Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-27 Thread Tim Leydecker

I´m using xsi2012sap here and find it brutally anoying
to see the Irradiance Particle calculation´s IP Optimize
use a single CPU thread only, especially for settings
with Importons Density dialed above 1.

At least I can´t tell a quality increase between a setting of
1 to 2, just the way you´d want things to turn out...

Irradiance Particles are really nice otherwise,
seem to even be energy conserving actually.

If you compare Iparticles to how the Fallof Start Stop option
"works" for good old FinalGathering, that is neither desireable
nor nice to make use of it...

Any info on reworked mR satellite support with Softimage 2014?

All that is boring me to the brink of buying a personal V-Ray 2.0
license and even thinking about how much hassle Maya would be anyway...


Cheers,


tim


P.S: I would have thought nVidia Corp. is clever enough to realize
they have the fastest GPUs to make mR rendering at least seem nice...









Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-27 Thread Stephen Blair

On 27/03/2013 6:56 PM, Tim Leydecker wrote:
Any info on reworked mR satellite support with Softimage 2014? 

Nope. The word "satellite" was never mentioned by anybody.


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-27 Thread Tim Leydecker

Wait, I´ll just checked my spelling.
f***. satellite. no typo.

I´m bored of this mental crap.

But thanks for the info, Stephen.

It´s welcome as always, helps making a decision.

Cheers,

tim






On 28.03.2013 00:18, Stephen Blair wrote:

On 27/03/2013 6:56 PM, Tim Leydecker wrote:

Any info on reworked mR satellite support with Softimage 2014?

Nope. The word "satellite" was never mentioned by anybody.



RE: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-27 Thread Sven Constable
Be very careful with the importons density, because the slider range in SI
is totally off scale. Value of one means one importon ray per pixel, that’s
a *very* high quality setting.
I use values down to 0.05 for (ultra)fast previews and ramp it up to 1 for
high quality (overnight) renders... so value of 2 or above is like rendering
with AA of min5max5 as a comparison.:)
Better factory scale for the slider would have been 0.01 to 2 I think.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Wednesday, March 27, 2013 23:56
To: softimage@listproc.autodesk.com
Subject: Softimage 2013/2014 Irradiance Particles - IP Optimize still single
threaded?

I´m using xsi2012sap here and find it brutally anoying to see the Irradiance
Particle calculation´s IP Optimize use a single CPU thread only, especially
for settings with Importons Density dialed above 1.

At least I can´t tell a quality increase between a setting of
1 to 2, just the way you´d want things to turn out...

Irradiance Particles are really nice otherwise, seem to even be energy
conserving actually.

If you compare Iparticles to how the Fallof Start Stop option "works" for
good old FinalGathering, that is neither desireable nor nice to make use of
it...

Any info on reworked mR satellite support with Softimage 2014?

All that is boring me to the brink of buying a personal V-Ray 2.0 license
and even thinking about how much hassle Maya would be anyway...


Cheers,


tim


P.S: I would have thought nVidia Corp. is clever enough to realize they have
the fastest GPUs to make mR rendering at least seem nice...










Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-27 Thread Emilio Hernandez
I wouldn't recommend changing from Softimage to Maya.  I've been there and
back.  But if you dare to give it a try, start browsing the web for Maya
scripts.  You will need a lot of them to have something that will perhaps
perform like Softimage.  Not to mention to take a deep breath before diving
into the hypershade node, maya nodes and where is the connection that you
are looking.


2013/3/27 Tim Leydecker 

> Wait, I惻l just checked my spelling.
> f***. satellite. no typo.
>
> I惴 bored of this mental crap.
>
> But thanks for the info, Stephen.
>
> It愀 welcome as always, helps making a decision.
>
> Cheers,
>
> tim
>
>
>
>
>
>
>
> On 28.03.2013 00:18, Stephen Blair wrote:
>
>> On 27/03/2013 6:56 PM, Tim Leydecker wrote:
>>
>>> Any info on reworked mR satellite support with Softimage 2014?
>>>
>> Nope. The word "satellite" was never mentioned by anybody.
>>
>>


--


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-27 Thread Tim Leydecker

Hey Sven,

thanks for the info.

I am range testing lowering Irradiance rays against density.

I had hoped that I could use a higher density to keep the rays closer to 
128-256.

(I´m pushing the classroom scene, loads of nasty noise)

Irradiance Particles feel very slow, mostly because of the lack of visual 
feedback,
that sucks when tweaking but once that damn preprocessing is done.

Am now at 256-350 rays and density 2

My frametimes are all around 01:30:00 - 02:45:00, yes 1 1/2 hours and up at
HD720 w/DOF.

