproc.autodesk.com
Subject: Re: Octane render

 

Thats a nice one Steven, did you use FG or irradiance particles?

 

 

From: Sven Constable mailto:sixsi_l...@imagefront.de  

Sent: Friday, February 15, 2013 1:09 PM

To: softimage@listproc.autodesk.com 

Subject: RE: Octane render

 

Since we comparing gpu to cpu renderers… let the cpu renderer use at least all 
cores we can throw at them :)

 

4 satellite nodes (8cores each) and 1 workstation 6core.

mentalray 3.8

16 min per frame+ 5 min irradiance precalc.

Way to go, octane!  ;)

 

http://www.imagefront.de/tmp/classroom_mentalray3_8.png

 

Shading, lighting and tweaking took me much longer than 30 minutes but I'm on 
2011. No unified sampling and I also had some crashes with satellites that 
seems to be fixed in newer version of mr.

I guess the rendertime on just the workstation would be around 1hour. The 
workstation is faster than the nodes on the farm and there is also some network 
overhead when using satellite rendering but anyway, rendertimes aren't bad. I 
always liked mental ray.

 

cheers,

sven



Re: Octane render

2013-02-15 Thread Arvid Björn
Mostly to avoid cores idling, with large tile sizes you could really be
wasting time, especially for something that only occupies a small part of
the image, or a really detailed patch that's left to last running on a
single core after everything else is finished. But it's part of my
optimization routine, so occasionally I increase the size. Never heard of
the extra sampling issue, can't imagine it would over-shadow the 1:8 ratio
of cores rendering simultaneously though, unless it's a scene with
extremely even detail level.


On Fri, Feb 15, 2013 at 1:33 PM, Ed Manning etmth...@gmail.com wrote:

 On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.com wrote:

 Sure, use unified sampling, min 1, max 100, quality 2 (in this case),
 enable FG (default settings in this case), 16px tilesize, spiral pattern.
 Use Architectural material on everything, set all samples everywhere to
 1. Enable AO in Architectural, set AO shadow color to black.


 Hi Arvid --

 Why tile size 16?  I ask because I often use this setting (all the time
 for previews, often for renders) in order to minimize the amount of idle
 proc time while the last couple buckets finish, but have been told lately
 that it's actually a time-waster since the renderer has to resample all the
 bucket edges.  I'm not sure which helps/hurts more, although I guess maybe
 there'd be a way to figure out a rule of thumb based on bucket time vs.
 number of cores...



Re: Octane render

2013-02-15 Thread Emilio Hernandez
Try MR with this advanced MIA Material.

Haven't tried yet, but it says it speeds things up and the behavior is
better.

http://felixgeremus.com/?p=108



2013/2/15 Arvid Björn arvidbj...@gmail.com

 Mostly to avoid cores idling, with large tile sizes you could really be
 wasting time, especially for something that only occupies a small part of
 the image, or a really detailed patch that's left to last running on a
 single core after everything else is finished. But it's part of my
 optimization routine, so occasionally I increase the size. Never heard of
 the extra sampling issue, can't imagine it would over-shadow the 1:8 ratio
 of cores rendering simultaneously though, unless it's a scene with
 extremely even detail level.



 On Fri, Feb 15, 2013 at 1:33 PM, Ed Manning etmth...@gmail.com wrote:

 On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.comwrote:

 Sure, use unified sampling, min 1, max 100, quality 2 (in this case),
 enable FG (default settings in this case), 16px tilesize, spiral pattern.
 Use Architectural material on everything, set all samples everywhere to
 1. Enable AO in Architectural, set AO shadow color to black.


 Hi Arvid --

 Why tile size 16?  I ask because I often use this setting (all the time
 for previews, often for renders) in order to minimize the amount of idle
 proc time while the last couple buckets finish, but have been told lately
 that it's actually a time-waster since the renderer has to resample all the
 bucket edges.  I'm not sure which helps/hurts more, although I guess maybe
 there'd be a way to figure out a rule of thumb based on bucket time vs.
 number of cores...





--


Re: Octane render

2013-02-15 Thread Michal Doniec
These are LCD tellys, not blackboards. They don't use blackboards in
schools anymore.


On 14 February 2013 15:03, Ed Manning etmth...@gmail.com wrote:

 Will someone PLEASE put some edgeloops or hard edges on those blackboards
 so they don't shade like domes? ;-)


 On Thu, Feb 14, 2013 at 7:28 AM, Toonafish ron...@toonafish.nl wrote:

 This time I let the classroom bake for 45 minutes, still a tiny bit of
 noise in the unsharp dark areas because of the DOF.  But I don't mind.

 https://dl.dropbox.com/u/**4271217/octane_classroom_**
 pathtracing-16bounces-45min.**pnghttps://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

 So..where's all them 5 minute high quality Prman and MentalRay
 renders. I suppose you guys are still fiddling with knobs and sliders ;-)

 - Ronald





-- 
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: Octane render

2013-02-14 Thread Toonafish
That would be swell. But I think we'd also might have to include setup 
time then. I'm sure a with a lot of hours tweaking, testing and some 
smart trickery you can get faster render speeds in a lot of renderers, 
but the whole point with these unbiased renderers is that you hardly 
have to send any time tweaking to get a realistic looking render.


I think I spent about 30 minutes on the classroom scene adding and 
adjusting materials and tweaking the lighting and camera before hitting 
the render button. The only render optimization I did was switch from 
direct lighting to path tracing.


- Ronald

On 2/14/2013 2:00, Rob Chapman wrote:
excellent...think we are missing Monsieurs Vray and 3delight.. and I 
do believe Mitsuba san is due to arrive into the fray very soon.. or 
is this a GPU versus CPU duel only.. clearly some conditions have to 
be met. the classroom scene, is this to be the Field of honour?


