Re: Announcing Redshift - Biased GPU Renderer

2013-05-24 Thread Stefan Kubicek

not AFAIK.  There is a =alpha version  that you can download from the
forums, which an individual is developing.



That would be Stefan Woermann
http://vimeo.com/user2509578



That's why I was going to do
the comparison in standalone.


On Wed, Mar 27, 2013 at 3:24 PM, Daryl Dunlap  
twinsnakes...@gmail.comwrote:



Ed, did Octane ever release their SI plugin?


On Wed, Mar 27, 2013 at 3:23 PM, Ed Manning etmth...@gmail.com wrote:


In what spare time I have I'm setting up a shootout between Octane
standalone and redshift in SI.







--
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---
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  Alfred Feierfeilstraße 3
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 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
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--confidential and for the recipient only--



Re: Announcing Redshift - Biased GPU Renderer

2013-04-05 Thread Octavian Ureche
Haha, thanx Christopher. That's an old keyboard i dismantled a long time
ago.
By the way, that site and reel are more than 3 years old now.
Have just finished the new reel and while working on the new site was
actually thinking whether or not to dump the keyboard thing.



On Fri, Apr 5, 2013 at 3:13 AM, Christopher christop...@thecreativesheep.ca
 wrote:

 I like your keyboard graphic on your web site, very appealing :)

 Christopher

   Octavian Ureche okt...@gmail.com
  Thursday, April 04, 2013 11:58 AM
 Can't say anything about Octane because i just toyed with it. But i really
 enjoyed Keyshot.
 Even if you can't really do animation rendering with it other than it's
 built in srt sytem, it's a very fast CPU based raytracer.
 Very HDRI oriented. Can't remember if it has lights at all. For all i know
 i always rendered using ibl.
 But apart from its obvious drawbacks, it's a very simple and effective
 choice for product designers and the like.

 Of course, Reshift blows all of that to dust given it's tight app
 integration and gpu rendering speed.





 --
 visual | stuff
 www.okto.ro
   Tim Crowson tim.crow...@magneticdreams.com
  Thursday, April 04, 2013 9:39 AM
  Well, if I understand correctly, RS does Distributed Monte Carlo, which
 is a bit different from Octane's Pathtracing. So you're not going to get an
 apples-to-apples comparison between the two. Now, I have Octane as well,
 and in my opinion, RS beats it soundly on modest hardware, both in
 performance and workflow. As others have said, the mere fact that RS is so
 well-integrated into Softimage is a BIG DEAL. I can't wait for multi-GPU
 support.

 -Tim


 On 4/4/2013 4:12 AM, Doeke Wartena wrote:

   Doeke Wartena clankil...@gmail.com
  Thursday, April 04, 2013 5:12 AM
 How is redshift compared to octane?



   James De Colling james.decoll...@gmail.com
  Thursday, April 04, 2013 3:52 AM

 Welcome to the pro card market... I only use quadros because that's what
 the sells we use ship with... Long gone are the days when people cards were
 worth their sticker price
   olivier jeannel olivier.jean...@noos.fr
  Thursday, April 04, 2013 3:26 AM
 I should be out of the office, but will test asap.
 For the quadro, well it was bundled with the workstation (HP Z620). It's
 no problem if the quadro is more expensive and produce better performance.
 It becomes a problem if they are really bellow game cards.
 Your gtx has more than 400 cores while the 4000 has 256... They are
 supposed to be stronger when working though...







-- 
visual | stuff
www.okto.ro
compose-unknown-contact.jpg

Re: Announcing Redshift - Biased GPU Renderer

2013-04-05 Thread Christopher
I'd keep the keyboard, try
 something new with it on the new site :)

Christopher


   	   
   	Octavian Ureche  
  Friday, April 05,
 2013 3:08 AM
  Haha, thanx 
Christopher. That's an old keyboard i dismantled a long time ago.By
 the way, that site and reel are more than 3 years old now.Have just finished the new reel and while working on the new 
site was actually thinking whether or not to dump the keyboard thing.

-- visual | stuffwww.okto.ro


  
   	   
   	Christopher  
  Thursday, April 
04, 2013 8:13 PM
  



I like your keyboard 
graphic on your web site, very appealing :)





Christopher












  
   	   
   	Octavian Ureche  
  Thursday, April 
04, 2013 11:58 AM
  Can't say 
anything about Octane because i just toyed with it. But i really enjoyed
 Keyshot.Even if you can't really do animation rendering with it 
other than it's built in srt sytem, it's a very fast CPU based 
raytracer.

Very HDRI oriented. Can't remember if it has lights at 
all. For all i know i always rendered using ibl.But 
apart from its obvious drawbacks, it's a very simple and effective 
choice for product designers and the like.

Of course, Reshift blows all of 
that to dust given it's tight app integration and gpu rendering speed.-- visual
 | stuffwww.okto.ro


  
   	   
   	Tim Crowson  
  Thursday, April 
04, 2013 9:39 AM
  
  

  
Well, if I understand correctly, RS does Distributed Monte Carlo,
which is a bit different from Octane's Pathtracing. So you're not
going to get an apples-to-apples comparison between the two. Now, I
have Octane as well, and in my opinion, RS beats it soundly on
modest hardware, both in performance and workflow. As others have
said, the mere fact that RS is so well-integrated into Softimage is
a BIG DEAL. I can't wait for multi-GPU support.

-Tim


On 4/4/2013 4:12 AM, Doeke Wartena
  wrote:




  
   	   
   	Doeke Wartena  
  Thursday, April 
04, 2013 5:12 AM
  How is redshift 
compared to octane?

  




RE: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Angus Davidson
It really rocks on a dell T5500 with a quadro4000 card in it. That gets blown 
away by the mac book pro with the 650m on it. It really has the potential to be 
a total game changer for a lot of folks. You can get virtually finished look 
and feel at slightly above what you would currently get for a quick previz 
render before. Makes a massive difference in your workflow.




From: Maxime Philippon [mphilippon.mailingl...@gmail.com]
Sent: 04 April 2013 03:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

hey Guys, I'm new to this topic, I read a bit of this conversation, This 
Redshift GPU renderer look really awesome!

I wanted to know if Redshift use the mantal ray's materials and lights or did 
he have his own materials and lights set up, like Arnold?
And as a student, can I be an alpha tester? or is this only for professionals 
and studios?

Thanks


On Wed, Apr 3, 2013 at 8:37 PM, Christopher 
christop...@thecreativesheep.camailto:christop...@thecreativesheep.ca wrote:
Ahhh the renderers.
[cid:part1.00050907.05020202@thecreativesheep.ca]
Cristobal Infantemailto:cgc...@gmail.com
Wednesday, April 03, 2013 7:37 PM
I just started playing with Redshift and have to say I am really impressed.

Playing with on my laptop, with a GT 425M, and It still does the trick!. The 
combo GI and progressive rendering really is a nice combo.

Can't wait to try this on a real workstation, with a full on GPU!



[cid:part1.00050907.05020202@thecreativesheep.ca]
Octavian Urechemailto:okt...@gmail.com
Wednesday, April 03, 2013 3:44 PM
Haha, we have the exact same video card.
To be honest, if things keep going like this, i'll be getting another one used 
and put in sli.
Multi-gpu support is on its way.





--
visual | stuff
www.okto.rohttp://www.okto.ro
[cid:part1.00050907.05020202@thecreativesheep.ca]
Tim Crowsonmailto:tim.crow...@magneticdreams.com
Wednesday, April 03, 2013 3:30 PM
I feel the same way! The only other place I've had this much fun lighting and 
rendering is with modo (Preview is awesome!). To be able to iterate over 
high-quality renders in a matter of minutes with RS is just liberating. And I'm 
using a lowly GTX 470!

-Tim





[cid:part1.00050907.05020202@thecreativesheep.ca]
Octavian Urechemailto:okt...@gmail.com
Wednesday, April 03, 2013 2:59 PM
https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

So here's another test with that classroom scene.
This time without dof and moblur but with an abruptly animated physical sun.
Looking at the overall render, i think it looks good. I know some will jump and 
say it's too fast, which is why
i'll probably render it again with a slower motion of the light when i get some 
more time.

But so far, i am pleased with the results, and by looking at the first and last 
couple of frames in the animation,
you can notice the solution is stable. Also changed some settings and managed 
to get 2:30 min/frame on this one.

Can't remember when was the last time i had so much fun rendering.



[cid:part1.00050907.05020202@thecreativesheep.ca]
Andreas Bystrommailto:andreas.byst...@gmail.com
Wednesday, April 03, 2013 12:39 AM
another thing I'm curious about with redshift is if you will get the exact same 
image using different hardware and possibly drivers as well?

if you have a gpu renderfarm and decide to expand it a bit later you wont be 
able to get the same exact hardware in the new boxes, so curious to know if 
that would cause problems.






--
Andreas Byström
Weta Digital



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Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread olivier jeannel

Hi Octavian,
Would you share your RedShift scene ?


Le 03/04/2013 20:59, Octavian Ureche a écrit :

https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

So here's another test with that classroom scene.
This time without dof and moblur but with an abruptly animated 
physical sun.
Looking at the overall render, i think it looks good. I know some will 
jump and say it's too fast, which is why
i'll probably render it again with a slower motion of the light when i 
get some more time.


