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>