BTW: I went to try 3delight but it´s still limited to a 4core process (like
when they released it back on 2011). So such unfortunate event.
I thought I could use 8 cores now. But no.
Toon renders (even on 4core) render instantaneously. That´s a plus.
:(

cheers.

On Sat, Aug 29, 2015 at 11:30 AM, Jason S <jasonsta...@gmail.com> wrote:

> Hum! interesting. So not to confuse multi-part with multi-channel!
>
> And until multi-part  would become more common-place (question of time no
> doubt) , you could use a unique render manager with one of many unique
> features <http://www.royalrender.de/index.htm> of converting your outputs
> to multipart EXR's as images are written. :)
>
> EXR Crop and EXR 2.0 Multi-Part Speed up compositing by huge factors, for
> one animation feature the speed gain was 100x (Depends on how much emtpy
> space your image has and how many layers the EXR file has
>
> _______________________
>
> 3. If you use Nuke 8, then enable "Convert to EXR 2.0 Multi-Part images"
> in rrConfig, tab Image.
> This has an huge effect if you render Exr files with many render
> layers/elements (e.g. beauty, AO,  specular, ...)
>
> If you load one layer/element from an Exr v1.0 files in Nuke, then Nuke
> has to load all layers, it loads the whole file.
>
> If you load one layer/element from an Exr v2.0 files in Nuke, then Nuke
> loads only the required layer.
>
>
>
>
> On 08/29/15 7:49, Schoenberger wrote:
>
> Hi
>
> >make no mention of "interleave options" or the like.
> The "interleave option" is not what you are searching for.
> It is the "multi-part" that needs to be enabled. This way Nuke can read a
> part instead of the whole file.
> The interleave is just a setting which layers/channels get into a part.
> If your renderer or conversion tool writes multi-part images and you do
> not have any interleave option, then it is one AOV/render layer into one
> part.
>
> Afaik no renderer does this at the moment. Compability reasons.
> I have written a test app to print how your .exr file is organized, this
> can be used to check what kind of .exr your renderer writes. I have to
> check if it requires a license or not, otherwise you could use it.
>
>
> Holger Schönberger
> technical director
> The day has 24 hours, if that does not suffice, I will take the night
>
>
> ------------------------------
> *From:* softimage-boun...@listproc.autodesk.com [
> mailto:softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Jason S
> *Sent:* Friday, August 28, 2015 8:04 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Multi-Layered .EXR - The revival...
>
>
> Indeed so it seems!
>
> and still looks very new because each renderer's output options (at least
> in the docs) make no mention of "interleave options" or the like.
>
> So I wonder what are generally the defaults for Multichannel EXR outputs.
> (hum...)
>
>
> On 08/28/15 8:36, Jens Lindgren wrote:
>
> Yeah you're right. But just using exr 2.x isn't enough to ensure
> multi-layered files are read fast. You have to save the exr in a specific
> way.
>
> From Nukes help:
>
> Notes on Rendering OpenEXR Files
>
> Nuke supports multi-part OpenEXR 2.0.1 files, which allow you to store
> your channels, layers, and views in separate parts of the file. Storing the
> data this way can make loading *.exr* files faster, as Nuke only has to
> access the part of the file that is requested rather than all parts.
> However, for backwards compatibility, you also have the option to render
> your *.exr* files as single-part images.
>
> To set how the data is stored in your rendered *.exr* file, open the
> Write properties and set *interleave* to:
>
> • *channels, layers and views* - Write channels, layers, and views into
> the same part of the rendered *.exr* file. This creates a single-part
> file to ensure backwards compatibility with earlier versions of Nuke and
> other applications using an older OpenEXR library.
>
> • *channels and layers* - Write channels and layers into the same part of
> the rendered *.exr* file, but separate views into their own part. This
> creates a multi-part file and can speed up Read performance, as Nuke only
> has to access the part of the file that is requested rather than all parts.
>
> • *channels* - Separate channels, layers, and views into their own parts
> of the rendered *.exr* file. This creates a multi-part file and can speed
> up Read performance if you work with only a few layers at a time.