On 14 February 2013 00:49, Massimo Galluzzo 
mass...@massimogalluzzo.it mailto:mass...@massimogalluzzo.it wrote:


Time to smoke you all with Mental Ray






Re: Octane render

2013-02-14 Thread Stephan Woermann
Try to use the PMC kernel. You should get better results in lesser time,
especially on interior scenes...

Stephan


2013/2/14 Toonafish ron...@toonafish.nl

  That would be swell. But I think we'd also might have to include setup
 time then. I'm sure a with a lot of hours tweaking, testing and some smart
 trickery you can get faster render speeds in a lot of renderers, but the
 whole point with these unbiased renderers is that you hardly have to send
 any time tweaking to get a realistic looking render.

 I think I spent about 30 minutes on the classroom scene adding and
 adjusting materials and tweaking the lighting and camera before hitting the
 render button. The only render optimization I did was switch from direct
 lighting to path tracing.

 - Ronald


 On 2/14/2013 2:00, Rob Chapman wrote:

 excellent...think we are missing Monsieurs Vray and 3delight.. and I do
 believe Mitsuba san is due to arrive into the fray very soon.. or is this a
 GPU versus CPU duel only.. clearly some conditions have to be met. the
 classroom scene, is this to be the Field of honour?

 On 14 February 2013 00:49, Massimo Galluzzo mass...@massimogalluzzo.itwrote:

   Time to smoke you all with Mental Ray






Re: Octane render

2013-02-14 Thread Ciaran Moloney
You know the rules, Andreas. Renders or it didn't happen.

On Thu, Feb 14, 2013 at 2:10 AM, Andreas Bystrom
andreas.byst...@gmail.comwrote:

 prman can render that classroom in 7.5 minutes with better quality


Re: Octane render

2013-02-14 Thread Toonafish
That were my thoughts as well, but I it looks worse after 10 minutes 
then with pathtracing.


https://dl.dropbox.com/u/4271217/octane_classroom_pmc-10min.png

- Ronald


On 2/14/2013 11:34, Stephan Woermann wrote:
Try to use the PMC kernel. You should get better results in lesser 
time, especially on interior scenes...


Stephan


2013/2/14 Toonafish ron...@toonafish.nl mailto:ron...@toonafish.nl

That would be swell. But I think we'd also might have to include
setup time then. I'm sure a with a lot of hours tweaking, testing
and some smart trickery you can get faster render speeds in a lot
of renderers, but the whole point with these unbiased renderers is
that you hardly have to send any time tweaking to get a realistic
looking render.

I think I spent about 30 minutes on the classroom scene adding and
adjusting materials and tweaking the lighting and camera before
hitting the render button. The only render optimization I did was
switch from direct lighting to path tracing.

- Ronald


On 2/14/2013 2:00, Rob Chapman wrote:

excellent...think we are missing Monsieurs Vray and 3delight..
and I do believe Mitsuba san is due to arrive into the fray very
soon.. or is this a GPU versus CPU duel only.. clearly some
conditions have to be met. the classroom scene, is this to be the
Field of honour?

On 14 February 2013 00:49, Massimo Galluzzo
mass...@massimogalluzzo.it mailto:mass...@massimogalluzzo.it
wrote:

Time to smoke you all with Mental Ray









Re: Octane render

2013-02-14 Thread Stefan Kubicek

Define quality!


prman can render that classroom in 7.5 minutes with better quality

On Thu, Feb 14, 2013 at 7:37 AM, Toonafish ron...@toonafish.nl wrote:


 just to show off the speed ;-)

stopped after 10 minutes rendering:



On 2/13/2013 17:37, Emilio Hernandez wrote:

 Thanks Ronald.  Too bad developers are only aiming at Maya and Max from
AD suite.   I admire the job that independent developers are putting into
this.  I think I'll pass until the viewport is integrated in Softimage.
Hope it will not take as long as V-ray...

 Even that Maxwell for rendering uses it's own.  The workflow beween
Softimage and Maxwell is great with Fire. No fooling around or tweaking
things outside the software.  I hope that Next Limit will add the GPU
processing and perhaps it will be as fast as Octane.


2013/2/13 Toonafish ron...@toonafish.nl


 Nope, this is the best there is for SI at the moment as far as I know.

- Ronald


On 2/13/2013 17:14, Emilio Hernandez wrote:

Is the interactive window in softimage plugin available yet?  Personally
I don't like switching between apps to see how the render is coming.


 2013/2/13 Toonafish ron...@toonafish.nl


 Just watch the video in this thread and install the addon:
http://render.otoy.com/forum/viewtopic.php?f=29t=24365

Make sure you also download and replace the dll that is mentioned later
on in the thread, and if your SI camera does not export correctly, try
changing the default units in the Octane prefs to meters.

- Ronald



On 2/13/2013 16:27, Jimmy Marrero wrote:

If you have the time, can you explain the workflow with using both
octane and softimage without an interactive viewport in soft??


Thanks


On Wed, Feb 13, 2013 at 10:24 AM, Toonafish ron...@toonafish.nl wrote:


 an I7 3930 with a Geforce GTX 960 with 2048 MB, but I'd go for more
memory on the card if possible.



On 2/13/2013 16:08, Ed Manning wrote:

mind sharing your system config?  I'm debating what card to put in a
box for Octane

On Wed, Feb 13, 2013 at 9:57 AM, Toonafish ron...@toonafish.nl wrote:


 yep, been playing with it the last few days and I'm really impressed
by the speed and quality of Octane.

But comparing both Arnold and Octane, all I can say is for most stuff
Arnold is still better suited and production proven, but Octane is a nice
addition. Some scenes I tested that took forever to render in Arnold render
in just a few minutes in Octane.

Can't wait for the interactive viewport plugin for Softimage though.

- Ronald


On 2/13/2013 15:00, Emilio Hernandez wrote:

  Anyone here has used octane render within Softimage?

 If so I will appreciate your comments and your point of view of
Octane vs other renders you have used.

