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 wrote:
>
>
>
> https://blog.mozilla.org/blog/2013/11/05/mozilla-otoy-and-autodesk-work-to
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/
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 wrote:
> Have you guys seen the octane cloud service coming later this year?
>
> Don't think I ever seen something ren
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
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
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
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 c
right!
On Tue, Feb 26, 2013 at 10:22 AM, Mirko Jankovic
wrote:
> 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
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 wai
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 ti
[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.
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. Sa
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 wrote:
>
>
> I heard Sony Imagework's version of Arnold does have a unified Sampling
> equivalent.
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 ve
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
image-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:
From: 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
Subject: Re: Octane render
I think it's still worlds apart from anything that comes ou
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 implementatio
:) 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 wrote:
>
> +1
>
+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...
>
>
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 no
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
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
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 wrote:
>
>
> On 24.02.2013 00:23, Ciaran Moloney wrote:
>
>> You should probably have a look at unified sampling.
>>
>
> Will do. Ne
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 mailto:bauero...@gmx.de>> wrote:
Hi,
On 23.
You should probably have a look at unified sampling.
On Sat, Feb 23, 2013 at 11:31 AM, Tim Leydecker 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.
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 material
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 wrote:
>
> ' INFO : RC 0.4 info : wallclock 9:12:28.06 for rendering
>
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 wrote:
> Very nice, looks like it was shot with a flash light !
> And maybe all
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
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 i
render time?
On Wed, Feb 20, 2013 at 10:40 AM, Gustavo Eggert Boehs
wrote:
> 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
@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
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
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
201
On Wed, Feb 20, 2013 at 1:27 AM, Steven Caron 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 sil
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
@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
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/ed
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 U
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
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
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 t
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 primar
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* 615.885.6
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,
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
@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 t
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 w
@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
@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
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
> Not to der
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 2/16/201
Thanks steven.
I'll take a look at it tommorow and do another render.
Right now i gotta get some sleep. It's almost 2 AM here and i'm
working on sunday as well.
The wonderful world of commercials :)
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 wrote:
> Here's another one. Tried to match the angle and res of the other renders
> (as best as i could).
>
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
wrote:
> Sorry Alok, that wasn't directed at you in anyway. I was just amazed that
> places on earth have this? I'm still
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 wrote:
> I was also not sure of the LCD, although now in India we do have that but
> I studied on a chalkboard. Someon
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 wrote:
> What do you guys all say we keep these at the same reso
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 p
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" wrot
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 wrote:
> Hey guys,
>
> Here's my take on it with vray in xsi on an i7-3770
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
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
Hey Sven,
Nice MR renders. Do you mind sharing the scene?
-Nicolas
On Fri, Feb 15, 2013 at 9:07 AM, Michal Doniec wrote:
> These are LCD tellys, not blackboards. They don't use blackboards in
> schools anymore.
>
>
> On 14 February 2013 15:03, Ed Manning wrote:
>
>> Will someone PLEASE put
These are LCD tellys, not blackboards. They don't use blackboards in
schools anymore.
On 14 February 2013 15:03, 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
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
> Mostly to avoid cores idling, with large tile sizes you could really be
> wasting time, especially for something that
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 ro
...@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, Fe
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 wr
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
On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn 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 Archi
01:00, Emilio Hernandez <mailto:emi...@e-roja.com>> 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
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_me
It has always been easy to tweak mental ray to render a decent image. The
trick is when you add more things to make the image complex, and then
move the camera :) Add some hair and motion blur into the mix, with an
animated character.
Then report back the render times. And this goes for all re
Max
From:
Steve Pratt
Sent: Friday, February 15, 2013 4:07 AM
To:
XSi Mail List
Subject: Re
you should always use the gaussian filter for unclamped images. all those sharpen filtershave a spot where the curve is going under zero and cause negative pixelvalues, surrounding areaswith a lot of light. that´s the black borders around your windows and lightscheers,Chris--
christian keller
visu
keep in mind my gfx card is quite bad, i might be able to test maxwell
but i have to go to a friend studio since i dont have it.
Max
From: Steve Pratt
Sent: Friday, February 15, 2013 4:07 AM
To: XSi Mail List
Subject: Re: Octane render
Octane - 3hrs on a GTX580
I used the inbuilt daylight
Would the gtx be twice as fast than?
Is there a sweet spot for these cards?
I am think of adding another gtx 560 to my existing 560 to do some testing
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 C
gawd i dislike mental ray
On Thu, Feb 14, 2013 at 5:25 PM, Rob Chapman wrote:
> 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
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 t
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" wrote:
> Interesting thread, is Octane optimized for the GTX 600's series of card?
>
> On 2/14/2013 2:52 PM, T
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 yo
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
adv
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
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
Or, maybe we could use a different scene then the classroom that becomes
available for download at the moment the contest starts, and see how
fast the results come in with the various renderers. That would be fun :-)
- Ronald
On 2/14/2013 21:09, Rob Chapman wrote:
ok these are good conditions
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
: 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
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
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 = bett
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 a
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/gef
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
Any Maxwell attempts?
2013/2/14 Toonafish
> scene file : https://dl.dropbox.com/u/4271217/Arnold_Classroom.rar
>
> I'm rendering on a 6 core i7 3930 overclocked to 4 Ghz, so Arnold is using
> 12 threads. With AA set lower the DOF is very noisy. But you're right,
> maybe I could lower the diffu
r.jpg
From: Eric Lampi
Sent: Thursday, February 14, 2013 5:29 PM
To: softimage@listproc.autodesk.com
Subject: Re: Octane r
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,
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
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 quali
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,
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 wrote:
> mind sharing that scene ronald? did you set the AA to 10 because of DOF?
> c
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