>
>
> So to have the same speed with multi-layered exr that you have with
> separate exr files, you have to use exr 2.x and only then you have the
> choice to save a file in what Nuke call *channels and layers *(fast) or
> *channels* (faster) mode. But this breaks backwards compatibility so the
> files can not be opened in applications that don't support exr 2.
>
> On Thu, Aug 27, 2015 at 7:17 PM, Jason S <jasonsta...@gmail.com> wrote:
>
>>
>>
>> *   On 08/27/15 8:44, Jens Lindgren wrote:    This slowness is solved
>> with EXR 2.0 but Softimage isn't using that.*
>>
>> Correction:   *MentalRay* in SI may not be using that,
>>
>> but* Arnold*, *Redshift*, and *3Delight *in SI *do*   (among many other
>> updates)
>>
>> Including things like VDB support etc...
>> (None of which would have happened had there not been any usage/demand
>> (more than a year post EOL)
>>
>> Recent changes (2015) for Arnold & 3Delight for Softimage,
>> (Redshift updates would just be too long to list)
>>
>>
>> *Arnold for Softimage <https://support.solidangle.com/display/SItoAUG>*
>>
>> *3.8* July 13, 2015
>>
>>    - Faster export times overall on Windows (up to 20% faster).
>>
>>    - Faster export of polygon meshes (up to 35% faster).
>>
>>    - Much faster export of ICE instances (up to 5x faster) and ICE
>>    primitive cylinders, discs, cones, boxes (up to 3x faster).
>>
>>    - Faster rendering when using SItoA shaders on Windows (up to 15%
>>    faster).
>>
>> *3.7* June 10 2015
>>
>>    - Faster cutout texture mapped opacity, with more accurate renders
>>    (in previous versions, an object was rendered more transparent when it was
>>    further away from the camera).
>>
>>    - Multiple scattering for volumes: Indirect light in volumes now
>>    supports an arbitrary number of bounces instead of being fixed to one
>>    bounce.
>>
>>    - Per-light volume contribution: A volume contribution scaling
>>    parameter was added to lights, similar to the existing diffuse and 
>> specular
>>    parameters.
>>
>>    - Deep volume output support: Volumes are now visible in deep renders
>>    (note that older atmosphere shaders and volumetric mattes are not
>>    supported yet).
>>
>>    - The volume property now shows the names of available grids in VDB
>>    files.
>>
>>    - Faster UDIMs: UDIMs accessed through the built-in image shader node
>>    now internally use texture handles, which helps improve multi-threading
>>    performance.
>>
>> *3.6*  April 27 2015
>>
>>    - Optimized volume rendering
>>    - Fixed long-standing artifacts with large ray marching steps
>>    - Faster volume caches (such as OpenVDB) in IPR
>>
>> *3.5* March 09 2015
>>
>>    - Transmission component in the hair shader.
>>    - Support for the Volume primitive as a property and volume_sample
>>    shaders added. Mattes now work with volumes as well.
>>
>> *3.4* January 16 2015
>>
>>    - Faster Curves and Volumes.
>>    - Opacity controls added to the Skin Shader.
>>    - The autobump detail enhancement now works for procedurally
>>    displaced polymeshes even when there are no UV texture coordinates.
>>
>>
>>
>>
>> *3Delight for Softimage
>> <https://3delight.atlassian.net/wiki/display/3DFS?src=breadcrumbs-homepage>*
>> *Changelog <https://3delight.atlassian.net/wiki/display/3DFS/Changelog>*
>>
>> *4.0.49 - 2015-07-24*
>>
>>    - OpenVDB.
>>    - Fixed output to Preview window when all the Render Channels are
>>    disabled.
>>    - All the lights are hidden and the raytracing is disabled when Main
>>    Render Channel is not enabled.
>>    - Display first enabled Render Channel in the Preview window (it was
>>    unconditional displaying of Main Render Pass).
>>
>> *4.0.48 - 2015-07-23*
>>
>>    - Added 3Delight Hair material.