Clean, presentable frames, using unified sampling (which is really nice)

The Automatic FinalGather alternative is similarly fast/slow with 1536-2048 
rays.

All that is mR 3.9.x, so I lack a few optimizations and yes, it hurts.

Cheers,


tim



On 28.03.2013 00:53, Sven Constable wrote:

Be very careful with the importons density, because the slider range in SI
is totally off scale. Value of one means one importon ray per pixel, that’s
a *very* high quality setting.
I use values down to 0.05 for (ultra)fast previews and ramp it up to 1 for
high quality (overnight) renders... so value of 2 or above is like rendering
with AA of min5max5 as a comparison.:)
Better factory scale for the slider would have been 0.01 to 2 I think.

sven

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker
Sent: Wednesday, March 27, 2013 23:56
To: softimage@listproc.autodesk.com
Subject: Softimage 2013/2014 Irradiance Particles - IP Optimize still single
threaded?

I´m using xsi2012sap here and find it brutally anoying to see the Irradiance
Particle calculation´s IP Optimize use a single CPU thread only, especially
for settings with Importons Density dialed above 1.

At least I can´t tell a quality increase between a setting of
1 to 2, just the way you´d want things to turn out...

Irradiance Particles are really nice otherwise, seem to even be energy
conserving actually.

If you compare Iparticles to how the Fallof Start Stop option "works" for
good old FinalGathering, that is neither desireable nor nice to make use of
it...

Any info on reworked mR satellite support with Softimage 2014?

All that is boring me to the brink of buying a personal V-Ray 2.0 license
and even thinking about how much hassle Maya would be anyway...


Cheers,


tim


P.S: I would have thought nVidia Corp. is clever enough to realize they have
the fastest GPUs to make mR rendering at least seem nice...











Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-27 Thread Tim Leydecker

Hey Emilio,

thanks for the warning.

I came from Maya, cost me a couple of years of my life learning it.

You are right about Maya´s finesse in helping the artist to his daily 
frustration.

I didn´t mean to say I´ll kick Softimage but I need Maya to test a few render 
options.

Still owning it, I should use it before I completely forget about the 
Spacebar...

Cheers,

tim

On 28.03.2013 00:58, Emilio Hernandez wrote:

I wouldn't recommend changing from Softimage to Maya.  I've been there and
back.  But if you dare to give it a try, start browsing the web for Maya
scripts.  You will need a lot of them to have something that will perhaps
perform like Softimage.  Not to mention to take a deep breath before diving
into the hypershade node, maya nodes and where is the connection that you
are looking.


2013/3/27 Tim Leydecker 


Wait, I惻l just checked my spelling.
f***. satellite. no typo.

I惴 bored of this mental crap.

But thanks for the info, Stephen.

It愀 welcome as always, helps making a decision.

Cheers,

tim







On 28.03.2013 00:18, Stephen Blair wrote:


On 27/03/2013 6:56 PM, Tim Leydecker wrote:


Any info on reworked mR satellite support with Softimage 2014?


Nope. The word "satellite" was never mentioned by anybody.





--



Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-28 Thread Emilio Hernandez
A new render engine is coming for Softimage.  Redshift 3d.  I am in the
alpha test group and all I can say it is an amazing render engine.  It is
GPU based and it is amazing fast.  It's integration with Softimage is
seamless.  Easy to setup and you will be rendering without flicker in no
time.

The results are amazing.  This one is going to ksa.