 And if you have used Arnold and Octane, which one you prefer.


 I have the Octane experience only from the videos and the demo.  It
seems to me that it is like Maxwell but a lot faster.

 Cheers!


--












--






--









--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: Octane render

2013-02-14 Thread Toonafish

show me the pudding !

- Ronald


On 2/14/2013 03:10, Andreas Bystrom wrote:

prman can render that classroom in 7.5 minutes with better quality

On Thu, Feb 14, 2013 at 7:37 AM, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


just to show off the speed ;-)

stopped after 10 minutes rendering:




On 2/13/2013 17:37, Emilio Hernandez wrote:

Thanks Ronald.  Too bad developers are only aiming at Maya and
Max from AD suite.   I admire the job that independent
developers are putting into this.  I think I'll pass until the
viewport is integrated in Softimage.  Hope it will not take as
long as V-ray...

Even that Maxwell for rendering uses it's own.  The workflow
beween Softimage and Maxwell is great with Fire. No fooling
around or tweaking things outside the software.  I hope that Next
Limit will add the GPU processing and perhaps it will be as fast
as Octane.


2013/2/13 Toonafish ron...@toonafish.nl
mailto:ron...@toonafish.nl

Nope, this is the best there is for SI at the moment as far
as I know.

- Ronald


On 2/13/2013 17:14, Emilio Hernandez wrote:

Is the interactive window in softimage plugin available yet?
Personally I don't like switching between apps to see how
the render is coming.


2013/2/13 Toonafish ron...@toonafish.nl
mailto:ron...@toonafish.nl

Just watch the video in this thread and install the
addon:
http://render.otoy.com/forum/viewtopic.php?f=29t=24365

Make sure you also download and replace the dll that is
mentioned later on in the thread, and if your SI camera
does not export correctly, try changing the default
units in the Octane prefs to meters.

- Ronald



On 2/13/2013 16:27, Jimmy Marrero wrote:

If you have the time, can you explain the workflow with
using both octane and softimage without an interactive
viewport in soft??


Thanks


On Wed, Feb 13, 2013 at 10:24 AM, Toonafish
ron...@toonafish.nl mailto:ron...@toonafish.nl wrote:

an I7 3930 with a Geforce GTX 960 with 2048 MB, but
I'd go for more memory on the card if possible.



On 2/13/2013 16:08, Ed Manning wrote:

mind sharing your system config?  I'm debating
what card to put in a box for Octane

On Wed, Feb 13, 2013 at 9:57 AM, Toonafish
ron...@toonafish.nl mailto:ron...@toonafish.nl
wrote:

yep, been playing with it the last few days
and I'm really impressed by the speed and
quality of Octane.

But comparing both Arnold and Octane, all I
can say is for most stuff Arnold is still
better suited and production proven, but
Octane is a nice addition. Some scenes I
tested that took forever to render in Arnold
render in just a few minutes in Octane.

Can't wait for the interactive viewport plugin
for Softimage though.

- Ronald


On 2/13/2013 15:00, Emilio Hernandez wrote:

Anyone here has used octane render within
Softimage?

If so I will appreciate your comments and
your point of view of Octane vs other renders
you have used.

And if you have used Arnold and Octane, which
one you prefer.


I have the Octane experience only from the
videos and the demo.  It seems to me that it
is like Maxwell but a lot faster.

Cheers!


-- 












-- 






-- 






--
Andreas Byström
Weta Digital




Re: Octane render

2013-02-14 Thread Toonafish
This time I let the classroom bake for 45 minutes, still a tiny bit of 
noise in the unsharp dark areas because of the DOF.  But I don't mind.


https://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

So..where's all them 5 minute high quality Prman and MentalRay 
renders. I suppose you guys are still fiddling with knobs and sliders ;-)


- Ronald


Re: Octane render

2013-02-14 Thread Ed Manning
Will someone PLEASE put some edgeloops or hard edges on those blackboards
so they don't shade like domes? ;-)

On Thu, Feb 14, 2013 at 7:28 AM, Toonafish ron...@toonafish.nl wrote:

 This time I let the classroom bake for 45 minutes, still a tiny bit of
 noise in the unsharp dark areas because of the DOF.  But I don't mind.

 https://dl.dropbox.com/u/**4271217/octane_classroom_**
 pathtracing-16bounces-45min.**pnghttps://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

 So..where's all them 5 minute high quality Prman and MentalRay
 renders. I suppose you guys are still fiddling with knobs and sliders ;-)

 - Ronald



Re: Octane render

2013-02-14 Thread Steffen Dünner
2013/2/14 Ed Manning etmth...@gmail.com

 Will someone PLEASE put some edgeloops or hard edges on those blackboards
 so they don't shade like domes?


+1 ;)

My first thought as well.


Re: Octane render

2013-02-14 Thread Stefan Kubicek

LOL, I thought so too this very second :-)
Still love the overall lighting though.



Will someone PLEASE put some edgeloops or hard edges on those blackboards
so they don't shade like domes? ;-)

On Thu, Feb 14, 2013 at 7:28 AM, Toonafish ron...@toonafish.nl wrote:


This time I let the classroom bake for 45 minutes, still a tiny bit of
noise in the unsharp dark areas because of the DOF.  But I don't mind.

https://dl.dropbox.com/u/**4271217/octane_classroom_**
pathtracing-16bounces-45min.**pnghttps://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

So..where's all them 5 minute high quality Prman and MentalRay
renders. I suppose you guys are still fiddling with knobs and sliders ;-)

- Ronald






--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: Octane render

2013-02-14 Thread Toonafish

...that's not a blackboard, it's a workout bench hanging from the wall :-)

- Ronald


On 2/14/2013 16:03, Ed Manning wrote:
Will someone PLEASE put some edgeloops or hard edges on those 
blackboards so they don't shade like domes? ;-)


On Thu, Feb 14, 2013 at 7:28 AM, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


This time I let the classroom bake for 45 minutes, still a tiny
bit of noise in the unsharp dark areas because of the DOF.  But I
don't mind.


https://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

So..where's all them 5 minute high quality Prman and MentalRay
renders. I suppose you guys are still fiddling with knobs and
sliders ;-)

- Ronald






Re: Octane render

2013-02-14 Thread Massimo Galluzzo
Didnt have much time to play with FG 
Here is Mental

9 mins and 30 seconds
4 mins fg precalc

http://img812.imageshack.us/img812/3408/classmr.jpg

From: Eric Lampi 
Sent: Thursday, February 14, 2013 5:29 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Octane render

That's priceless.