But so far, i am pleased with the results, and by looking at the first 
and last couple of frames in the animation,
you can notice the solution is stable. Also changed some settings and 
managed to get 2:30 min/frame on this one.


Can't remember when was the last time i had so much fun rendering.







Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread olivier jeannel

Ooups, sorry, saw you shared it on ResdShift forum.
Thank's a lot !

I just want to know where I am performance whise with that Quadro 4000 
which costed me an arm...



Le 04/04/2013 08:54, olivier jeannel a écrit :

Hi Octavian,
Would you share your RedShift scene ?


Le 03/04/2013 20:59, Octavian Ureche a écrit :

https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

So here's another test with that classroom scene.
This time without dof and moblur but with an abruptly animated 
physical sun.
Looking at the overall render, i think it looks good. I know some 
will jump and say it's too fast, which is why
i'll probably render it again with a slower motion of the light when 
i get some more time.


But so far, i am pleased with the results, and by looking at the 
first and last couple of frames in the animation,
you can notice the solution is stable. Also changed some settings and 
managed to get 2:30 min/frame on this one.


Can't remember when was the last time i had so much fun rendering.











Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Hey Olivier,

Already did that. You can find both versions in the WIP section of the
redshift forum, under the topic Animated Classroom with Dof and Moblur.

Have fun,
O


On Thu, Apr 4, 2013 at 9:54 AM, olivier jeannel olivier.jean...@noos.frwrote:

 Hi Octavian,
 Would you share your RedShift scene ?


 Le 03/04/2013 20:59, Octavian Ureche a écrit :

  
 https://dl.dropbox.com/u/**2109634/classroom_sunsky_**animation.movhttps://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

 So here's another test with that classroom scene.
 This time without dof and moblur but with an abruptly animated physical
 sun.
 Looking at the overall render, i think it looks good. I know some will
 jump and say it's too fast, which is why
 i'll probably render it again with a slower motion of the light when i
 get some more time.

 But so far, i am pleased with the results, and by looking at the first
 and last couple of frames in the animation,
 you can notice the solution is stable. Also changed some settings and
 managed to get 2:30 min/frame on this one.

 Can't remember when was the last time i had so much fun rendering.







-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html
http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the quadro's memory
bandwith, cuda cores and memory interface are below the gtx. But you have
bigger vram which means you can cram more into the scenes.
Speed wise, given the differences it might be slower at the actual
rendering, but we're talking gpu rendering here so i'm not sure if it's
going to be that much noticeable.
Do a render with both scenes and post your times in the forum. Then we'll
know better how hardware affects the performance.

To be honest, i always found quadros to be extremely overpriced, but maybe
that's just me.


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread olivier jeannel

I should be out of the office, but will test asap.
For the quadro, well it was bundled with the workstation (HP Z620). It's 
no problem if the quadro is more expensive and produce better 
performance. It becomes a problem if they are really bellow game cards.
Your gtx has more than 400 cores while the 4000 has 256... They are 
supposed to be stronger when working though...



Le 04/04/2013 09:13, Octavian Ureche a écrit :

Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html
http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the quadro's 
memory bandwith, cuda cores and memory interface are below the gtx. 
But you have bigger vram which means you can cram more into the scenes.
Speed wise, given the differences it might be slower at the actual 
rendering, but we're talking gpu rendering here so i'm not sure if 
it's going to be that much noticeable.
Do a render with both scenes and post your times in the forum. Then 
we'll know better how hardware affects the performance.


To be honest, i always found quadros to be extremely overpriced, but 
maybe that's just me.




Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread James De Colling
Welcome to the pro card market... I only use quadros because that's what
the sells we use ship with... Long gone are the days when people cards were
worth their sticker price
On Apr 4, 2013 4:28 PM, olivier jeannel olivier.jean...@noos.fr wrote:

 I should be out of the office, but will test asap.
 For the quadro, well it was bundled with the workstation (HP Z620). It's
 no problem if the quadro is more expensive and produce better performance.
 It becomes a problem if they are really bellow game cards.
 Your gtx has more than 400 cores while the 4000 has 256... They are
 supposed to be stronger when working though...


 Le 04/04/2013 09:13, Octavian Ureche a écrit :

 Here you go:

 http://www.nvidia.com/object/**product-quadro-4000-us.htmlhttp://www.nvidia.com/object/product-quadro-4000-us.html
 http://www.geforce.com/**hardware/desktop-gpus/geforce-**
 gtx-470/specificationshttp://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

 The last one is what i currently have. as you can see, the quadro's
 memory bandwith, cuda cores and memory interface are below the gtx. But you
 have bigger vram which means you can cram more into the scenes.
 Speed wise, given the differences it might be slower at the actual
 rendering, but we're talking gpu rendering here so i'm not sure if it's
 going to be that much noticeable.
 Do a render with both scenes and post your times in the forum. Then we'll
 know better how hardware affects the performance.

 To be honest, i always found quadros to be extremely overpriced, but
 maybe that's just me.





Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Doeke Wartena
How is redshift compared to octane?


2013/4/4 James De Colling james.decoll...@gmail.com

 Welcome to the pro card market... I only use quadros because that's what
 the sells we use ship with... Long gone are the days when people cards were
 worth their sticker price
  On Apr 4, 2013 4:28 PM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 I should be out of the office, but will test asap.
 For the quadro, well it was bundled with the workstation (HP Z620). It's
 no problem if the quadro is more expensive and produce better performance.
 It becomes a problem if they are really bellow game cards.
 Your gtx has more than 400 cores while the 4000 has 256... They are
 supposed to be stronger when working though...


 Le 04/04/2013 09:13, Octavian Ureche a écrit :

 Here you go:

 http://www.nvidia.com/object/**product-quadro-4000-us.htmlhttp://www.nvidia.com/object/product-quadro-4000-us.html
 http://www.geforce.com/**hardware/desktop-gpus/geforce-**
 gtx-470/specificationshttp://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

 The last one is what i currently have. as you can see, the quadro's
 memory bandwith, cuda cores and memory interface are below the gtx. But you
 have bigger vram which means you can cram more into the scenes.
 Speed wise, given the differences it might be slower at the actual
 rendering, but we're talking gpu rendering here so i'm not sure if it's
 going to be that much noticeable.
 Do a render with both scenes and post your times in the forum. Then
 we'll know better how hardware affects the performance.

 To be honest, i always found quadros to be extremely overpriced, but
 maybe that's just me.





RE: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Marc-Andre Carbonneau
And how does it compare to Luxion's 
Keyshothttp://www.keyshot.com/how-its-different/ or now 
Lagoahttps://lagoa.com/?


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Doeke Wartena
Sent: 4 avril 2013 05:13
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

How is redshift compared to octane?

2013/4/4 James De Colling 
james.decoll...@gmail.commailto:james.decoll...@gmail.com

Welcome to the pro card market... I only use quadros because that's what the 
sells we use ship with... Long gone are the days when people cards were worth 
their sticker price
On Apr 4, 2013 4:28 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
I should be out of the office, but will test asap.
For the quadro, well it was bundled with the workstation (HP Z620). It's no 
problem if the quadro is more expensive and produce better performance. It 
becomes a problem if they are really bellow game cards.
Your gtx has more than 400 cores while the 4000 has 256... They are supposed to 
be stronger when working though...


Le 04/04/2013 09:13, Octavian Ureche a écrit :
Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html
http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the quadro's memory 
bandwith, cuda cores and memory interface are below the gtx. But you have 
bigger vram which means you can cram more into the scenes.
Speed wise, given the differences it might be slower at the actual rendering, 
but we're talking gpu rendering here so i'm not sure if it's going to be that 
much noticeable.
Do a render with both scenes and post your times in the forum. Then we'll know 
better how hardware affects the performance.

To be honest, i always found quadros to be extremely overpriced, but maybe 
that's just me.




Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Cristobal Infante
for me it's all about integration with softimage, workflow first always ;)

Redshift has got the edge in the sense, but I understand there is a
softimage octane plugin coming soon..


On 4 April 2013 13:13, Marc-Andre Carbonneau 
marc-andre.carbonn...@ubisoft.com wrote:

 And how does it compare to Luxion’s 
 Keyshothttp://www.keyshot.com/how-its-different/or now
 Lagoa https://lagoa.com/?

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Doeke Wartena
 *Sent:* 4 avril 2013 05:13
 *To:* softimage@listproc.autodesk.com

 *Subject:* Re: Announcing Redshift - Biased GPU Renderer

 ** **

 How is redshift compared to octane?

 ** **

 2013/4/4 James De Colling james.decoll...@gmail.com

 Welcome to the pro card market... I only use quadros because that's what
 the sells we use ship with... Long gone are the days when people cards were
 worth their sticker price

 On Apr 4, 2013 4:28 PM, olivier jeannel olivier.jean...@noos.fr wrote:
 

 I should be out of the office, but will test asap.
 For the quadro, well it was bundled with the workstation (HP Z620). It's
 no problem if the quadro is more expensive and produce better performance.
 It becomes a problem if they are really bellow game cards.
 Your gtx has more than 400 cores while the 4000 has 256... They are
 supposed to be stronger when working though...