2013/3/27 Tim Leydecker 

> Hey Sven,
>
> thanks for the info.
>
> I am range testing lowering Irradiance rays against density.
>
> I had hoped that I could use a higher density to keep the rays closer to
> 128-256.
>
> (I´m pushing the classroom scene, loads of nasty noise)
>
> Irradiance Particles feel very slow, mostly because of the lack of visual
> feedback,
> that sucks when tweaking but once that damn preprocessing is done.
>
> Am now at 256-350 rays and density 2
>
> My frametimes are all around 01:30:00 - 02:45:00, yes 1 1/2 hours and up at
> HD720 w/DOF.
>
> Clean, presentable frames, using unified sampling (which is really nice)
>
> The Automatic FinalGather alternative is similarly fast/slow with
> 1536-2048 rays.
>
> All that is mR 3.9.x, so I lack a few optimizations and yes, it hurts.
>
> Cheers,
>
>
> tim
>
>
>
>
> On 28.03.2013 00:53, Sven Constable wrote:
>
>> Be very careful with the importons density, because the slider range in SI
>> is totally off scale. Value of one means one importon ray per pixel,
>> that’s
>> a *very* high quality setting.
>> I use values down to 0.05 for (ultra)fast previews and ramp it up to 1 for
>> high quality (overnight) renders... so value of 2 or above is like
>> rendering
>> with AA of min5max5 as a comparison.:)
>> Better factory scale for the slider would have been 0.01 to 2 I think.
>>
>> sven
>>
>> -Original Message-
>> From: 
>> softimage-bounces@listproc.**autodesk.com
>> [mailto:softimage-bounces@**listproc.autodesk.com]
>> On Behalf Of Tim Leydecker
>> Sent: Wednesday, March 27, 2013 23:56
>> To: softimage@listproc.autodesk.**com 
>> Subject: Softimage 2013/2014 Irradiance Particles - IP Optimize still
>> single
>> threaded?
>>
>> I´m using xsi2012sap here and find it brutally anoying to see the
>> Irradiance
>> Particle calculation´s IP Optimize use a single CPU thread only,
>> especially
>> for settings with Importons Density dialed above 1.
>>
>> At least I can´t tell a quality increase between a setting of
>> 1 to 2, just the way you´d want things to turn out...
>>
>> Irradiance Particles are really nice otherwise, seem to even be energy
>> conserving actually.
>>
>> If you compare Iparticles to how the Fallof Start Stop option "works" for
>> good old FinalGathering, that is neither desireable nor nice to make use
>> of
>> it...
>>
>> Any info on reworked mR satellite support with Softimage 2014?
>>
>> All that is boring me to the brink of buying a personal V-Ray 2.0 license
>> and even thinking about how much hassle Maya would be anyway...
>>
>>
>> Cheers,
>>
>>
>> tim
>>
>>
>> P.S: I would have thought nVidia Corp. is clever enough to realize they
>> have
>> the fastest GPUs to make mR rendering at least seem nice...
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>


--


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-28 Thread Christopher
How much is it going to cost ? My arm and leg, which are in good 
condition :)


Christopher

Emilio Hernandez wrote:

Redshift 3d


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
You do know vray is also available for softimage and it's pretty well
integrated and production proven.

Cheers,
Octav
On Mar 29, 2013 6:20 AM, "Christopher" 
wrote:

> How much is it going to cost ? My arm and leg, which are in good condition
> :)
>
> Christopher
>
> Emilio Hernandez wrote:
>
>> Redshift 3d
>>
>


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Price wise, last i checked, vray was just about under 1k and came with 10
render nodes. But i'm also looking forward to an official price for
redshift. Might be quite tempting if it's in the right ballpark.
On Mar 29, 2013 9:20 AM, "Octavian Ureche"  wrote:

> You do know vray is also available for softimage and it's pretty well
> integrated and production proven.
>
> Cheers,
> Octav
> On Mar 29, 2013 6:20 AM, "Christopher" 
> wrote:
>
>> How much is it going to cost ? My arm and leg, which are in good
>> condition :)
>>
>> Christopher
>>
>> Emilio Hernandez wrote:
>>
>>> Redshift 3d
>>>
>>


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Kamen Lilov

On 3/29/2013 10:23 AM, Octavian Ureche wrote:


Price wise, last i checked, vray was just about under 1k and came with 
10 render nodes. But i'm also looking forward to an official price for 
redshift. Might be quite tempting if it's in the right ballpark.


To be precise, this is the price of one interactive license, which also 
comes with 5 render nodes (you get 10 nodes with VRay for Maya). If you 
render static scenes with DR, you can use all 6 licenses at the same 
time. (we do not recommend rendering animated sequences with DR, except 
for brute force GI)





Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Christopher
Vray seems to be getting 
so much attention, how does it render displacement mapping, fast ?

Christopher


   	   
   	Kamen Lilov  
  Friday, March 29,
 2013 10:59 AM
  To be precise, this is the 
price of one interactive license, which also 
comes with 5 render nodes (you get 10 nodes with VRay for Maya). If you 
render static scenes with DR, you can use all 6 licenses at the same 
time. (we do not recommend rendering animated sequences with DR, except 
for brute force GI)



   	   
   	Octavian Ureche  
  Friday, March 29,
 2013 4:23 AM
  Price wise, last i checked, 
vray was just about under 1k and came with 10 render nodes. But i'm also
 looking forward to an official price for redshift. Might be quite 
tempting if it's in the right ballpark.