You can't slip anything by Ed.




On Thu, Feb 14, 2013 at 10:03 AM, Ed Manning etmth...@gmail.com wrote:

  Will someone PLEASE put some edgeloops or hard edges on those blackboards so 
they don't shade like domes? ;-)


  On Thu, Feb 14, 2013 at 7:28 AM, Toonafish ron...@toonafish.nl wrote:

This time I let the classroom bake for 45 minutes, still a tiny bit of 
noise in the unsharp dark areas because of the DOF.  But I don't mind.


https://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

So..where's all them 5 minute high quality Prman and MentalRay renders. 
I suppose you guys are still fiddling with knobs and sliders ;-)

- Ronald






-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work
wlEmoticon-winkingsmile[1].png

Re: Octane render

2013-02-14 Thread Toonafish
Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA set to 
10. Setting the diffuse bounces to 16 as in Octane was just slowing 
Arnold down too much.


https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

Still some fine noise in the DOF, and weird aliasing artifacts in the 
high contrast areas around the windows and the lights.


- Ronald




Re: Octane render

2013-02-14 Thread Christian Keller
looks like a filtering issue. lanzcos ?you might get away with less bounces, without noticabel quality loss.with some tricks you could get a better and faster resultcheers,chris-- 
christian keller
visual effects|direction

+49 179 69 36 248
chris3...@me.com
http://vimeo.com/channels/96149Am 14. Februar 2013 um 18:34 schrieb Toonafish ron...@toonafish.nl:Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA set to  10. Setting the diffuse bounces to 16 as in Octane was just slowing  Arnold down too much.  https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png  Still some fine noise in the DOF, and weird aliasing artifacts in the  high contrast areas around the windows and the lights.  - Ronald  


Re: Octane render

2013-02-14 Thread Steven Caron
mind sharing that scene ronald? did you set the AA to 10 because of DOF?
cause on a still image i wouldn't use that high of AA with that high of
diffuse samples.

as you knew, with more optimizing you probably can get better result. but
octane is pretty awesome to be able to do what its doing for you, and with
the graphics card having sooo many little gpu processors i think it will
always outperform arnold in a scene like this.

so, how many threads did arnold use? cause if you only have 2 core proc
then i dont see that being entirely fair. i see the value of octane and a
graphics card purchase over an arnold license and a machine with the same
number of processors as in your graphics card.

s


On Thu, Feb 14, 2013 at 9:34 AM, Toonafish ron...@toonafish.nl wrote:

 Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA set to
 10. Setting the diffuse bounces to 16 as in Octane was just slowing Arnold
 down too much.

 https://dl.dropbox.com/u/**4271217/Arnold_Classroom_AA10_**
 DiffSamples-7_DiffRays-5_2h-**10min.pnghttps://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

 Still some fine noise in the DOF, and weird aliasing artifacts in the high
 contrast areas around the windows and the lights.

 - Ronald





Re: Octane render

2013-02-14 Thread Paul Griswold
It'd be interesting to add a 2nd comparison scene that wasn't an arch-vis
interior type shot.

Arnold always struggles with interiors with lots of bounces.

-Paul



On Thu, Feb 14, 2013 at 1:11 PM, Steven Caron car...@gmail.com wrote:

 mind sharing that scene ronald? did you set the AA to 10 because of DOF?
 cause on a still image i wouldn't use that high of AA with that high of
 diffuse samples.

 as you knew, with more optimizing you probably can get better result. but
 octane is pretty awesome to be able to do what its doing for you, and with
 the graphics card having sooo many little gpu processors i think it will
 always outperform arnold in a scene like this.

 so, how many threads did arnold use? cause if you only have 2 core proc
 then i dont see that being entirely fair. i see the value of octane and a
 graphics card purchase over an arnold license and a machine with the same
 number of processors as in your graphics card.

 s


 On Thu, Feb 14, 2013 at 9:34 AM, Toonafish ron...@toonafish.nl wrote:

 Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA set to
 10. Setting the diffuse bounces to 16 as in Octane was just slowing Arnold
 down too much.

 https://dl.dropbox.com/u/**4271217/Arnold_Classroom_AA10_**
 DiffSamples-7_DiffRays-5_2h-**10min.pnghttps://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

 Still some fine noise in the DOF, and weird aliasing artifacts in the
 high contrast areas around the windows and the lights.

 - Ronald






Re: Octane render

2013-02-14 Thread Christian Gotzinger
Nice job there! I find that it doesn't match the Octane version in terms of
quality (not your fault):
a) It looks floaty. That's just the problem with FG. You'd need insane
settings to get the flawless contact shadows of an unbiased renderer.
People like to combat that by using ambient occlusion, but usually the
result looks terrible to me, with dark corners everywhere.
b) Sampling noise of a biased renderer looks unnatural (see the reflection
on the table at the very left). Unbiased renderers otoh have very organic
noise, so often it's fine for there to be some.

I've used Octane many times for still shots and even for animations. Setup
times are short, render speed is good and the quality is great. Plenty of
features are still missing (such as motion blur), but once the Softimage
integration is ready it should become a real option for those who don't
like to use an external renderer.