>>    - More detailed profiling.
>>
>> *4.0.45 - 2015-06-04*
>>
>>    - Fixed light visibility in IPR
>>    - Default SSS Algorithm is Ray-tracing
>>    - No limit for GI and SSS samples
>>
>> *4.0.43 - 2015-03-12*
>>
>>    - Output rendering progress to stdout
>>    - Fixed mesh lighting in RIB export
>>    - Fixed float precision in fog
>>
>> *4.0.41 - 2015-02-21*
>>
>>    - Faster reflections when using multiple bounces.
>>
>> *4.0.40 - 2015-02-13*
>>
>>    - Ignore the Smooth Subdivision Threshold if the object has
>>    displacement
>>    - Don't skip environment map rendering if there are no envmap files
>>    - Fixed bug when a light can't be changed after user changes Interactive
>>    Rendering Type
>>    - Support for JSON statistics
>>    - ESC key stops the rendering
>>
>> *4.0.38 - 2015-01-06*
>>
>>    - Fixed depth in deep output with path tracer.
>>
>>
>>
>> Also an SI|3Delight feature list, showing how tight integration is,
>> (arguably 'tighter' than Arnorld and Redshift which are already
>> considered *extremely *well intergrated)
>>
>> As a cost-effective solution (notwithstanding the first free license)
>> and since pathtracing was introduced, as an easy/worry-free
>> (Arnold-like) solution (only slightly slower than Arnold for similar noise
>> levels)
>> also not only supporting, but excelling at 'specialty' things like
>> hair/fur, rendering *tons* of particles, and things you never thought would
>> have worked, let alone work well, (also mentionning EXR 2.0 at the end)
>>
>> Cheers!
>>
>> Integration with Softimage
>>
>> Great care has been taken to ensure a seamless integration with
>> *Softimage**:*
>>
>>
>> Complete Render Tree support
>>
>> *3Delight for Softimage *fully supports *Softimage*’s render trees
>> (including compounds) and all materials.
>>
>> *ICE Support*
>>
>> Point Clouds and ICE attributes are fully supported and efficiently
>> rendered.
>>
>> Stand-Ins
>>
>> *3Delight for Softimage* fully supports stand-ins for efficient
>> rendering of large data sets.
>>
>> *Softimage* Properties Compatibility
>>
>> *3Delight for Softimage* recognizes all the common rendering properties
>> so that its behavior is as close as possible to *Softimage*’s internal
>> renderer.
>>
>> Rich Geometry Support
>>
>> Support of all *Softimage* geometry with the added benefit of perfectly
>> smooth rendering of Subdivisions and NURBS (no tessellation or polygonal
>> edges at any detail level).
>>
>> Toon rendering and Inking
>>
>> All toon shaders are supported and the ink lens shader is also supported. 
>> *3Delight
>> for Softimage* is able to render beautifully anti-aliased outlines, fast.
>>
>> Hair Hair is rendered using *3Delight**’s *efficient curve primitive.
>> Linear, quadratic and cubic curves are all supported. Hair instancing is
>> fully supported as well. Polygons All types of polygons are supported.
>> Also, polygonal geometry with a subdivision step greater than 1 will be
>> rendered as a smooth subdivision surface. Edges and vertices tagged as
>> “hard” are rendered properly. Point Clouds
>>
>> All particle shapes are supported with proper shading. *3Delight for
>> Softimage *can take advantage of *3Delight**’s *lightweight particles to
>> render extremely large clouds of point-shaped particles.
>> NURBS
>>
>> All NURBS surfaces are supported. Trim curves on surfaces are also fully
>> supported and rendered to sub-pixel accuracy.
>>
>> Curves
>>
>> *3Delight for Softimage *can render *Softimage *curves of any shape and
>> degree. Curves are smoothed to sub-pixel accuracy.
>>
>>
>>
>>
>>
>> *Main Features of 3Delight for Softimage*
>>
>> Powerful Rendering Engine
>>
>> Supporting both path-tracing and REYES algorithms. Path-tracing allows
>> for real time modifications of the camera, the lights and the materials.
