You might want to move back just for this...just sayin'...

On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
uuuuu soo nice! now just to wait for OpenCL version whenever it comes.. I moved away from nvidia completely :)


On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez <emi...@e-roja.com <mailto:emi...@e-roja.com>> wrote:

    Everything is supported Mirko!  It is like having the old and
    crumpy MR reborn with power, speed and awsome result.  Integration
    with Softimage is seamless.


    2013/3/15 Mirko Jankovic <mirkoj.anima...@gmail.com
    <mailto:mirkoj.anima...@gmail.com>>

        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 <mailto: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
            <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.






--


-- _________________________________________________

            Len Krenzler - Creative Control Media Productions

            Phone:780.463.3126  <tel:780.463.3126>

            www.creativecontrol.ca  <http://www.creativecontrol.ca>  
-l...@creativecontrol.ca  <mailto:l...@creativecontrol.ca>





--



--
_________________________________________________

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126

www.creativecontrol.ca - l...@creativecontrol.ca

Reply via email to