+1! Absolutely out of this world! How you guys got all this done so fast is mind blowing. Integrated into SI too, not just an export plugin. This is truly ground breaking!

On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!! This is going to rock the rendering world. And for Softimage!!!!

Awsome guys congratulations on this one. My quadro 3000 finally is awake!!!


2013/3/14 Sylvain Lebeau <s...@shedmtl.com <mailto:s...@shedmtl.com>>

    killer!!!!
    congrats to you and team Nicolas!!

    sly

    *Sylvain Lebeau // SHED**
    *V-P/Visual effects supervisor
    1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
    T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM
    <http://www.shedmtl.com/><<http://www.shedmtl.com/>http://WWW.SHEDMTL.COM>

    On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
    Hey guys,

    I'm going to respond to the last few messages regarding the
    importance of speed later, but in the meantime here is a video of
    some live rendering in Softimage.

    http://youtu.be/fjCguRdSlV0

    -Nicolas



    On Thu, Mar 14, 2013 at 1:17 PM, <pete...@skynet.be
    <mailto:pete...@skynet.be>> wrote:

        you are right of course, as always.
        what is really needed is a fine balance between quality and
        speed,
        at a pricepoint that is affordable yet high enough to sustain
        development,
        and available before my retirement.
        *From:* Andy Moorer <mailto:andymoo...@gmail.com>
        *Sent:* Thursday, March 14, 2013 9:02 PM
        *To:* softimage@listproc.autodesk.com
        <mailto:softimage@listproc.autodesk.com>
        *Subject:* Re: Announcing Redshift - Biased GPU Renderer
        Well said, but speed is still important, deadlines are tight
        and particularly in the iterative direction phase often
        re-rendering takes much more time than making a directed
        change. "Dailies" reflect this... A series of several
        directed tweaks to a shot can stretch over several days in
        part to allow time to make changes and get them rendered... A
        major limitation to working with rendered VFX  elements
        versus composite effects which can often be altered in near
        realtime.

        Sent from my iPad

        On Mar 14, 2013, at 4:21 AM, <pete...@skynet.be
        <mailto:pete...@skynet.be>> wrote:

        > Please also bear in mind that we're still just in alpha
        and constantly improving performance.  We're kind of
        obsessed with speed :)
        speed is great of course – but IMO it’s not the most
        important factor.
        over the years we have all been doing productions with
        rather long rendertimes, running into hours per frame and
        more. The bottom line was rarely “it has to be rendered in X
        amount of time” – clients couldn’t care less. It has to be
        good enough first and rendered in time for delivery.
        it’s been a long time I’m looking forward for a viewport/GPU
        mental ray replacement in softimage.
        Hopefully staying below 5 minutes for complex HD images and
        within 1 minute for more simple stuff – but more
        importantly, it should have the bells and whistles of a
        modern raytracer, and deliver production quality rendering –
        that can be very precisely tweaked by the user.
        It’s very frustrating to get a promising image very fast,
        but not being able to make the image really final - some
        remaining artifacts, sampling problem or no ability to
        finetune this or that effect or simply lack of a feature you
        really require – so in turn you have to bite the bullet and
        go back to good old offline rendering – and the
        corresponding rendertimes will be twice as frustrating.
        Very extensive support for lighting features – not just GI /
        AO / softshadows / softreflections – but also SSS, raytraced
        refractions, motion blur, volumetrics, ICE support,
        instancing, hair – and a good set of shaders and support for
        the rendertree and as many of the factory shaders as possible.
        Mental ray never became the standard it was because of speed
        – but because of what one can achieve with it. (and then you
        have to turn off a few things left and right for final
        renders in order to make rendertimes acceptable)
        Obviously in this day and age it’s features are getting long
        in the tooth as well, which opens the door wide open for
        others – but it remains a reference for what a renderer
        should at least aspire to.
        just some thoughts and hints of what matters to me when
        considering a new renderer.






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Len Krenzler - Creative Control Media Productions

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