 Le 04/04/2013 09:13, Octavian Ureche a écrit :

 Here you go:

 http://www.nvidia.com/object/product-quadro-4000-us.html
 http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

 The last one is what i currently have. as you can see, the quadro's memory
 bandwith, cuda cores and memory interface are below the gtx. But you have
 bigger vram which means you can cram more into the scenes.
 Speed wise, given the differences it might be slower at the actual
 rendering, but we're talking gpu rendering here so i'm not sure if it's
 going to be that much noticeable.
 Do a render with both scenes and post your times in the forum. Then we'll
 know better how hardware affects the performance.

 To be honest, i always found quadros to be extremely overpriced, but maybe
 that's just me.

 ** **

 ** **



Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Tim Crowson
Title: Signature

  
  
Yes, you can use standard Softimage lights, although RS has its own
light primitives that may be more optimized. Haven't fully tested
that yet. For a list of compatible shaders see the following two
pages in the RS documentation:

http://docs.redshift3d.com/Default.html#I/Supported
  Shaders Softimage.html
http://docs.redshift3d.com/Default.html#I/Supported
  Shaders Mental Ray.html

-Tim C.

On 4/3/2013 8:58 PM, Maxime Philippon
  wrote:


  hey Guys, I'm new to this topic, I read a bit of
this conversation, This Redshift GPU renderer look really
awesome!

I wanted to know if Redshift use the mantal ray's materials
  and lights or did he have his own materials and lights set up,
  like Arnold?
And as a student, can I be an "alpha" tester? or is this
  only for professionals and studios?


Thanks
  
  

On Wed, Apr 3, 2013 at 8:37 PM,
  Christopher christop...@thecreativesheep.ca
  wrote:
  
Ahhh the renderers. 
  

  


  Cristobal Infante

  Wednesday, April 03,
  2013 7:37 PM
  


  
I just started playing with Redshift
  and have to say I am really impressed.
  
  
  Playing with on my laptop, with a GT 425M,
and It still does the trick!. The combo GI and
progressive rendering really is a nice combo.
  



  Can't wait to try this on a real
workstation, with a full on GPU!

  


  
  

  


  


  Octavian Ureche

  Wednesday, April 03,
  2013 3:44 PM
  


  
Haha, we have the exact same video
  card.
  To be honest, if things keep going like this,
i'll be getting another one used and put in sli.
  Multi-gpu support is on its way.

  
  





-- 
visual | stuff
www.okto.ro
  


  


  Tim Crowson

  Wednesday, April 03,
  2013 3:30 PM
  


  I
feel the same way! The only other place I've had
this much fun lighting and rendering is with modo
(Preview is awesome!). To be able to iterate over
high-quality renders in a matter of minutes with RS
is just liberating. And I'm using a lowly GTX 470!


-Tim






  


  


  Octavian Ureche

  Wednesday, April 03,
  2013 2:59 PM
  


  

  https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov
  
  
  
  So here's another test with that classroom scene.
  
This time without dof and moblur but with an
abruptly animated physical sun.
  Looking at the overall render, i think it
looks good. I know some will jump and say it's
too fast, which is why
  
i'll probably render it again with a slower
motion of the light when i 

Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Tim Crowson
Well, if I understand correctly, RS does Distributed Monte Carlo, which 
is a bit different from Octane's Pathtracing. So you're not going to get 
an apples-to-apples comparison between the two. Now, I have Octane as 
well, and in my opinion, RS beats it soundly on modest hardware, both in 
performance and workflow. As others have said, the mere fact that RS is 
so well-integrated into Softimage is a BIG DEAL. I can't wait for 
multi-GPU support.


-Tim


On 4/4/2013 4:12 AM, Doeke Wartena wrote:

How is redshift compared to octane?


2013/4/4 James De Colling james.decoll...@gmail.com 
mailto:james.decoll...@gmail.com


Welcome to the pro card market... I only use quadros because
that's what the sells we use ship with... Long gone are the days
when people cards were worth their sticker price

On Apr 4, 2013 4:28 PM, olivier jeannel olivier.jean...@noos.fr
mailto:olivier.jean...@noos.fr wrote:

I should be out of the office, but will test asap.
For the quadro, well it was bundled with the workstation (HP
Z620). It's no problem if the quadro is more expensive and
produce better performance. It becomes a problem if they are
really bellow game cards.
Your gtx has more than 400 cores while the 4000 has 256...
They are supposed to be stronger when working though...


Le 04/04/2013 09:13, Octavian Ureche a écrit :

Here you go:

http://www.nvidia.com/object/product-quadro-4000-us.html

http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

The last one is what i currently have. as you can see, the
quadro's memory bandwith, cuda cores and memory interface
are below the gtx. But you have bigger vram which means
you can cram more into the scenes.
Speed wise, given the differences it might be slower at
the actual rendering, but we're talking gpu rendering here
so i'm not sure if it's going to be that much noticeable.
Do a render with both scenes and post your times in the
forum. Then we'll know better how hardware affects the
performance.

To be honest, i always found quadros to be extremely
overpriced, but maybe that's just me.





--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Building C. Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Octavian Ureche
Can't say anything about Octane because i just toyed with it. But i really
enjoyed Keyshot.
Even if you can't really do animation rendering with it other than it's
built in srt sytem, it's a very fast CPU based raytracer.
Very HDRI oriented. Can't remember if it has lights at all. For all i know
i always rendered using ibl.
But apart from its obvious drawbacks, it's a very simple and effective
choice for product designers and the like.

Of course, Reshift blows all of that to dust given it's tight app
integration and gpu rendering speed.


On Thu, Apr 4, 2013 at 4:39 PM, Tim Crowson
tim.crow...@magneticdreams.comwrote:

  Well, if I understand correctly, RS does Distributed Monte Carlo, which
 is a bit different from Octane's Pathtracing. So you're not going to get an
 apples-to-apples comparison between the two. Now, I have Octane as well,
 and in my opinion, RS beats it soundly on modest hardware, both in
 performance and workflow. As others have said, the mere fact that RS is so
 well-integrated into Softimage is a BIG DEAL. I can't wait for multi-GPU
 support.

 -Tim



 On 4/4/2013 4:12 AM, Doeke Wartena wrote:

 How is redshift compared to octane?


 2013/4/4 James De Colling james.decoll...@gmail.com

 Welcome to the pro card market... I only use quadros because that's
 what the sells we use ship with... Long gone are the days when people cards
 were worth their sticker price
  On Apr 4, 2013 4:28 PM, olivier jeannel olivier.jean...@noos.fr
 wrote:

 I should be out of the office, but will test asap.
 For the quadro, well it was bundled with the workstation (HP Z620). It's
 no problem if the quadro is more expensive and produce better performance.
 It becomes a problem if they are really bellow game cards.
 Your gtx has more than 400 cores while the 4000 has 256... They are
 supposed to be stronger when working though...


 Le 04/04/2013 09:13, Octavian Ureche a écrit :

 Here you go:

 http://www.nvidia.com/object/product-quadro-4000-us.html

 http://www.geforce.com/hardware/desktop-gpus/geforce-gtx-470/specifications

 The last one is what i currently have. as you can see, the quadro's
 memory bandwith, cuda cores and memory interface are below the gtx. But you
 have bigger vram which means you can cram more into the scenes.
 Speed wise, given the differences it might be slower at the actual
 rendering, but we're talking gpu rendering here so i'm not sure if it's
 going to be that much noticeable.
 Do a render with both scenes and post your times in the forum. Then
 we'll know better how hardware affects the performance.

 To be honest, i always found quadros to be extremely overpriced, but
 maybe that's just me.




 --



 *Tim Crowson
 **Lead CG Artist*

 *Magnetic Dreams, Inc.
 *2525 Lebanon Pike, Building C. Nashville, TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own and not expressly made on behalf of
 Magnetic Dreams, Inc or one of its agents.*






-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-04 Thread Christopher
I like your keyboard 
graphic on your web site, very appealing :)





Christopher





 	   
   	Octavian Ureche  
  Thursday, April 
04, 2013 11:58 AM
  Can't say 
anything about Octane because i just toyed with it. But i really enjoyed
 Keyshot.Even if you can't really do animation rendering with it 
other than it's built in srt sytem, it's a very fast CPU based 
raytracer.

Very HDRI oriented. Can't remember if it has lights at 
all. For all i know i always rendered using ibl.But 
apart from its obvious drawbacks, it's a very simple and effective 
choice for product designers and the like.

Of course, Reshift blows all of 
that to dust given it's tight app integration and gpu rendering speed.-- visual


 | stuffwww.okto.ro


  
   	   
   	Tim Crowson  
  Thursday, April 
04, 2013 9:39 AM
  
  

  
Well, if I understand correctly, RS does Distributed Monte Carlo,
which is a bit different from Octane's Pathtracing. So you're not
going to get an apples-to-apples comparison between the two. Now, I
have Octane as well, and in my opinion, RS beats it soundly on
modest hardware, both in performance and workflow. As others have
said, the mere fact that RS is so well-integrated into Softimage is
a BIG DEAL. I can't wait for multi-GPU support.