  
   	   
   	Octavian Ureche  
  Friday, March 29,
 2013 4:20 AM
  You do know vray is also 
available for softimage and it's pretty well integrated and production 
proven. 
Cheers, 
Octav


  
   	   
   	Christopher  
  Friday, March 29,
 2013 1:19 AM
  How much is it going to cost ? 
My arm and leg, which are in good 
condition :)

Christopher


   	   
   	Emilio Hernandez  
  Friday, March 29,
 2013 12:38 AM
  A new render 
engine is coming for Softimage.  Redshift 3d.  I am in the alpha test 
group and all I can say it is an amazing render engine.  It is GPU based
 and it is amazing fast.  It's integration with Softimage is seamless. 
 Easy to setup and you will be rendering without flicker in no time.
The results are amazing.  This one is going to 
ksa.--
 


  




Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Displacement is fast, but obviously not as fast as a reyes renderer or
arnold. Hair rendering has also improved lately, and motionblur and dof are
okay. Nowhere near arnold but way faster than mental ray. The thing to note
about vray is that it requires a bit more knowledge about its inner
workings to be able to get the most of it. But it's an extremely stable and
reliable renderer. Also on the plus side it handles interiors extremely
well, and its ibl tools are stellar.
Don't get me wrong, i am not afilliated with chaos group in any way even
though i was on the beta. It's just my personal view on the engine. I'm
sure arnold's  algorithms will improve with time, and when it starts being
less prohibitive , vray will have quite some heavy competition on the
freelance/small studio front. For that matter Redshift looks extremely
promising as well. But for the past couple of years, vray gave me the piece
of mind i never had with mentalray, and i'm thankful to the peeps at chaos
group for that.

Cheers
On Mar 29, 2013 4:04 PM, "Christopher" 
wrote:

> Vray seems to be getting so much attention, how does it render
> displacement mapping, fast ?
>
> Christopher
>
>   Kamen Lilov 
>  Friday, March 29, 2013 10:59 AM
>
> To be precise, this is the price of one interactive license, which also
> comes with 5 render nodes (you get 10 nodes with VRay for Maya). If you
> render static scenes with DR, you can use all 6 licenses at the same time.
> (we do not recommend rendering animated sequences with DR, except for brute
> force GI)
>
>
>   Octavian Ureche 
>  Friday, March 29, 2013 4:23 AM
>
> Price wise, last i checked, vray was just about under 1k and came with 10
> render nodes. But i'm also looking forward to an official price for
> redshift. Might be quite tempting if it's in the right ballpark.
>   Octavian Ureche 
>  Friday, March 29, 2013 4:20 AM
>
> You do know vray is also available for softimage and it's pretty well
> integrated and production proven.
>
> Cheers,
> Octav
>   Christopher 
>  Friday, March 29, 2013 1:19 AM
> How much is it going to cost ? My arm and leg, which are in good condition
> :)
>
> Christopher
>
>
>   Emilio Hernandez 
>  Friday, March 29, 2013 12:38 AM
> A new render engine is coming for Softimage.  Redshift 3d.  I am in the
> alpha test group and all I can say it is an amazing render engine.  It is
> GPU based and it is amazing fast.  It's integration with Softimage is
> seamless.  Easy to setup and you will be rendering without flicker in no
> time.
>
> The results are amazing.  This one is going to ksa.
>
>
>
>
>
> --
>
>
<><><>

Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Steven Caron
you state that like its common knowledge... i just wanted to know if you
have compared arnold's displacement to vray's? i haven't and would like to
know.


On Fri, Mar 29, 2013 at 11:06 AM, Octavian Ureche  wrote:

> Displacement is fast, but obviously not as fast as a reyes renderer or
> arnold.
>


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Christopher
What about Maxwell, which 
render has lots it's potential ?





Christopher


Sent from my Desktop ;-)


 	   
   	Steven Caron  
  Friday, March 29,
 2013 2:19 PM
  you state that 
like its common knowledge... i just wanted to know if you have compared 
arnold's displacement to vray's? i haven't and would like to know.

  
   	   
   	Octavian Ureche  
  Friday, March 29,
 2013 2:06 PM
  Displacement is fast, but 
obviously not as fast as a reyes renderer or arnold. Hair rendering has 
also improved lately, and motionblur and dof are okay. Nowhere near 
arnold but way faster than mental ray. The thing to note about vray is 
that it requires a bit more knowledge about its inner workings to be 
able to get the most of it. But it's an extremely stable and reliable 
renderer. Also on the plus side it handles interiors extremely well, and
 its ibl tools are stellar.

Don't get me wrong, i am not afilliated with chaos group in any way even
 though i was on the beta. It's just my personal view on the engine. I'm
 sure arnold's  algorithms will improve with time, and when it starts 
being less prohibitive , vray will have quite some heavy competition on 
the freelance/small studio front. For that matter Redshift looks 
extremely promising as well. But for the past couple of years, vray gave
 me the piece of mind i never had with mentalray, and i'm thankful to 
the peeps at chaos group for that.