>>
>> Fast Indirect Illumination and HDRI
>>
>> A novel two-pass algorithm allows for efficient rendering multi-bounce
>> indirect illumination. Environment sampling (HDRI) works well even with the
>> very high dynamic range data without the need to blur the environment maps.
>>
>> Motion Blur and Depth of Field
>>
>> Multi-Segment motion blur and realistic camera shutter simulation
>> contribute to high quality rendered images. Compared to other rendering
>> software, motion blur in *3Delight for Softimage *is fast. Depth of
>> field is fully supported and simulates a realistic camera bokeh.
>>
>> High Quality Anti-Aliasing
>>
>> Edge anti-aliasing, motion blur and depth of field quality are all
>> controlled using very simple and predictable options. Contrary to other
>> rendering software, increasing pixel samples for higher quality
>> anti-aliasing does not affect performance significantly.
>>
>> Geometric Displacements
>>
>> Displacements are efficiently rendered to sub-pixel accuracy.
>>
>> Subsurface Scattering
>>
>> Automatic subsurface scattering can be enabled on a per-object basis and
>> delivers impressive results, fast. All standard *Softimage *materials
>> can be used without modification to achieve subsurface scattering effects.
>>
>> High Quality Fur Rendering
>>
>> Deep Shadow Map technology provides production grade quality and
>> performance.
>>
>> Multi-Channel EXR and Deep Output
>>
>> Ability to output "deep data" as OpenEXR 2.0 files. Compatible with Nuke.
>>
>>
>>
>> On 08/27/15 8:44, Jens Lindgren wrote:
>>
>> Not many people use multilayer exr because it's slower to read than
>> splitting it out to different files.
>> This slowness is solved with EXR 2.0 but Softimage isn't using that.
>> Don't really know if it's possible with MR but in Arnold you simply name
>> the framebuffers the same and it gets merged to one file. Maybe that's how
>> it works in MR as well.
>>
>> /Jens
>>
>> On Wed, Aug 26, 2015 at 9:35 PM, Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> bump
>>>
>>> On Mon, Aug 17, 2015 at 7:28 PM, Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
>>>> bump.
>>>>
>>>> On Sun, Aug 16, 2015 at 4:23 PM, Pierre Schiller <
>>>> activemotionpictu...@gmail.com> wrote:
>>>>
>>>>> Hi team. I know this has been posted a lot of times, but I was
>>>>> wondering if AD did ever fixed
>>>>> the issue with multilayered .exr images on a single file from MR?
>>>>> (mental ray).
>>>>>
>>>>> I know all other render motors work normally when rendering layered
>>>>> .exr images (arnold, vray, etc..)
>>>>> But SI 2015 can already render .exr layered image (zdepth,normals,
>>>>> etc.) on a single file?
>>>>>
>>>>> Store in channels work well... I guess, but I was asking this if
>>>>> there´s any possibility to work
>>>>> those layered passes directly from the render manager?
>>>>>
>>>>> Thanks.
>>>>> David.
>>>>>
>>>>> --
>>>>> Portfolio 2013 <http://be.net/3dcinetv>
>>>>> Cinema & TV production
>>>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Portfolio 2013 <http://be.net/3dcinetv>
>>>> Cinema & TV production
>>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>>
>>>
>>>
>>>
>>> --
>>> Portfolio 2013 <http://be.net/3dcinetv>
>>> Cinema & TV production
>>> Video Reel <https://vimeo.com/3dcinetv/reel2012>
>>>
>>
>>
>>
>> --
>> Jens Lindgren
>> ------------------------------------
>> VFX Supervisor & Lead TD
>> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>>
>>
>>
>
>
> --
> Jens Lindgren
> ------------------------------------
> VFX Supervisor & Lead TD
> Magoo 3D Studios <http://www.magoo3dstudios.com/>
>
>
>
>


-- 
Portfolio 2013 <http://be.net/3dcinetv>
Cinema & TV production
Video Reel <https://vimeo.com/3dcinetv/reel2012>

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