On Thu, Feb 14, 2013 at 5:44 PM, Massimo Galluzzo 
mass...@massimogalluzzo.it wrote:

   Didnt have much time to play with FG [image: Occhiolino]
 Here is Mental

 9 mins and 30 seconds
 4 mins fg precalc

 http://img812.imageshack.us/img812/3408/classmr.jpg


wlEmoticon-winkingsmile[1].png

Re: Octane render

2013-02-14 Thread Toonafish
I used Mitchell filtering, I like the sharpness. But it could be that's 
causing some problems with the high contrast areas in this render.


- Ronald


On 2/14/2013 19:01, Christian Keller wrote:

looks like a filtering issue. lanzcos ?
you might get away with less bounces, without noticabel quality loss.
with some tricks you could get a better and faster result

cheers,
chris
--
christian keller
visual effects|direction

+49 179 69 36 248
chris3...@me.com
http://vimeo.com/channels/96149

Am 14. Februar 2013 um 18:34 schrieb Toonafish ron...@toonafish.nl:


Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA set to
10. Setting the diffuse bounces to 16 as in Octane was just slowing
Arnold down too much.

https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

Still some fine noise in the DOF, and weird aliasing artifacts in the
high contrast areas around the windows and the lights.

- Ronald





--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Octane render

2013-02-14 Thread Toonafish
sure, you can download it here: 
https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar


- Ronald

On 2/14/2013 19:01, Gene Crucean wrote:
Will you send me that scene so I can look at the settings? I'm curious 
how you set it up. The sampling can make a huge difference.



On Thu, Feb 14, 2013 at 9:34 AM, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA
set to 10. Setting the diffuse bounces to 16 as in Octane was just
slowing Arnold down too much.


https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

Still some fine noise in the DOF, and weird aliasing artifacts in
the high contrast areas around the windows and the lights.

- Ronald





--
Gene Crucean - Emmy winning - Oscar nominated CG Supervisor / iOS-OSX 
Developer / Filmmaker / Photographer

** *Freelance for hire* **
www.genecrucean.com http://www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com 
http://www.genecrucean.com/ for any personal emails. Thanks. I may 
not get them at this address. ~~



--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Octane render

2013-02-14 Thread Toonafish

scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar

I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold is 
using 12 threads. With AA set lower the DOF is very noisy. But you're 
right, maybe I could lower the diffuse samples a little.


- Ronald

On 2/14/2013 19:11, Steven Caron wrote:
mind sharing that scene ronald? did you set the AA to 10 because of 
DOF? cause on a still image i wouldn't use that high of AA with that 
high of diffuse samples.


as you knew, with more optimizing you probably can get better result. 
but octane is pretty awesome to be able to do what its doing for you, 
and with the graphics card having sooo many little gpu processors i 
think it will always outperform arnold in a scene like this.


so, how many threads did arnold use? cause if you only have 2 core 
proc then i dont see that being entirely fair. i see the value of 
octane and a graphics card purchase over an arnold license and a 
machine with the same number of processors as in your graphics card.


s


On Thu, Feb 14, 2013 at 9:34 AM, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA
set to 10. Setting the diffuse bounces to 16 as in Octane was just
slowing Arnold down too much.


https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

Still some fine noise in the DOF, and weird aliasing artifacts in
the high contrast areas around the windows and the lights.

- Ronald






--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Octane render

2013-02-14 Thread Toonafish

  
  
Nice, but FG is very blurry still.
  Maybe play some more to get a little closer to the Octane quality
  if you have the time ?
  I'm really curious to see how long MR takes to get that kind of
  quality, and how long it takes to get there.
  
  - Ronald
  
  On 2/14/2013 17:44, Massimo Galluzzo wrote:


  

  Didnt have much time to play with FG 
  Here is Mental
  
  9 mins and 30 seconds
  4 mins fg precalc
  
  http://img812.imageshack.us/img812/3408/classmr.jpg
  

  
  
From: Eric Lampi 
Sent: Thursday, February 14, 2013 5:29 PM
To: softimage@listproc.autodesk.com

Subject: Re: Octane render
  


  
  That's priceless.

You can't slip anything by Ed.



On Thu, Feb 14, 2013 at 10:03 AM,
  Ed Manning etmth...@gmail.com
  wrote:
  Will someone PLEASE put some
edgeloops or hard edges on those blackboards so they
don't shade like domes? ;-)

On Thu, Feb 14, 2013 at 7:28
  AM, Toonafish ron...@toonafish.nl
  wrote:
  This time I let the classroom
bake for 45 minutes, still a tiny bit of noise in
the unsharp dark areas because of the DOF. But I
don't mind.

https://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

So..where's all them 5 minute high quality Prman
and MentalRay renders. I suppose you guys are still
fiddling with knobs and sliders ;-)

- Ronald
  


  




-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work
  

  



-- 
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl 
  



Re: Octane render

2013-02-14 Thread Emilio Hernandez
Any Maxwell attempts?


2013/2/14 Toonafish ron...@toonafish.nl

  scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar

 I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold is using
 12 threads. With AA set lower the DOF is very noisy. But you're right,
 maybe I could lower the diffuse samples a little.

 - Ronald


 On 2/14/2013 19:11, Steven Caron wrote:

 mind sharing that scene ronald? did you set the AA to 10 because of DOF?
 cause on a still image i wouldn't use that high of AA with that high of
 diffuse samples.

  as you knew, with more optimizing you probably can get better result.
 but octane is pretty awesome to be able to do what its doing for you, and
 with the graphics card having sooo many little gpu processors i think it
 will always outperform arnold in a scene like this.

  so, how many threads did arnold use? cause if you only have 2 core proc
 then i dont see that being entirely fair. i see the value of octane and a
 graphics card purchase over an arnold license and a machine with the same
 number of processors as in your graphics card.

  s


 On Thu, Feb 14, 2013 at 9:34 AM, Toonafish ron...@toonafish.nl wrote:

 Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA set to
 10. Setting the diffuse bounces to 16 as in Octane was just slowing Arnold
 down too much.


 https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

 Still some fine noise in the DOF, and weird aliasing artifacts in the
 high contrast areas around the windows and the lights.

