hey I haven't really seen if region rendering is supported as well or only
preview window? just wondering


On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler <l...@creativecontrol.ca>wrote:

>  +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>
>
>>  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 514 849-5025 WWW.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> 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 <andymoo...@gmail.com>
>>> *Sent:* Thursday, March 14, 2013 9:02 PM
>>> *To:* 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> 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.
>>>
>>>
>>
>>
>
>
> --
>
>
>
> --
> _________________________________________________
>
> Len Krenzler - Creative Control Media Productions
>
> Phone: 780.463.3126
> www.creativecontrol.ca - l...@creativecontrol.ca
>
>

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