Cheers


  
   	   
   	Christopher  
  Friday, March 29,
 2013 11:03 AM
  

Vray seems to be getting 
so much attention, how does it render displacement mapping, fast ?

Christopher


  
   	   
   	Kamen Lilov  
  Friday, March 29,
 2013 10:59 AM
  To be precise, this is the 
price of one interactive license, which also 
comes with 5 render nodes (you get 10 nodes with VRay for Maya). If you 
render static scenes with DR, you can use all 6 licenses at the same 
time. (we do not recommend rendering animated sequences with DR, except 
for brute force GI)



   	   
   	Octavian Ureche  
  Friday, March 29,
 2013 4:23 AM
  Price wise, last i checked, 
vray was just about under 1k and came with 10 render nodes. But i'm also
 looking forward to an official price for redshift. Might be quite 
tempting if it's in the right ballpark.


  









Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Hey Steven,

No i have not directly.
But having looked at arnold videos on the net, with computer specs given, i
can state that from what i have seen, arnold is close to mantra in terms of
displacement speed (which i have used). So it is close to a reyes renderer
in that sense. Again, this is comparing what i know to what i have seen
(but you can't really cheat rendering speed).
Vray is definitely not that fast.


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Steven Caron
i wouldn't say arnold is as fast at displacement as a reyes
renderer ought to be. also their is the quality to compare too.

i really like arnold, but i hate to see it being built up to be magical
without actual fact to back it up. i would hazard a guess that vray and
arnold displacement are closer than you might think.


On Fri, Mar 29, 2013 at 12:12 PM, Octavian Ureche  wrote:

> Hey Steven,
>
> No i have not directly.
> But having looked at arnold videos on the net, with computer specs given,
> i can state that from what i have seen, arnold is close to mantra in terms
> of displacement speed (which i have used). So it is close to a reyes
> renderer in that sense. Again, this is comparing what i know to what i have
> seen (but you can't really cheat rendering speed).
> Vray is definitely not that fast.
>


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Andy Jones
Sort of as an aside, we were talking license counts the other day and
discovered the "-processing" license flag.  If you didn't know about this,
it seems to allow you to not only process scenes with an arbitrary number
of Softimage instances, but also lets you render using 3rd party renderers
without pulling the limited xsibatch tokens.  From what I can tell, you
essentially have unlimited command line Softimages, but a fixed number of
mental rays.  Good news for people looking at 3rd party renderers, as you
don't have to factor in the cost of bundled mental ray as you expand your
farm, and you don't have to worry about implementing an .ass file pipeline
(unless you want to for other reasons).  I'm not sure it's actually changed
anything in terms of what we would have bought, as we've got a fair number
of xsibatch already, but it's just nice to know, and it's making it much
easier to roll out a hybrid workflow.


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Hey Christopher,

I think i can give my 2 cents on maxwell, as i have been on its beta
as well a few years back. This is from what was going on then. I
cannot say anything about the current state of the engine as i have
not touched it since.
Purely from a rendering standpoint, maxwell felt slow, first and
foremost because it is an unbiased engine, and it does not cheat its
solution. That means in order to get rid of the sampling it needs to
do a ton of passes to get an accurate convergence. What that meant for
me, as an individual, was that animation was out of the question
unless i was willing to work with a grainy image or if i chose to wait
a long time for the frames to be rendered.
Most people these days rely on farms to render with maxwell in an
animation environment (rendernet.se comes to mind).
This was the low side of it, and i hear it is quite similar to arnold
from this standpoint (good quality takes more samples which in turn
takes a longer time to achieve). This is because both engines do not
precompute or cache anything. Brute force is the word here, whereas
vray, even if it does brute force well, it has a ton of other choices
to "cheat" its way through, resulting in a faster rendertime, which in
turn, unfortunately, requires greater knowledge from the user.

On the upside, the shading system was nice, had the usual ubershader
approach, tons of shaders available in the community. Did not use
light sources, but instead turned objects into emitters using a
special shader. That meant the shadows and everything else looked very
realistic. Its preview system was way ahead of anything at that time
in terms of seeing the final look of the image, in the first pass, so
you could get a very good idea if you needed to adjust things before
waiting for 2 hours. Now this has been updated to the maxwell "fire"
engine. But most renderers today give you this (modo's preview or
vray's light cache come to mind). By far the most useful feature of
the engine for me, was its mxi image format (similar to a raw file),
which stored lighting information from all the light sources. That
meant if you had screwed up your exposure, lights etc, you could fix
everything afterwards, and i don't mean brightness/contrast fix. You
could dial the lights in and out, change their intensity, etc, and
everything would update realtime in it's "image editor". I hear now
they have a nuke plugin for this.
Worked for sequences of frames as well, and was a lifesaver.
I remember this one time i had an interior to render for a client, and
it had around 50 lights total.
The guy did a dozen variations, changing colors and turning lights on
and off. Had it not been for this feature,
i would have been rendering a week on the project.
With it, i just waited a couple of hours, and then did a dozen
variations in half an hour from the same render.