-Tim


On 4/4/2013 4:12 AM, Doeke Wartena
  wrote:




  
   	   
   	Doeke Wartena  
  Thursday, April 
04, 2013 5:12 AM
  How is redshift 
compared to octane?

  
   	   
   	James De Colling  
  Thursday, April 
04, 2013 3:52 AM
  Welcome to the "pro" card 
market... I only use quadros because that's what the sells we use ship 
with... Long gone are the days when people cards were worth their 
sticker price


  
   	   
   	olivier jeannel  
  Thursday, April 
04, 2013 3:26 AM
  I should be out of the office, 
but will test asap.
For the quadro, well it was bundled with the workstation (HP Z620). 
It's 
no problem if the quadro is more expensive and produce better 
performance. It becomes a problem if they are really bellow game cards.
Your gtx has more than 400 cores while the 4000 has 256... They are 
supposed to be stronger when working though...













Re: Announcing Redshift - Biased GPU Renderer

2013-04-03 Thread Octavian Ureche
https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

So here's another test with that classroom scene.
This time without dof and moblur but with an abruptly animated physical sun.
Looking at the overall render, i think it looks good. I know some will jump
and say it's too fast, which is why
i'll probably render it again with a slower motion of the light when i get
some more time.

But so far, i am pleased with the results, and by looking at the first and
last couple of frames in the animation,
you can notice the solution is stable. Also changed some settings and
managed to get 2:30 min/frame on this one.

Can't remember when was the last time i had so much fun rendering.


Re: Announcing Redshift - Biased GPU Renderer

2013-04-03 Thread Tim Crowson
I feel the same way! The only other place I've had this much fun 
lighting and rendering is with modo (Preview is awesome!). To be able to 
iterate over high-quality renders in a matter of minutes with RS is just 
liberating. And I'm using a lowly GTX 470!


-Tim



On 4/3/2013 1:59 PM, Octavian Ureche wrote:


Can't remember when was the last time i had so much fun rendering.





--
Signat


Re: Announcing Redshift - Biased GPU Renderer

2013-04-03 Thread Octavian Ureche
Haha, we have the exact same video card.
To be honest, if things keep going like this, i'll be getting another one
used and put in sli.
Multi-gpu support is on its way.


On Wed, Apr 3, 2013 at 10:30 PM, Tim Crowson tim.crow...@magneticdreams.com
 wrote:

 I feel the same way! The only other place I've had this much fun lighting
 and rendering is with modo (Preview is awesome!). To be able to iterate
 over high-quality renders in a matter of minutes with RS is just
 liberating. And I'm using a lowly GTX 470!

 -Tim




 On 4/3/2013 1:59 PM, Octavian Ureche wrote:


 Can't remember when was the last time i had so much fun rendering.




 --
 Signat




-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-03 Thread Cristobal Infante
I just started playing with Redshift and have to say I am really impressed.

Playing with on my laptop, with a GT 425M, and It still does the trick!.
The combo GI and progressive rendering really is a nice combo.

Can't wait to try this on a real workstation, with a full on GPU!


On 3 April 2013 20:44, Octavian Ureche okt...@gmail.com wrote:

 Haha, we have the exact same video card.
 To be honest, if things keep going like this, i'll be getting another one
 used and put in sli.
 Multi-gpu support is on its way.


 On Wed, Apr 3, 2013 at 10:30 PM, Tim Crowson 
 tim.crow...@magneticdreams.com wrote:

 I feel the same way! The only other place I've had this much fun lighting
 and rendering is with modo (Preview is awesome!). To be able to iterate
 over high-quality renders in a matter of minutes with RS is just
 liberating. And I'm using a lowly GTX 470!

 -Tim




 On 4/3/2013 1:59 PM, Octavian Ureche wrote:


 Can't remember when was the last time i had so much fun rendering.




 --
 Signat




 --
 visual | stuff
 www.okto.ro



Re: Announcing Redshift - Biased GPU Renderer

2013-04-03 Thread Christopher
Ahhh the renderers. 

   	   
   	Cristobal Infante  
  Wednesday, April 
03, 2013 7:37 PM
  I just started 
playing with Redshift and have to say I am really impressed.Playing
 with on my laptop, with a GT 425M, and It still does the trick!. The 
combo GI and progressive rendering really is a nice combo.

Can't wait to try this on a real 
workstation, with a full on GPU!

  
   	   
   	Octavian Ureche  
  Wednesday, April 
03, 2013 3:44 PM
  Haha, we have 
the exact same video card.To be honest, if things keep 
going like this, i'll be getting another one used and put in sli.Multi-gpu support is on its way.

-- visual
 | stuffwww.okto.ro


  
   	   
   	Tim Crowson  
  Wednesday, April 
03, 2013 3:30 PM
  I feel the same way! The only 
other place I've had this much fun 
lighting and rendering is with modo (Preview is awesome!). To be able to
 
iterate over high-quality renders in a matter of minutes with RS is just
 
liberating. And I'm using a lowly GTX 470!

-Tim





   	   
   	Octavian Ureche  
  Wednesday, April 
03, 2013 2:59 PM
  https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.movSo
 here's another test with that classroom scene.

This time without dof and moblur but with an abruptly animated physical 
sun.Looking at the overall render, i think it looks 
good. I know some will jump and say it's too fast, which is why

i'll probably render it again with a slower motion of the light when i 
get some more time.But so 
far, i am pleased with the results, and by looking at the first and last
 couple of frames in the animation,

you can notice the solution is stable. Also changed some 
settings and managed to get 2:30 min/frame on this one.Can't remember when was the last time i
 had so much fun rendering.



  
   	   
   	Andreas Bystrom  
  Wednesday, April 
03, 2013 12:39 AM
  another thing I'm curious about
 with redshift is if you will get the exact same image using different 
hardware and possibly drivers as well?if you have a gpu 
renderfarm and decide to expand it a bit later you wont be able to get 
the same exact hardware in the new boxes, so curious to know if that 
would cause problems.
-- Andreas BystrmWeta
 Digital

  




Re: Announcing Redshift - Biased GPU Renderer

2013-04-03 Thread Maxime Philippon
hey Guys, I'm new to this topic, I read a bit of this conversation, This
Redshift GPU renderer look really awesome!

I wanted to know if Redshift use the mantal ray's materials and lights or
did he have his own materials and lights set up, like Arnold?
And as a student, can I be an alpha tester? or is this only for
professionals and studios?

Thanks


On Wed, Apr 3, 2013 at 8:37 PM, Christopher christop...@thecreativesheep.ca
 wrote:

 Ahhh the renderers.

   Cristobal Infante cgc...@gmail.com
  Wednesday, April 03, 2013 7:37 PM
 I just started playing with Redshift and have to say I am really
 impressed.

 Playing with on my laptop, with a GT 425M, and It still does the trick!.
 The combo GI and progressive rendering really is a nice combo.

 Can't wait to try this on a real workstation, with a full on GPU!



   Octavian Ureche okt...@gmail.com
  Wednesday, April 03, 2013 3:44 PM
 Haha, we have the exact same video card.
 To be honest, if things keep going like this, i'll be getting another one
 used and put in sli.
 Multi-gpu support is on its way.





 --
 visual | stuff
 www.okto.ro
   Tim Crowson tim.crow...@magneticdreams.com
  Wednesday, April 03, 2013 3:30 PM
 I feel the same way! The only other place I've had this much fun lighting
 and rendering is with modo (Preview is awesome!). To be able to iterate
 over high-quality renders in a matter of minutes with RS is just
 liberating. And I'm using a lowly GTX 470!

 -Tim





   Octavian Ureche okt...@gmail.com
  Wednesday, April 03, 2013 2:59 PM
 https://dl.dropbox.com/u/2109634/classroom_sunsky_animation.mov

 So here's another test with that classroom scene.
 This time without dof and moblur but with an abruptly animated physical
 sun.
 Looking at the overall render, i think it looks good. I know some will
 jump and say it's too fast, which is why
 i'll probably render it again with a slower motion of the light when i get
 some more time.

 But so far, i am pleased with the results, and by looking at the first and
 last couple of frames in the animation,
 you can notice the solution is stable. Also changed some settings and
 managed to get 2:30 min/frame on this one.

 Can't remember when was the last time i had so much fun rendering.



   Andreas Bystrom andreas.byst...@gmail.com
  Wednesday, April 03, 2013 12:39 AM
 another thing I'm curious about with redshift is if you will get the exact
 same image using different hardware and possibly drivers as well?

 if you have a gpu renderfarm and decide to expand it a bit later you wont
 be able to get the same exact hardware in the new boxes, so curious to know
 if that would cause problems.






 --
 Andreas Byström
 Weta Digital




-- 
Max
compose-unknown-contact.jpg

Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Stefan Kubicek
CPU-based renderers can render scenes that fit into RAM, while GPU based ones 
traditionally only have fast access to VRAM, which usually is not more than 2Gb 
on most cards. Redshift have overcome this limitation, they do most of the 
processing on the GPU and can still render scenes that need more RAM than what 
fits into the cards VRAM (Out of core is becoming an increasingly popular 
paradigm, it's been mentioned a lot in recent talks and papers from Nvidia too).