 - Ronald





 --
 Ronald van Vemden
 ---
 3D Graphics  Animation
 Cyberfish Laboratories | www.cyberfish.nl
 Toonafish | www.toonafish.nl
 tel. +31(0)20 5289291
 fax  +31(0)20 5289292
 email: ron...@toonafish.nl




--


Re: Octane render

2013-02-14 Thread Toonafish

oops, that was s typo. It's a GTX 680 with only 1536 cuda cores.

- Ronald


On 2/14/2013 20:39, Steven Caron wrote:

thats a nice machine!

you said you had a geoforce GTX 960. do you mean 690?

http://www.nvidia.com/object/graphics_cards_buy_now.html
http://www.maximumpc.com/article/features/geforce_gtx_690_nvidias_dual-kepler_videocard_benchmarked

if so, that is over 3000 cores!


On Thu, Feb 14, 2013 at 11:26 AM, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar

I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold
is using 12 threads. With AA set lower the DOF is very noisy. But
you're right, maybe I could lower the diffuse samples a little.

- Ronald


On 2/14/2013 19:11, Steven Caron wrote:

mind sharing that scene ronald? did you set the AA to 10 because
of DOF? cause on a still image i wouldn't use that high of AA
with that high of diffuse samples.

as you knew, with more optimizing you probably can get better
result. but octane is pretty awesome to be able to do what its
doing for you, and with the graphics card having sooo many little
gpu processors i think it will always outperform arnold in a
scene like this.

so, how many threads did arnold use? cause if you only have 2
core proc then i dont see that being entirely fair. i see the
value of octane and a graphics card purchase over an arnold
license and a machine with the same number of processors as in
your graphics card.

s


On Thu, Feb 14, 2013 at 9:34 AM, Toonafish ron...@toonafish.nl
mailto:ron...@toonafish.nl wrote:

Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and
AA set to 10. Setting the diffuse bounces to 16 as in Octane
was just slowing Arnold down too much.


https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

Still some fine noise in the DOF, and weird aliasing
artifacts in the high contrast areas around the windows and
the lights.

- Ronald






-- 
Ronald van Vemden

---
3D Graphics  Animation
Cyberfish Laboratories |www.cyberfish.nl  http://www.cyberfish.nl
Toonafish |www.toonafish.nl  http://www.toonafish.nl
tel.+31(0)20 5289291  tel:%2B31%280%2920%205289291
fax+31(0)20 5289292  tel:%2B31%280%2920%205289292
email:ron...@toonafish.nl  mailto:ron...@toonafish.nl  






--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Octane render

2013-02-14 Thread Christian Gotzinger
When using high AA samples (which is necessary for DOF or motion blur) I
believe you can pretty much keep diffuse samples down to 1 or 2. You have
to oversample a lot for the DOF, and this AA oversampling takes care of
diffuse areas as well. Also, for this scene with the large windows you may
get away with 2 or 3 bounces.


On Thu, Feb 14, 2013 at 8:26 PM, Toonafish ron...@toonafish.nl wrote:

  scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar

 I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold is using
 12 threads. With AA set lower the DOF is very noisy. But you're right,
 maybe I could lower the diffuse samples a little.

 - Ronald




Re: Octane render

2013-02-14 Thread Rob Chapman
ok these are good conditions of entry for this renderer battle arena one
must not spend more than 30 minutes on combined material config / lighting
/ render knob tweaking.

but you can let it go for 2 hours...! sheesh, I'd be very unhappy with 5
minutes :) but its a good proof that more time = better quality..?


On 14 February 2013 09:38, Toonafish ron...@toonafish.nl wrote:

  That would be swell. But I think we'd also might have to include setup
 time then. I'm sure a with a lot of hours tweaking, testing and some smart
 trickery you can get faster render speeds in a lot of renderers, but the
 whole point with these unbiased renderers is that you hardly have to send
 any time tweaking to get a realistic looking render.

 I think I spent about 30 minutes on the classroom scene adding and
 adjusting materials and tweaking the lighting and camera before hitting the
 render button. The only render optimization I did was switch from direct
 lighting to path tracing.

 - Ronald




Re: Octane render

2013-02-14 Thread Massimo Galluzzo
Damn! then i’m disqualified with MR... 

From: Rob Chapman 
Sent: Thursday, February 14, 2013 9:09 PM
To: ron...@toonafish.nl ; softimage@listproc.autodesk.com 
Subject: Re: Octane render

ok these are good conditions of entry for this renderer battle arena one must 
not spend more than 30 minutes on combined material config / lighting / render 
knob tweaking. 

but you can let it go for 2 hours...! sheesh, I'd be very unhappy with 5 
minutes :) but its a good proof that more time = better quality..?



On 14 February 2013 09:38, Toonafish ron...@toonafish.nl wrote:

  That would be swell. But I think we'd also might have to include setup time 
then. I'm sure a with a lot of hours tweaking, testing and some smart trickery 
you can get faster render speeds in a lot of renderers, but the whole point 
with these unbiased renderers is that you hardly have to send any time tweaking 
to get a realistic looking render.

  I think I spent about 30 minutes on the classroom scene adding and adjusting 
materials and tweaking the lighting and camera before hitting the render 
button. The only render optimization I did was switch from direct lighting to 
path tracing.

  - Ronald 
wlEmoticon-openmouthedsmile[1].png

RE: Octane render

2013-02-14 Thread Sven Constable
I use 2011… so can anyone share a dotxsi version of the scene? 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Thursday, February 14, 2013 21:09
To: ron...@toonafish.nl; softimage@listproc.autodesk.com
Subject: Re: Octane render

 

ok these are good conditions of entry for this renderer battle arena one must 
not spend more than 30 minutes on combined material config / lighting / render 
knob tweaking.