Final thing i'd like to point out, was that its xsi integration was
not that good nor stable back then.
Maybe now things have changed, but last i looked, it was pretty much
the same workflow.

Cheers,
O


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Hey Steven,

You are right. Arnold is pretty much looked upon as the magical
solution to everyone's rendering problems (i know because i certainly
think it too when sh hits the fan with what i use), which tends to
become annoying.
But i'd love to see a displacement test of both. Unfortunately there's
no trial version of arnold yet.
What i'm thinking is maybe i could find someone on this list that has
a similar proc as mine (i7 3770k 3.5 ghz),
and we could share a similar scene with the same model and
displacement map, just to get an idea of rendertimes and memory
footprint at the same res.

If anyone is up for it, send me a mail. I have a couple of days to
kill until the next gig.


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Steven Caron
just do it! start a new thread. provide the vray side with whatever scene
and/or parameters and i am sure someone with an arnold license will step
up. i wont promise i can but if i find the time i might contribute an
arnold test.


On Fri, Mar 29, 2013 at 12:46 PM, Octavian Ureche  wrote:
>
> If anyone is up for it, send me a mail. I have a couple of days to
> kill until the next gig.
>


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Christopher
Thank you that was very 
informative :)  What render do you recommend to have besides Mental Ray ?





Christopher





 	   
   	Octavian Ureche  
  Friday, March 29,
 2013 3:35 PM
  Hey Christopher,I 
think i can give my 2 cents on maxwell, as i have been on its betaas
 well a few years back. This is from what was going on then. Icannot
 say anything about the current state of the engine as i havenot 
touched it since.Purely from a rendering standpoint, maxwell felt 
slow, first andforemost because it is an unbiased engine, and it 
does not cheat itssolution. That means in order to get rid of the 
sampling it needs todo a ton of passes to get an accurate 
convergence. What that meant forme, as an individual, was that 
animation was out of the questionunless i was willing to work with a
 grainy image or if i chose to waita long time for the frames to be 
rendered.Most people these days rely on farms to render with maxwell
 in ananimation environment (rendernet.se comes to mind).This 
was the low side of it, and i hear it is quite similar to arnoldfrom
 this standpoint (good quality takes more samples which in turntakes
 a longer time to achieve). This is because both engines do notprecompute


 or cache anything. Brute force is the word here, whereasvray, even 
if it does brute force well, it has a ton of other choicesto "cheat"
 its way through, resulting in a faster rendertime, which inturn, 
unfortunately, requires greater knowledge from the user.On the 
upside, the shading system was nice, had the usual ubershaderapproach,


 tons of shaders available in the community. Did not uselight 
sources, but instead turned objects into emitters using aspecial 
shader. That meant the shadows and everything else looked veryrealistic.


 Its preview system was way ahead of anything at that timein terms 
of seeing the final look of the image, in the first pass, soyou 
could get a very good idea if you needed to adjust things beforewaiting


 for 2 hours. Now this has been updated to the maxwell "fire"engine.
 But most renderers today give you this (modo's preview orvray's 
light cache come to mind). By far the most useful feature ofthe 
engine for me, was its mxi image format (similar to a raw file),which


 stored lighting information from all the light sources. Thatmeant 
if you had screwed up your exposure, lights etc, you could fixeverything


 afterwards, and i don't mean brightness/contrast fix. Youcould dial
 the lights in and out, change their intensity, etc, andeverything 
would update realtime in it's "image editor". I hear nowthey have a 
nuke plugin for this.Worked for sequences of frames as well, and was
 a lifesaver.I remember this one time i had an interior to render 
for a client, andit had around 50 lights total.The guy did a 
dozen variations, changing colors and turning lights onand off. Had 
it not been for this feature,i would have been rendering a week on 
the project.With it, i just waited a couple of hours, and then did a
 dozenvariations in half an hour from the same render.Final 
thing i'd like to point out, was that its xsi integration wasnot 
that good nor stable back then.Maybe now things have changed, but 
last i looked, it was pretty muchthe same workflow.Cheers,O
   	   
   	Octavian Ureche  
  Friday, March 29,
 2013 3:12 PM
  Hey Steven,No


 i have not directly. But having looked at arnold videos on 
the net, with computer specs given, i can state that from what i have 
seen, arnold is close to mantra in terms of displacement speed (which i 
have used). So it is close to a reyes renderer in that sense. Again, 
this is comparing what i know to what i have seen (but you can't really 
cheat rendering speed).