What I havent understood yet is in how far Redshifts lead in this area is based 
on their own inovation and to what extent it is influenced by NVIDIA middleware 
(it's CUDA only after all atm). The more of the latter might allow other 
renderers to follow qickly. 

Also, the whole memory bottle neck problem would not be one if GPUs had direct 
access to CPU RAM.
Coincidentally, AMD is making the APUs for the new PS4 with exactly such 
functionality (they even allow the GPU to directly access memory in the 386 
adress space directly). It will be interesting to see what happens when such 
Silicon becomes available to mainstream computing.



On 02.04.2013, at 01:01, Doeke Wartena clankil...@gmail.com wrote:

 in what way is it moreeffective?
 
 
 2013/4/1 Octavian Ureche okt...@gmail.com
 yap,
 
 i have some time to kill tomorrow so i'll give it a go.
 see know how it turns out
 
 
 
 On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom andreas.byst...@gmail.com 
 wrote:
 octavian, could you render a small animation with that exact setup? with say 
 a camera move and some animated objects inside the room?
 
 
 
 
 On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.com wrote:
 Can someone tell me why so many renderers are CPU based? And what is the up 
 and downside apart from speed.
 
 
 2013/4/1 Len Krenzler l...@creativecontrol.ca
 It is a fantastic render engine.  That grain can easily be removed by a 
 little tweaking and not much more render time.
 
 - Len 
 
 On 4/1/2013 12:49 PM, Andres Stephens wrote:
 Wow, I got access to the Alpha, and I'm really digging it also! But I 
 haven't got a sample scene to benchmark yet. But I like what you've got 
 there, and great times!
 
 But.. are you happy with the grain in the image? 
 
 Thanks for sharing the image. =) 
 
 -Draise
 
 
 
 From: okt...@gmail.com
 Date: Mon, 1 Apr 2013 19:17:32 +0300
 Subject: Re: Announcing Redshift - Biased GPU Renderer
 To: softimage@listproc.autodesk.com
 
 Crossposting and a little OT but i just had to share this.
 Took some time today and finally fiddled a bit with redshift.
 1:41 mins on a gtx470 with the old classroom scene (10 min for material 
 setup, 1 hr to figure out the settings).
 Dof and motionblur straight from the renderer.
 
 I really dig it so far.
 
 Cheers,
 Octav
 
 PS.and i managed to finish the vray displacement test scene which i have to 
 cleanup and share later today.
 
 
 
 
 
 mime-attachment.jpg
 
 
 -- 
 _
 
 Len Krenzler - Creative Control Media Productions
 
 Phone: 780.463.3126
 
 www.creativecontrol.ca - l...@creativecontrol.ca
 
 
 
 
 -- 
 Andreas Byström
 Weta Digital
 
 
 
 -- 
 visual | stuff
 www.okto.ro
 


Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Tim Leydecker

Hi Octavian,


is an update/sequence render of the (animated) classroom scene available 
already?

Would be really interesting how the DOF/MoB and GI play together with animation
and how long it takes to get the results smooth across frames.

Cheers,


tim



On 01.04.2013 23:37, Octavian Ureche wrote:

yap,

i have some time to kill tomorrow so i'll give it a go.
see know how it turns out



On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
andreas.byst...@gmail.comwrote:


octavian, could you render a small animation with that exact setup? with
say a camera move and some animated objects inside the room?




On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.comwrote:


Can someone tell me why so many renderers are CPU based? And what is the
up and downside apart from speed.


2013/4/1 Len Krenzler l...@creativecontrol.ca


  It is a fantastic render engine.  That grain can easily be removed by
a little tweaking and not much more render time.

- Len

On 4/1/2013 12:49 PM, Andres Stephens wrote:

Wow, I got access to the Alpha, and I'm really digging it also! But I
haven't got a sample scene to benchmark yet. But I like what you've got
there, and great times!

But.. are you happy with the grain in the image?

Thanks for sharing the image. =)

-Draise



  --
From: okt...@gmail.com
Date: Mon, 1 Apr 2013 19:17:32 +0300
Subject: Re: Announcing Redshift - Biased GPU Renderer
To: softimage@listproc.autodesk.com

Crossposting and a little OT but i just had to share this.
Took some time today and finally fiddled a bit with redshift.
1:41 mins on a gtx470 with the old classroom scene (10 min for material
setup, 1 hr to figure out the settings).
Dof and motionblur straight from the renderer.

  I really dig it so far.

  Cheers,
Octav

  PS.and i managed to finish the vray displacement test scene which i
have to cleanup and share later today.





  [image: Inline image 1]



--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126
www.creativecontrol.ca - l...@creativecontrol.ca







--
Andreas Byström
Weta Digital







Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Octavian Ureche
Speaking of the wolf
Was just getting ready to post it.

So here it is:
https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov

A couple of notes on it though. It had around 3 min / frame (some frames i
saw 2:40 min).
The thing is, i'm using brute force for the primary rays, since i'm still
trying to understand the engine, and
it's the slowest approach of all. Also i doubled the rays since the still
image to make sure it looks neat (someone mentioned noise for that one), so
now it's 1024 rays. Another thing i did was to lower the screen radius to 8
on the IPC and raise the samples per pixel to 64. Kept a pretty low setting
on the dof (128 samples), and put a higher sampling on the moblur (512).
That's why, if you look frame by frame, you will see some noise in the dof.

All in all, given that, with proper knowledge of the engine and a different
primary ray approach like IC, one could surely take the rendertime down,
i'm still impressed by a noiseless brute force solution that does dof and
moblur in under 3 mins/frame. Oh, and i have a 3 year old gtx470 with 1 gb
vram.
And i just started using redshift yesterday :)

Cheers,
Octav


On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de wrote:

 Hi Octavian,


 is an update/sequence render of the (animated) classroom scene available
 already?

 Would be really interesting how the DOF/MoB and GI play together with
 animation
 and how long it takes to get the results smooth across frames.

 Cheers,


 tim




 On 01.04.2013 23:37, Octavian Ureche wrote:

 yap,

 i have some time to kill tomorrow so i'll give it a go.
 see know how it turns out



 On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
 andreas.byst...@gmail.com**wrote:

  octavian, could you render a small animation with that exact setup? with
 say a camera move and some animated objects inside the room?




 On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.com
 wrote:

  Can someone tell me why so many renderers are CPU based? And what is the
 up and downside apart from speed.


 2013/4/1 Len Krenzler l...@creativecontrol.ca

It is a fantastic render engine.  That grain can easily be removed by
 a little tweaking and not much more render time.

 - Len

 On 4/1/2013 12:49 PM, Andres Stephens wrote:

 Wow, I got access to the Alpha, and I'm really digging it also! But I
 haven't got a sample scene to benchmark yet. But I like what you've got
 there, and great times!

 But.. are you happy with the grain in the image?

 Thanks for sharing the image. =)

 -Draise



   --

 From: okt...@gmail.com
 Date: Mon, 1 Apr 2013 19:17:32 +0300
 Subject: Re: Announcing Redshift - Biased GPU Renderer
 To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.com

 Crossposting and a little OT but i just had to share this.
 Took some time today and finally fiddled a bit with redshift.
 1:41 mins on a gtx470 with the old classroom scene (10 min for material
 setup, 1 hr to figure out the settings).
 Dof and motionblur straight from the renderer.

   I really dig it so far.

   Cheers,
 Octav

   PS.and i managed to finish the vray displacement test scene which i
 have to cleanup and share later today.





   [image: Inline image 1]



 --
 __**___

 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca





 --
 Andreas Byström
 Weta Digital







-- 
visual | stuff
www.okto.ro


Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Tim Leydecker

Very nice.

I want to use Redshift3d now, too.

mental ray has already wasted too much of my life time.

Cheers,

tim

On 02.04.2013 20:37, Octavian Ureche wrote:

Speaking of the wolf
Was just getting ready to post it.

So here it is:
https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov

A couple of notes on it though. It had around 3 min / frame (some frames i
saw 2:40 min).
The thing is, i'm using brute force for the primary rays, since i'm still
trying to understand the engine, and
it's the slowest approach of all. Also i doubled the rays since the still
image to make sure it looks neat (someone mentioned noise for that one), so
now it's 1024 rays. Another thing i did was to lower the screen radius to 8
on the IPC and raise the samples per pixel to 64. Kept a pretty low setting
on the dof (128 samples), and put a higher sampling on the moblur (512).
That's why, if you look frame by frame, you will see some noise in the dof.

All in all, given that, with proper knowledge of the engine and a different
primary ray approach like IC, one could surely take the rendertime down,
i'm still impressed by a noiseless brute force solution that does dof and
moblur in under 3 mins/frame. Oh, and i have a 3 year old gtx470 with 1 gb
vram.
And i just started using redshift yesterday :)

Cheers,
Octav


On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de wrote:


Hi Octavian,


is an update/sequence render of the (animated) classroom scene available
already?

Would be really interesting how the DOF/MoB and GI play together with
animation
and how long it takes to get the results smooth across frames.

Cheers,


tim




On 01.04.2013 23:37, Octavian Ureche wrote:


yap,

i have some time to kill tomorrow so i'll give it a go.
see know how it turns out



On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
andreas.byst...@gmail.com**wrote:

  octavian, could you render a small animation with that exact setup? with

say a camera move and some animated objects inside the room?




