Octane Render news
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
@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
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
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
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
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
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
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
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
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
@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
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
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
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
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
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
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
@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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
2013/2/14 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
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
...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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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