"Ati was tested over and over and showing a lot better viewport results in Softimage than nvidia... "
Really? I don't remember anyone ever suggesting ATI was anything other than shit! DAN On Wed, Mar 20, 2013 at 12:32 PM, Mirko Jankovic <mirkoj.anima...@gmail.com>wrote: > testing it a bit and looks great! > amazing work guys, grats. > > any ETA for production ready version? > > also reall shame again that it is nvidia only for now. Ati was tested over > and over and showing a lot better viewport results in Softimage than > nvidia... having this support openCL would be great! > But everything in it's time. Grats! > > > > On Mon, Mar 18, 2013 at 9:15 PM, Stefan Andersson <sander...@gmail.com>wrote: > >> That was pretty "neat"! :) I can't wait to see some more test! >> >> regards >> stefan >> >> >> >> On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk >> <nico...@redshift3d.com>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. >>>> >>>> >>> >> >> >> -- >> *Stefan Andersson | Digital Janitor* >> blog <http://sanders3d.wordpress.com> | showreel<http://vimeo.com/sanders3d>| >> twitter <http://twitter.com/sanders3d> | >> LinkedIn<http://www.linkedin.com/in/sanders3d>| cell: >> +46-73-6268850 | skype:sanders3d >> >> >> >