On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.com

wrote:


  Can someone tell me why so many renderers are CPU based? And what is the

up and downside apart from speed.


2013/4/1 Len Krenzler l...@creativecontrol.ca

It is a fantastic render engine.  That grain can easily be removed by

a little tweaking and not much more render time.

- Len

On 4/1/2013 12:49 PM, Andres Stephens wrote:

Wow, I got access to the Alpha, and I'm really digging it also! But I
haven't got a sample scene to benchmark yet. But I like what you've got
there, and great times!

But.. are you happy with the grain in the image?

Thanks for sharing the image. =)

-Draise



   --

From: okt...@gmail.com
Date: Mon, 1 Apr 2013 19:17:32 +0300
Subject: Re: Announcing Redshift - Biased GPU Renderer
To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.com

Crossposting and a little OT but i just had to share this.
Took some time today and finally fiddled a bit with redshift.
1:41 mins on a gtx470 with the old classroom scene (10 min for material
setup, 1 hr to figure out the settings).
Dof and motionblur straight from the renderer.

   I really dig it so far.

   Cheers,
Octav

   PS.and i managed to finish the vray displacement test scene which i
have to cleanup and share later today.





   [image: Inline image 1]



--
__**___

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126
www.creativecontrol.ca - l...@creativecontrol.ca







--
Andreas Byström
Weta Digital











Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Octavian Ureche
Just to put some salt on that wound...did i mention i was archiving a
project and reading my mails while this was rendering?
It's the weirdest feeling in the world to render something, and then look
at the processor threads and see them all on idle.


On Tue, Apr 2, 2013 at 9:46 PM, Tim Leydecker bauero...@gmx.de wrote:

 Very nice.

 I want to use Redshift3d now, too.

 mental ray has already wasted too much of my life time.

 Cheers,

 tim


 On 02.04.2013 20:37, Octavian Ureche wrote:

 Speaking of the wolf
 Was just getting ready to post it.

 So here it is:
 https://dl.dropbox.com/u/**2109634/classroom_dof_moblur_**
 animation_v02.movhttps://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov

 A couple of notes on it though. It had around 3 min / frame (some frames i
 saw 2:40 min).
 The thing is, i'm using brute force for the primary rays, since i'm still
 trying to understand the engine, and
 it's the slowest approach of all. Also i doubled the rays since the still
 image to make sure it looks neat (someone mentioned noise for that one),
 so
 now it's 1024 rays. Another thing i did was to lower the screen radius to
 8
 on the IPC and raise the samples per pixel to 64. Kept a pretty low
 setting
 on the dof (128 samples), and put a higher sampling on the moblur (512).
 That's why, if you look frame by frame, you will see some noise in the
 dof.

 All in all, given that, with proper knowledge of the engine and a
 different
 primary ray approach like IC, one could surely take the rendertime down,
 i'm still impressed by a noiseless brute force solution that does dof and
 moblur in under 3 mins/frame. Oh, and i have a 3 year old gtx470 with 1 gb
 vram.
 And i just started using redshift yesterday :)

 Cheers,
 Octav


 On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de wrote:

  Hi Octavian,


 is an update/sequence render of the (animated) classroom scene available
 already?

 Would be really interesting how the DOF/MoB and GI play together with
 animation
 and how long it takes to get the results smooth across frames.

 Cheers,


 tim




 On 01.04.2013 23:37, Octavian Ureche wrote:

  yap,

 i have some time to kill tomorrow so i'll give it a go.
 see know how it turns out



 On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
 andreas.byst...@gmail.comwrote:


   octavian, could you render a small animation with that exact setup?
 with

 say a camera move and some animated objects inside the room?




 On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.com

 wrote:


   Can someone tell me why so many renderers are CPU based? And what is
 the

 up and downside apart from speed.


 2013/4/1 Len Krenzler l...@creativecontrol.ca

 It is a fantastic render engine.  That grain can easily be
 removed by

 a little tweaking and not much more render time.

 - Len

 On 4/1/2013 12:49 PM, Andres Stephens wrote:

 Wow, I got access to the Alpha, and I'm really digging it also! But I
 haven't got a sample scene to benchmark yet. But I like what you've
 got
 there, and great times!

 But.. are you happy with the grain in the image?

 Thanks for sharing the image. =)

 -Draise



--

 From: okt...@gmail.com
 Date: Mon, 1 Apr 2013 19:17:32 +0300
 Subject: Re: Announcing Redshift - Biased GPU Renderer
 To: softimage@listproc.autodesk.comsoftimage@listproc.**
 autodesk.com softimage@listproc.autodesk.com


 Crossposting and a little OT but i just had to share this.
 Took some time today and finally fiddled a bit with redshift.
 1:41 mins on a gtx470 with the old classroom scene (10 min for
 material
 setup, 1 hr to figure out the settings).
 Dof and motionblur straight from the renderer.

I really dig it so far.

Cheers,
 Octav

PS.and i managed to finish the vray displacement test scene which
 i
 have to cleanup and share later today.





[image: Inline image 1]



 --
 _____


 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca





 --
 Andreas Byström
 Weta Digital










-- 
visual | stuff
www.okto.ro


RE: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Sven Constable
Appreciated! But the amount of mb and the rapid camera pan in that movie
makes any flicker unnoticable even it was there ;) Could you render it
without mb, just *slow* camera animation and moving lights so we can see
possible flickering (or lack thereof)?

 

Thanks man,

sven

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Octavian
Ureche
Sent: Tuesday, April 02, 2013 20:37
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

 

Speaking of the wolf

Was just getting ready to post it.

 

So here it is:
https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov

 

A couple of notes on it though. It had around 3 min / frame (some frames i
saw 2:40 min).

The thing is, i'm using brute force for the primary rays, since i'm still
trying to understand the engine, and

it's the slowest approach of all. Also i doubled the rays since the still
image to make sure it looks neat (someone mentioned noise for that one), so
now it's 1024 rays. Another thing i did was to lower the screen radius to 8
on the IPC and raise the samples per pixel to 64. Kept a pretty low setting
on the dof (128 samples), and put a higher sampling on the moblur (512).
That's why, if you look frame by frame, you will see some noise in the dof.

 

All in all, given that, with proper knowledge of the engine and a different
primary ray approach like IC, one could surely take the rendertime down, i'm
still impressed by a noiseless brute force solution that does dof and moblur
in under 3 mins/frame. Oh, and i have a 3 year old gtx470 with 1 gb vram.

And i just started using redshift yesterday :)

 

Cheers,

Octav

 

On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de wrote:

Hi Octavian,


is an update/sequence render of the (animated) classroom scene available
already?

Would be really interesting how the DOF/MoB and GI play together with
animation
and how long it takes to get the results smooth across frames.

Cheers,


tim





On 01.04.2013 23:37, Octavian Ureche wrote:

yap,

i have some time to kill tomorrow so i'll give it a go.
see know how it turns out



On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
andreas.byst...@gmail.comwrote:

octavian, could you render a small animation with that exact setup? with
say a camera move and some animated objects inside the room?




On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.comwrote:

Can someone tell me why so many renderers are CPU based? And what is the
up and downside apart from speed.


2013/4/1 Len Krenzler l...@creativecontrol.ca

  It is a fantastic render engine.  That grain can easily be removed by
a little tweaking and not much more render time.

- Len

On 4/1/2013 12:49 PM, Andres Stephens wrote:

Wow, I got access to the Alpha, and I'm really digging it also! But I
haven't got a sample scene to benchmark yet. But I like what you've got
there, and great times!

But.. are you happy with the grain in the image?

Thanks for sharing the image. =)

-Draise




  --


From: okt...@gmail.com
Date: Mon, 1 Apr 2013 19:17:32 +0300
Subject: Re: Announcing Redshift - Biased GPU Renderer
To: softimage@listproc.autodesk.com

Crossposting and a little OT but i just had to share this.
Took some time today and finally fiddled a bit with redshift.
1:41 mins on a gtx470 with the old classroom scene (10 min for material
setup, 1 hr to figure out the settings).
Dof and motionblur straight from the renderer.

  I really dig it so far.

  Cheers,
Octav

  PS.and i managed to finish the vray displacement test scene which i
have to cleanup and share later today.





  [image: Inline image 1]



--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126
www.creativecontrol.ca - l...@creativecontrol.ca



 



--
Andreas Byström
Weta Digital









 

-- 

visual | stuff

www.okto.ro 



Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Jason S


I agree that it makes it difficult to spot any flickering with a fast 
moving camera,
but it was enough to see that if there was any, that it would be minimal 
if there was at any at all..


Especially that brute force was used.. meaning flickering should be a 
non-issue anyways no?


We should actually be looking for noise in this case,
and there doesn't seem to be too much of that either..

Would still like to see a slow moving shot with perhaps a moving sun, 
using the aproximation methods that is..

but 3min using brute force :o

Thanks for that though!


On 02/04/2013 5:06 PM, Sven Constable wrote:


Appreciated! But the amount of mb and the rapid camera pan in that 
movie makes any flicker unnoticable even it was there ;) Could you 
render it without mb, just *slow* camera animation and moving lights 
so we can see possible flickering (or lack thereof)?


