I wonder how this looks with a render region with alpha blending
turned on.
The renderer would need to output RGBA and support the render region.
Does it?
GL
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Len
Krenzler
Sent: Friday, March 15, 2013 11:13 AM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer
I only have a GTX470 and it flies even with that! I'm testing a
scene right now with 4.5 mil polys and a 12k HDR lighting texture as
well as other large textures and no problem.
On 3/15/2013 8:58 AM, Tim Crowson wrote:
I've been really impressed with the performance and integration so
far. I still need to throw some heavy scenes at it thow. But
considering what it can do on a single card, I can't wait to see how
it will run once multiple cards are supported.
Either way, this is already a win for the Softimage community. Big
thanks to Nicolas and his team!
-Tim
On 3/15/2013 9:32 AM, Mirko Jankovic wrote:
actualy I already have an 580 in another comp so that itself is not
problem :)
On Fri, Mar 15, 2013 at 3:29 PM, Emilio Hernandez
<emi...@e-roja.com<mailto:emi...@e-roja.com>> wrote:
Well Mirko as Len said. You might just reconsider going back to
Nvidia. CUDA is coming strong on a lot of apps. And getting first
than ATI. You can buy a GTX 470 for 200 bucks.
2013/3/15 Mirko Jankovic
<mirkoj.anima...@gmail.com<mailto:mirkoj.anima...@gmail.com>>
well honestly... I'm on gaming cards because pro cards really are not
justified with price in my case, and with gaming line ati right now
is twice the speed of nvidia really... so just for rendering t o
sacrifice all viewport performance.. I'm not sure that is something I
would be willing to do :) not sure how mixing cards on same board
would work with different drivers and everything to have one nvidis
just for rendering.. anyway that is all different story and not
really relevant in this case. in any case this is so refreshing
On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler
<l...@creativecontrol.ca<mailto:l...@creativecontrol.ca>> wrote:
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 514 849-5025
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<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<http://www.creativecontrol.ca> -
l...@creativecontrol.ca<mailto:l...@creativecontrol.ca>