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