Vray is definitely not that fast.

  
   	   
   	Christopher  
  Friday, March 29,
 2013 2:44 PM
  



What about Maxwell, which 
render has lots it's potential ?





Christopher


Sent from my Desktop ;-)









  
   	   
   	Steven Caron  
  Friday, March 29,
 2013 2:19 PM
  you state that 
like its common knowledge... i just wanted to know if you have compared 
arnold's displacement to vray's? i haven't and would like to know.

  
   	   
   	Octavian Ureche  
  Friday, March 29,
 2013 2:06 PM
  Displacement is fast, but 
obviously not as fast as a reyes renderer or arnold. Hair rendering has 
also improved lately, and motionblur and dof are okay. Nowhere near 
arnold but way faster than mental ray. The thing to note about vray is 
that it requires a bit more knowledge about its inner workings to be 
able to get the most of it. But it's an extremely stable and reliable 
renderer. Also on the plus side it handles interiors extremely well, and
 its ibl tools are stellar.

Don't get me wrong, i am not afilliated with chaos group in any way even
 though i was on the beta. It's just my personal view on the engine. I'm
 sure arnold's  algorithms will improve with time, and when it starts 
being less prohibitive , vray will have quite some heavy competitio

Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Octavian Ureche
Well, i thought i made it pretty obvious given the vray preaching i just
did. If not here it is: vray.
Also, if you're not into animation, and more on the still render side, you
should definitely check out keyshot. Modo has a very good renderer as well,
but unfortunately i still haven't managed to get used to its interface and
shading system. I find them clunky, but that's just personal bias. 3delight
is also an interesting choice if you're doing animation with tons of
displacement, hair, dof and motionblur, though i don't know what has been
happening lately on its development front. It used to have a free license
for personal use, but i can't recall if the offer was for xsi or maya.
But with the xsi platform in mind, i think redshift looks really promising.
Cpu's are expensive like hell. This could free up a freelancer's budget if
priced accordingly, and integrated correctly.

PS. I'll share that vray vs arnold displacement test scene this weekend.
See if we can get any real data.

Night,


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-29 Thread Christopher
Sorry I didn't catch your 
answer even though you were screaming it, your reply could have been a 
documentary on renders I got lost in it :-)
I've been testing 3Delight, from their demo, I like how it renders, but 
is there any hipcup when it converts Mental Ray shaders to Renderman, I 
was told converting can sometimes be a bad thing. Too bad there isn't 
some renderman nodes in Softimage :)  
This is a tough choice, redshift makes unbelievable rendered images, 
with the right knowledge you can turn out nice from Mental Ray just as 
well.  I look forward to the test scenes.  If keyshot is good at stills,
 and 3Delight is good at animation, does that make Vray a blend of the 
two ?

Christopher


   	   
   	Octavian Ureche  
  Friday, March 29,
 2013 7:14 PM
  Well, i thought i made it 
pretty obvious given the vray preaching i just did. If not here it is: 
vray.Also, if you're not into animation, and more on the still 
render side, you should definitely check out keyshot. Modo has a very 
good renderer as well, but unfortunately i still haven't managed to get 
used to its interface and shading system. I find them clunky, but that's
 just personal bias. 3delight is also an interesting choice if you're 
doing animation with tons of displacement, hair, dof and motionblur, 
though i don't know what has been happening lately on its development 
front. It used to have a free license for personal use, but i can't 
recall if the offer was for xsi or maya.

But with the xsi platform in mind, i think redshift looks really 
promising. Cpu's are expensive like hell. This could free up a 
freelancer's budget if priced accordingly, and integrated correctly.

PS. I'll share that vray vs arnold displacement test scene 
this weekend. See if we can get any real data.Night,

  
   	   
   	Christopher  
  Friday, March 29,
 2013 6:41 PM
  



Thank you that was very 
informative :)  What render do you recommend to have besides Mental Ray ?