 

but you can let it go for 2 hours...! sheesh, I'd be very unhappy with 5 
minutes :) but its a good proof that more time = better quality..?

 

 

On 14 February 2013 09:38, Toonafish ron...@toonafish.nl wrote:

That would be swell. But I think we'd also might have to include setup time 
then. I'm sure a with a lot of hours tweaking, testing and some smart trickery 
you can get faster render speeds in a lot of renderers, but the whole point 
with these unbiased renderers is that you hardly have to send any time tweaking 
to get a realistic looking render.

I think I spent about 30 minutes on the classroom scene adding and adjusting 
materials and tweaking the lighting and camera before hitting the render 
button. The only render optimization I did was switch from direct lighting to 
path tracing.

- Ronald

 



Re: Octane render

2013-02-14 Thread Toonafish

sure, here it is: https://dl.dropbox.com/u/4271217/classroom_dotXSI.rar

- Ronald


On 2/14/2013 21:20, Sven Constable wrote:


I use 2011… so can anyone share a dotxsi version of the scene?

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob 
Chapman

*Sent:* Thursday, February 14, 2013 21:09
*To:* ron...@toonafish.nl; softimage@listproc.autodesk.com
*Subject:* Re: Octane render

ok these are good conditions of entry for this renderer battle arena 
one must not spend more than 30 minutes on combined material config / 
lighting / render knob tweaking.


but you can let it go for 2 hours...! sheesh, I'd be very unhappy with 
5 minutes :) but its a good proof that more time = better quality..?


On 14 February 2013 09:38, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


That would be swell. But I think we'd also might have to include setup 
time then. I'm sure a with a lot of hours tweaking, testing and some 
smart trickery you can get faster render speeds in a lot of renderers, 
but the whole point with these unbiased renderers is that you hardly 
have to send any time tweaking to get a realistic looking render.


I think I spent about 30 minutes on the classroom scene adding and 
adjusting materials and tweaking the lighting and camera before 
hitting the render button. The only render optimization I did was 
switch from direct lighting to path tracing.


- Ronald




--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



RE: Octane render

2013-02-14 Thread Sven Constable
Thank you.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Toonafish
Sent: Thursday, February 14, 2013 21:42
To: softimage@listproc.autodesk.com
Subject: Re: Octane render

 

sure, here it is: https://dl.dropbox.com/u/4271217/classroom_dotXSI.rar

- Ronald


On 2/14/2013 21:20, Sven Constable wrote:

I use 2011… so can anyone share a dotxsi version of the scene? 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Thursday, February 14, 2013 21:09
To: ron...@toonafish.nl; softimage@listproc.autodesk.com
Subject: Re: Octane render

 

ok these are good conditions of entry for this renderer battle arena one must 
not spend more than 30 minutes on combined material config / lighting / render 
knob tweaking.

 

but you can let it go for 2 hours...! sheesh, I'd be very unhappy with 5 
minutes :) but its a good proof that more time = better quality..?

 

 

On 14 February 2013 09:38, Toonafish ron...@toonafish.nl wrote:

That would be swell. But I think we'd also might have to include setup time 
then. I'm sure a with a lot of hours tweaking, testing and some smart trickery 
you can get faster render speeds in a lot of renderers, but the whole point 
with these unbiased renderers is that you hardly have to send any time tweaking 
to get a realistic looking render.

I think I spent about 30 minutes on the classroom scene adding and adjusting 
materials and tweaking the lighting and camera before hitting the render 
button. The only render optimization I did was switch from direct lighting to 
path tracing.

- Ronald

 






-- 
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl 


Re: Octane render

2013-02-14 Thread Toonafish
That was some good advice, thanks. I Reduced the diffuse samples to 4, 
diffuse rays to 3 but had to increase AA to 20 to get an acceptable 
amount of noise. The quality is about the same as before but the render 
time was reduced to 1h:33minutes. Also got rid of the sampling errors by 
clamping the sampling values.


But still much more fine noise overall then the Octane render, so I'm 
rendering one with a diffuse sample setting of 6.


https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA20_DiffSamples-4_DiffRays-3_1h-33min.png

So far Octane is still the winner by a landslide. It's very quiet all of 
a sudden,  Maxwell, Vray anyone ?!


- Ronald

On 2/14/2013 20:47, Christian Gotzinger wrote:
When using high AA samples (which is necessary for DOF or motion blur) 
I believe you can pretty much keep diffuse samples down to 1 or 2. You 
have to oversample a lot for the DOF, and this AA oversampling takes 
care of diffuse areas as well. Also, for this scene with the large 
windows you may get away with 2 or 3 bounces.



On Thu, Feb 14, 2013 at 8:26 PM, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar

I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold
is using 12 threads. With AA set lower the DOF is very noisy. But
you're right, maybe I could lower the diffuse samples a little.

- Ronald





--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories | www.cyberfish.nl
Toonafish | www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email: ron...@toonafish.nl



Re: Octane render

2013-02-14 Thread Steven Caron
i think we all knew that comparing straight ray tracing speed, without
textures, displacement, subdivisions, and deformation motion blur... octane
was going to win. i mean thousands of processors that are great at doing
this type of work compared to ~12 more generalized processors, octane takes
advantage of the gpu and arnold doesn't... winner octane!

On Thu, Feb 14, 2013 at 2:50 PM, Toonafish ron...@toonafish.nl wrote:


 It's very quiet all of a sudden,  Maxwell, Vray anyone ?!



Re: Octane render

2013-02-14 Thread Leoung O'Young

Interesting thread, is Octane optimized for the GTX 600's series of card?

On 2/14/2013 2:52 PM, Toonafish wrote:

oops, that was s typo. It's a GTX 680 with only 1536 cuda cores.