Thanks man,

sven

*From:* softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Octavian Ureche

*Sent:* Tuesday, April 02, 2013 20:37
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Announcing Redshift - Biased GPU Renderer

Speaking of the wolf

Was just getting ready to post it.

So here it is: 
https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov


A couple of notes on it though. It had around 3 min / frame (some 
frames i saw 2:40 min).


The thing is, i'm using brute force for the primary rays, since i'm 
still trying to understand the engine, and


it's the slowest approach of all. Also i doubled the rays since the 
still image to make sure it looks neat (someone mentioned noise for 
that one), so now it's 1024 rays. Another thing i did was to lower the 
screen radius to 8 on the IPC and raise the samples per pixel to 64. 
Kept a pretty low setting on the dof (128 samples), and put a higher 
sampling on the moblur (512). That's why, if you look frame by frame, 
you will see some noise in the dof.


All in all, given that, with proper knowledge of the engine and a 
different primary ray approach like IC, one could surely take the 
rendertime down, i'm still impressed by a noiseless brute force 
solution that does dof and moblur in under 3 mins/frame. Oh, and i 
have a 3 year old gtx470 with 1 gb vram.


And i just started using redshift yesterday :)

Cheers,

Octav

On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:


Hi Octavian,


is an update/sequence render of the (animated) classroom scene 
available already?


Would be really interesting how the DOF/MoB and GI play together with 
animation

and how long it takes to get the results smooth across frames.

Cheers,


tim





On 01.04.2013 23:37, Octavian Ureche wrote:

yap,

i have some time to kill tomorrow so i'll give it a go.
see know how it turns out



On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
andreas.byst...@gmail.com mailto:andreas.byst...@gmail.comwrote:

octavian, could you render a small animation with that exact
setup? with
say a camera move and some animated objects inside the room?




On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena
clankil...@gmail.com mailto:clankil...@gmail.comwrote:

Can someone tell me why so many renderers are CPU based?
And what is the
up and downside apart from speed.


2013/4/1 Len Krenzler l...@creativecontrol.ca
mailto:l...@creativecontrol.ca

  It is a fantastic render engine.  That grain can
easily be removed by
a little tweaking and not much more render time.

- Len

On 4/1/2013 12:49 PM, Andres Stephens wrote:

Wow, I got access to the Alpha, and I'm really digging
it also! But I
haven't got a sample scene to benchmark yet. But I
like what you've got
there, and great times!

But.. are you happy with the grain in the image?

Thanks for sharing the image. =)

-Draise


  --


From: okt...@gmail.com mailto:okt...@gmail.com
Date: Mon, 1 Apr 2013 19:17:32 +0300
Subject: Re: Announcing Redshift - Biased GPU Renderer
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com

Crossposting and a little OT but i just had to share this.
Took some time today and finally fiddled a bit with
redshift.
1:41 mins on a gtx470 with the old classroom scene (10
min for material
setup, 1 hr to figure out the settings).
Dof and motionblur straight from the renderer.

  I really dig it so far.

  Cheers,
Octav

Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Jason S

Right primary rays were brute force sorry,

Moving lights making small  bright lit patches lighting the rest of the 
room

is what makes flickering the most prone.

For instance, a slowly moving sun (and camera),
with small light portals (perhaps a punched grid running across windows?)
just as the sun starts to peirce through after high noon, would be a 
very tough flicker test.


Still cant get over those numbers for something with (all very wide) 
DOF, MB  glossy reflections.




On 02/04/2013 5:47 PM, Sven Constable wrote:


Its not bruce force, its biased. So flickering can be an issue. To see 
it, we need a movie that predestines a scenario critical to flickering 
with biased renderers.


*From:* softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jason S

*Sent:* Tuesday, April 02, 2013 23:21
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Announcing Redshift - Biased GPU Renderer


I agree that it makes it difficult to spot any flickering with a fast 
moving camera,
but it was enough to see that if there was any, that it would be 
minimal if there was at any at all..


Especially that brute force was used.. meaning flickering should be a 
non-issue anyways no?


We should actually be looking for noise in this case,
and there doesn't seem to be too much of that either..

Would still like to see a slow moving shot with perhaps a moving sun, 
using the aproximation methods that is..

but 3min using brute force :o

Thanks for that though!


On 02/04/2013 5:06 PM, Sven Constable wrote:

Appreciated! But the amount of mb and the rapid camera pan in that 
movie makes any flicker unnoticable even it was there ;) Could you 
render it without mb, just *slow* camera animation and moving lights 
so we can see possible flickering (or lack thereof)?


Thanks man,

sven

*From:* softimage-boun...@listproc.autodesk.com 
mailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
*Octavian Ureche

*Sent:* Tuesday, April 02, 2013 20:37
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: Announcing Redshift - Biased GPU Renderer

Speaking of the wolf

Was just getting ready to post it.

So here it is: 
https://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov


A couple of notes on it though. It had around 3 min / frame (some 
frames i saw 2:40 min).


The thing is, i'm using brute force for the primary rays, since i'm 
still trying to understand the engine, and


it's the slowest approach of all. Also i doubled the rays since the 
still image to make sure it looks neat (someone mentioned noise for 
that one), so now it's 1024 rays. Another thing i did was to lower the 
screen radius to 8 on the IPC and raise the samples per pixel to 64. 
Kept a pretty low setting on the dof (128 samples), and put a higher 
sampling on the moblur (512). That's why, if you look frame by frame, 
you will see some noise in the dof.


All in all, given that, with proper knowledge of the engine and a 
different primary ray approach like IC, one could surely take the 
rendertime down, i'm still impressed by a noiseless brute force 
solution that does dof and moblur in under 3 mins/frame. Oh, and i 
have a 3 year old gtx470 with 1 gb vram.


And i just started using redshift yesterday :)

Cheers,

Octav

On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:


Hi Octavian,


is an update/sequence render of the (animated) classroom scene 
available already?


Would be really interesting how the DOF/MoB and GI play together with 
animation

and how long it takes to get the results smooth across frames.

Cheers,


tim





On 01.04.2013 23:37, Octavian Ureche wrote:

yap,

i have some time to kill tomorrow so i'll give it a go.
see know how it turns out



On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
andreas.byst...@gmail.com mailto:andreas.byst...@gmail.comwrote:

octavian, could you render a small animation with that exact
setup? with
say a camera move and some animated objects inside the room?




On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena
clankil...@gmail.com mailto:clankil...@gmail.comwrote:

Can someone tell me why so many renderers are CPU based?
And what is the
up and downside apart from speed.


2013/4/1 Len Krenzler l...@creativecontrol.ca
mailto:l...@creativecontrol.ca

  It is a fantastic render engine.  That grain can
easily be removed by
a little tweaking and not much more render time.

- Len

On 4/1/2013 12:49 PM, Andres Stephens wrote:

Wow, I got access to the Alpha, and I'm really digging
it also! But I
haven't got a sample scene to benchmark yet. But I

Re: Announcing Redshift - Biased GPU Renderer

2013-04-02 Thread Tim Leydecker

I got drunk with a couple of Icelandish friends instead.

That helped quite a bit.

Still rendered a F-stop animation of the classroom scene with DOF
just to find out that the DOF is jittering badly when I came home.

I used mental ray.

I´m totally fed up with this now.

Thanks for sharing your testsequence.

At least I can switch to an Arnold Pass for comparison and
have really nice, believable lightdistribution, even if it
is currently still a tough punch to the rendertimes.

Am looking forward to the slow-mo test but am already deeply impressed.

The Redshift guys didn´t reply to my alpha request, so I guess
I´ll have to wait that one out.

Cheers,


tim








On 02.04.2013 20:59, Octavian Ureche wrote:

Just to put some salt on that wound...did i mention i was archiving a
project and reading my mails while this was rendering?
It's the weirdest feeling in the world to render something, and then look
at the processor threads and see them all on idle.


On Tue, Apr 2, 2013 at 9:46 PM, Tim Leydecker bauero...@gmx.de wrote:


Very nice.

I want to use Redshift3d now, too.

mental ray has already wasted too much of my life time.

Cheers,

tim


On 02.04.2013 20:37, Octavian Ureche wrote:


Speaking of the wolf
Was just getting ready to post it.

So here it is:
https://dl.dropbox.com/u/**2109634/classroom_dof_moblur_**
animation_v02.movhttps://dl.dropbox.com/u/2109634/classroom_dof_moblur_animation_v02.mov

A couple of notes on it though. It had around 3 min / frame (some frames i
saw 2:40 min).
The thing is, i'm using brute force for the primary rays, since i'm still
trying to understand the engine, and
it's the slowest approach of all. Also i doubled the rays since the still
image to make sure it looks neat (someone mentioned noise for that one),
so
now it's 1024 rays. Another thing i did was to lower the screen radius to
8
on the IPC and raise the samples per pixel to 64. Kept a pretty low
setting
on the dof (128 samples), and put a higher sampling on the moblur (512).
That's why, if you look frame by frame, you will see some noise in the
dof.