Christopher












  
   	   
   	Octavian Ureche  
  Friday, March 29,
 2013 3:35 PM
  Hey Christopher,I 
think i can give my 2 cents on maxwell, as i have been on its betaas
 well a few years back. This is from what was going on then. Icannot
 say anything about the current state of the engine as i havenot 
touched it since.Purely from a rendering standpoint, maxwell felt 
slow, first andforemost because it is an unbiased engine, and it 
does not cheat itssolution. That means in order to get rid of the 
sampling it needs todo a ton of passes to get an accurate 
convergence. What that meant forme, as an individual, was that 
animation was out of the questionunless i was willing to work with a
 grainy image or if i chose to waita long time for the frames to be 
rendered.Most people these days rely on farms to render with maxwell
 in ananimation environment (rendernet.se comes to mind).This 
was the low side of it, and i hear it is quite similar to arnoldfrom
 this standpoint (good quality takes more samples which in turntakes
 a longer time to achieve). This is because both engines do notprecompute
 or cache anything. Brute force is the word here, whereasvray, even 
if it does brute force well, it has a ton of other choicesto "cheat"
 its way through, resulting in a faster rendertime, which inturn, 
unfortunately, requires greater knowledge from the user.On the 
upside, the shading system was nice, had the usual ubershaderapproach,
 tons of shaders available in the community. Did not uselight 
sources, but instead turned objects into emitters using aspecial 
shader. That meant the shadows and everything else looked veryrealistic.
 Its preview system was way ahead of anything at that timein terms 
of seeing the final look of the image, in the first pass, soyou 
could get a very good idea if you needed to adjust things beforewaiting
 for 2 hours. Now this has been updated to the maxwell "fire"engine.
 But most renderers today give you this (modo's preview orvray's 
light cache come to mind). By far the most useful feature ofthe 
engine for me, was its mxi image format (similar to a raw file),which
 stored lighting information from all the light sources. Thatmeant 
if you had screwed up your exposure, lights etc, you could fixeverything
 afterwards, and i don't mean brightness/contrast fix. Youcould dial
 the lights in and out, change their intensity, etc, andeverything 
would update realtime in it's "image editor". I hear nowthey have a 
nuke plugin for this.Worked for sequences of frames as well, and was
 a lifesaver.I remember this one time i had an interior to render 
for a client, andit had around 50 lights total.The guy did a 
dozen variations, changing colors and turning lights onand off. Had 
it not been for this feature,i would have been rendering a week on 
the project.With it, i just waited a couple of hours, and then did a
 dozenvariations in half an hour from the same render.Final 
thing i'd like to point out, was that its xsi integration wasnot 
that goo

Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-30 Thread Dan Yargici
"lets you render using 3rd party renderers without pulling the limited
xsibatch tokens"

Sorry, guys, but this is too huge a discovery to let sink in this thread!

GREAT find Andy!  It would never occur to me that -processing could be
exploited for render purposes.  I imagine this loophole will be closed up
double-quick though, now that it's been flagged!

DAN



On Fri, Mar 29, 2013 at 9:25 PM, Andy Jones  wrote:

> Sort of as an aside, we were talking license counts the other day and
> discovered the "-processing" license flag.  If you didn't know about this,
> it seems to allow you to not only process scenes with an arbitrary number
> of Softimage instances, but also lets you render using 3rd party renderers
> without pulling the limited xsibatch tokens.  From what I can tell, you
> essentially have unlimited command line Softimages, but a fixed number of
> mental rays.  Good news for people looking at 3rd party renderers, as you
> don't have to factor in the cost of bundled mental ray as you expand your
> farm, and you don't have to worry about implementing an .ass file pipeline
> (unless you want to for other reasons).  I'm not sure it's actually changed
> anything in terms of what we would have bought, as we've got a fair number
> of xsibatch already, but it's just nice to know, and it's making it much
> easier to roll out a hybrid workflow.
>
>


Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-30 Thread Steven Caron
i doubt it, processing flag is there for that exact reason. we have  
been using for a long time, 2007 maybe. they obviously only care about  
one renderer. requiring another softimage license would be cost  
prohibative. they could do a lot of damage if they change this!


s

*written with my thumbs

On Mar 30, 2013, at 1:57 AM, Dan Yargici  wrote:

I imagine this loophole will be closed up double-quick though, now  
that it's been flagged!




Re: Softimage 2013/2014 Irradiance Particles - IP Optimize still single threaded?

2013-03-31 Thread Andy Jones
Yeah, I agree.  I'm assuming the xsibatch license tokens are tied in with
Mental Ray licensing.  Given that -processing already allows you to do
everything but render, it would be very strange to prevent you from kicking
off the execution of a 3rd party plugin.


On Sat, Mar 30, 2013 at 10:30 AM, Steven Caron  wrote:

> i doubt it, processing flag is there for that exact reason. we have been
> using for a long time, 2007 maybe. they obviously only care about one
> renderer. requiring another softimage license would be cost prohibative.
> they could do a lot of damage if they change this!
>