- Ronald


On 2/14/2013 20:39, Steven Caron wrote:

thats a nice machine!

you said you had a geoforce GTX 960. do you mean 690?

http://www.nvidia.com/object/graphics_cards_buy_now.html
http://www.maximumpc.com/article/features/geforce_gtx_690_nvidias_dual-kepler_videocard_benchmarked

if so, that is over 3000 cores!


On Thu, Feb 14, 2013 at 11:26 AM, Toonafish ron...@toonafish.nl 
mailto:ron...@toonafish.nl wrote:


scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar

I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold
is using 12 threads. With AA set lower the DOF is very noisy. But
you're right, maybe I could lower the diffuse samples a little.

- Ronald


On 2/14/2013 19:11, Steven Caron wrote:

mind sharing that scene ronald? did you set the AA to 10 because
of DOF? cause on a still image i wouldn't use that high of AA
with that high of diffuse samples.

as you knew, with more optimizing you probably can get better
result. but octane is pretty awesome to be able to do what its
doing for you, and with the graphics card having sooo many
little gpu processors i think it will always outperform arnold
in a scene like this.

so, how many threads did arnold use? cause if you only have 2
core proc then i dont see that being entirely fair. i see the
value of octane and a graphics card purchase over an arnold
license and a machine with the same number of processors as in
your graphics card.

s


On Thu, Feb 14, 2013 at 9:34 AM, Toonafish ron...@toonafish.nl
mailto:ron...@toonafish.nl wrote:

Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces
and AA set to 10. Setting the diffuse bounces to 16 as in
Octane was just slowing Arnold down too much.


https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

Still some fine noise in the DOF, and weird aliasing
artifacts in the high contrast areas around the windows and
the lights.

- Ronald






-- 
Ronald van Vemden

---
3D Graphics  Animation
Cyberfish Laboratories |www.cyberfish.nl  http://www.cyberfish.nl
Toonafish |www.toonafish.nl  http://www.toonafish.nl
tel.+31(0)20 5289291  tel:%2B31%280%2920%205289291
fax+31(0)20 5289292  tel:%2B31%280%2920%205289292
email:ron...@toonafish.nl  mailto:ron...@toonafish.nl  






--
Ronald van Vemden
---
3D Graphics  Animation
Cyberfish Laboratories |www.cyberfish.nl
Toonafish |www.toonafish.nl
tel. +31(0)20 5289291
fax  +31(0)20 5289292
email:ron...@toonafish.nl  




Re: Octane render

2013-02-14 Thread Rob Chapman
ok heres 1/2 an hour in the classroom with Mental Ray. bit longer actually
because tried to go down the importons irradience route but did not have
much luck in the fiddle allocation so had to resort to GI. its
architectural materials just trying to get it to work with one big portal
light out of the window.

http://tekano-bob.tumblr.com/image/43113666499

oh and yeah 10 minutes to render on an i7.. cpu.






On 15 February 2013 00:50, Leonard Koch leonardkoch...@gmail.com wrote:

 This might not be 100% correct, but octane is I think simply optimized for
 cuda, and NVidia optimizes all their cards at least partly for cuda.
  On Feb 15, 2013 1:42 AM, Leoung O'Young digim...@digimata.com wrote:

  Interesting thread, is Octane optimized for the GTX 600's series of
 card?

 On 2/14/2013 2:52 PM, Toonafish wrote:

 oops, that was s typo. It's a GTX 680 with only 1536 cuda cores.

 - Ronald


 On 2/14/2013 20:39, Steven Caron wrote:

 thats a nice machine!

  you said you had a geoforce GTX 960. do you mean 690?

  http://www.nvidia.com/object/graphics_cards_buy_now.html

 http://www.maximumpc.com/article/features/geforce_gtx_690_nvidias_dual-kepler_videocard_benchmarked

  if so, that is over 3000 cores!


 On Thu, Feb 14, 2013 at 11:26 AM, Toonafish ron...@toonafish.nl wrote:

  scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar

 I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold is
 using 12 threads. With AA set lower the DOF is very noisy. But you're
 right, maybe I could lower the diffuse samples a little.

 - Ronald


 On 2/14/2013 19:11, Steven Caron wrote:

 mind sharing that scene ronald? did you set the AA to 10 because of DOF?
 cause on a still image i wouldn't use that high of AA with that high of
 diffuse samples.

  as you knew, with more optimizing you probably can get better result.
 but octane is pretty awesome to be able to do what its doing for you, and
 with the graphics card having sooo many little gpu processors i think it
 will always outperform arnold in a scene like this.

  so, how many threads did arnold use? cause if you only have 2 core
 proc then i dont see that being entirely fair. i see the value of octane
 and a graphics card purchase over an arnold license and a machine with the
 same number of processors as in your graphics card.

  s


 On Thu, Feb 14, 2013 at 9:34 AM, Toonafish ron...@toonafish.nl wrote:

 Arnold took 2 Hours and 10 minutes with 5 Diffuse bounces and AA set to
 10. Setting the diffuse bounces to 16 as in Octane was just slowing Arnold
 down too much.


 https://dl.dropbox.com/u/4271217/Arnold_Classroom_AA10_DiffSamples-7_DiffRays-5_2h-10min.png

 Still some fine noise in the DOF, and weird aliasing artifacts in the
 high contrast areas around the windows and the lights.

 - Ronald





   --
 Ronald van Vemden
 ---
 3D Graphics  Animation
 Cyberfish Laboratories | www.cyberfish.nl
 Toonafish | www.toonafish.nl
 tel. +31(0)20 5289291
 fax  +31(0)20 5289292
 email: ron...@toonafish.nl




 --
 Ronald van Vemden
 ---
 3D Graphics  Animation
 Cyberfish Laboratories | www.cyberfish.nl
 Toonafish | www.toonafish.nl
 tel. +31(0)20 5289291
 fax  +31(0)20 5289292
 email: ron...@toonafish.nl





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