All in all, given that, with proper knowledge of the engine and a
different
primary ray approach like IC, one could surely take the rendertime down,
i'm still impressed by a noiseless brute force solution that does dof and
moblur in under 3 mins/frame. Oh, and i have a 3 year old gtx470 with 1 gb
vram.
And i just started using redshift yesterday :)

Cheers,
Octav


On Tue, Apr 2, 2013 at 9:23 PM, Tim Leydecker bauero...@gmx.de wrote:

  Hi Octavian,



is an update/sequence render of the (animated) classroom scene available
already?

Would be really interesting how the DOF/MoB and GI play together with
animation
and how long it takes to get the results smooth across frames.

Cheers,


tim




On 01.04.2013 23:37, Octavian Ureche wrote:

  yap,


i have some time to kill tomorrow so i'll give it a go.
see know how it turns out



On Tue, Apr 2, 2013 at 12:29 AM, Andreas Bystrom
andreas.byst...@gmail.comwrote:


   octavian, could you render a small animation with that exact setup?
with


say a camera move and some animated objects inside the room?




On Tue, Apr 2, 2013 at 8:11 AM, Doeke Wartena clankil...@gmail.com


wrote:



   Can someone tell me why so many renderers are CPU based? And what is
the


up and downside apart from speed.


2013/4/1 Len Krenzler l...@creativecontrol.ca

 It is a fantastic render engine.  That grain can easily be
removed by


a little tweaking and not much more render time.

- Len

On 4/1/2013 12:49 PM, Andres Stephens wrote:

Wow, I got access to the Alpha, and I'm really digging it also! But I
haven't got a sample scene to benchmark yet. But I like what you've
got
there, and great times!

But.. are you happy with the grain in the image?

Thanks for sharing the image. =)

-Draise



--

From: okt...@gmail.com
Date: Mon, 1 Apr 2013 19:17:32 +0300
Subject: Re: Announcing Redshift - Biased GPU Renderer
To: softimage@listproc.autodesk.comsoftimage@listproc.**
autodesk.com softimage@listproc.autodesk.com


Crossposting and a little OT but i just had to share this.
Took some time today and finally fiddled a bit with redshift.
1:41 mins on a gtx470 with the old classroom scene (10 min for
material
setup, 1 hr to figure out the settings).
Dof and motionblur straight from the renderer.

I really dig it so far.

Cheers,
Octav

PS.and i managed to finish the vray displacement test scene which
i
have to cleanup and share later today.





[image: Inline image 1]



--
_____


Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126
www.creativecontrol.ca - l...@creativecontrol.ca







--
Andreas Byström
Weta Digital















Re: Announcing Redshift - Biased GPU Renderer

2013-04-01 Thread Christopher
CPU render is more 
effective over GPU, even though it can be slower. An example is look at
 the render farms for recent CG films, there huge mostly CPU based.





 	   
   	Doeke Wartena  
  Monday, April 01,
 2013 3:11 PM
  Can someone tell
 me why so many renderers are CPU based? And what is the up and downside
 apart from speed.

  
   	   
   	Len Krenzler  
  Monday, April 01,
 2013 2:55 PM
  
  

  
It is a fantastic render engine. That
  grain can easily be removed by a little tweaking and not much more
  render time.
  
  - Len 
  
  On 4/1/2013 12:49 PM, Andres Stephens wrote:




-- _Len


 Krenzler - Creative Control Media ProductionsPhone: 
780.463.3126www.creativecontrol.ca
 - l...@creativecontrol.ca
  
   	   
   	Andres Stephens  
  Monday, April 01,
 2013 2:49 PM
  

Wow, I got access to the Alpha, and I'm 
really digging it also! But I haven't got a sample scene to benchmark 
yet. But I like what you've got there, and great times!But.. are
 you happy with the grain in the image? Thanks for sharing the 
image. =) -Draise 		 	   		  
   	   
   	Octavian Ureche  
  Monday, April 01,
 2013 12:17 PM
  Crossposting and
 a little OT but i just had to share this.Took some time 
today and finally fiddled a bit with redshift.1:41 
mins on a gtx470 with the old classroom scene (10 min for material 
setup, 1 hr to figure out the settings).

Dof and motionblur straight from the renderer.I really dig it so far.Cheers,Octav

PS.and i managed to finish the vray 
displacement test scene which i have to cleanup and share later today.




  
   	   
   	Raffaele Fragapane  
  Wednesday, March 
27, 2013 7:44 PM
  While I'm not a huge fan of 
Anand, they do occasionally have a good article out.http://www.anandtech.com/show/6774/nvidias-geforce-gtx-titan-part-2-titans-performance-unveiled/3
This sheds some light on what you might be asking about, and on why 
some times you hear that the 580s are doing better than the 680s and why
 the latter is considered a crippled card for professional use.It


 does omit the fact that the (factory) OCed premium 680s, especially 
with the memory clocked higher, actually go up a fair chunk, and that if
 you have a 680 that hits 1400 then some of those tests, especially 
short span ones where Titan's turbo doesn't have the time to kick in, 
will actually see the 680 taking the lead over the titan in both numbers
 and power usage.
Only benching I've done was CUDA and number crunching related 
because I've taken an interest in it a while ago and still toy with it 
on and off, and that includes the generic GEMM and FFT tests.I 
don't bother with game benchmarks or 3DMark or cinebench, but single 
precision the 680 stock cooled but OCed was constantly bang-on on par 
with the titan for a lower power draw.
Double precision even OCed it (680) will fall back a fair chunk, and 
water cooled OCed 580s actually take the lead in bang for buck by a 
mile, but have horrible (high) power draw.You can consider the 
k5000 somewhat closer to the titan than to the 680.
-- Our users will know fear and 
cower before our software! Ship it! Ship it and let them flee like the 
dogs they are!

  









Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Tim Leydecker

The GTX Titan is not a gimmick but uses the successor to the chip series
used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too.

You could describe the GTX690 as a gimmick, as it uses two GK104 on one card
to maximize performance at the cost of higher powerconsumption, noise and heat.

The performance gain between a GTX680 and a GTX Titan is roughly 35%
and can be felt nicely when using it with higher screenresolutions like
1920x1200 or 2560x1440 and higher antialiasing in games.

That´s where the 6GB VRAM of the GTX Titan come in handy, too.

Cheers,

tim





On 27.03.2013 05:24, Raffaele Fragapane wrote:

Benchmarking is more driver tuning than it's videocard performance, and if
you want to look at number crunching you should look at the most recent
gens.

The 680 has brought nVIDIA back up top for number crunching (forgetting the
silver editions or gimmicks like the titan), and close enough to bang for
buck best, but AMD's response to that still has to come.

Ironically, though, the 6xx gen is reported as a crippled, bad performer in
DCC apps, although I can't say I noticed it myself. It sure as hell works
admirably well in mudbox, mari, cuda work, and I've had no issues in maya
or soft. I don't really benchmrak or obsess over numbers much though.

When this will obsolesce, I will considering AMD again, probably in a
couple years.

For GPU rendering though, well, that's something you CAN bench reliably
with the engine, and AMD might still win the FLOP per dollar run there, so
it's not to be discounted.

Would be good to know what the redshift guys have to say about it
themselves though if they can spare the thought and can actually disclose.

On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:


well no idea about pro cards.. really never got financial justification to
get one, quadro 4000 in old company didn;t really felt anything much better
than gaming cards so...
but in gaming segment..
opengl scores in sinebench for example:
gtx 580: ~55
7970: ~90

to start with
not to mention annoying issue with high segment rotating cube in viewport
in SI.
7970 smooth at ~170 fps
with gtx580 bfore that.. to point out that the rest of comp is identical
only switched card... for the first 30-50sec frame rate was stuck at
something like 17 fps... and after that it kinda jump to ~70-80fps...

in any case with gaming cards ati vs nvidia there is no doubt. and if you
are not using CUDA much then no need to even thing which way to go.
Now redshift is game changer heheh but I'm still hoping that OpenCL will
be supported and I'm looking forward to test it out with two of 7970 in
crossfire :)

btw I'm not much into programming waters but is it really
OpenCL programming  that as I understood should work on ALL cards, is that
much more complex than for CUDA which is limited to nvidia only? Wouldn't
it be more logical to go with solution that is covering a lot more market
than something limited to one manufacturer?


On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.comwrote:



My beef with ATI last time I tried FirePro was that it had a hard time
locking into 25fps playback in some apps, as if the refresh rate was locked
to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC.
Plus it seemed to draw text slightly differently in some apps.

Nvidia just feels.. comfy.



On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:


These days if you hit the right combination of drivers and planet
alignment they are OK.

Performance wise they have been ahead of nVIDIA for a while in number
crunching, the main problem is the drivers are still a coin toss chance,
and that OCL isn't anywhere as popular as CUDA.

With win7 or 8 and recent versions of Soft/Maya they can do well.

nVIDIA didn't help with the crippling of the 6xx for professional use,
and pissing off Linus. They are still ahead by a slight margin, for now,
but I wouldn't discount AMD wholesale anymore.

If the next generation is as disappointing as Kepler is, and AMD gets
both Linux support AND decent (and properly OSS) drivers out, I'm moving
time come for the next upgrade. For now I recently bought a 680 because it
was kind of mandatory to not go insane with Mari and Mudbox, and because I
like CUDA and I toy with it at home.


On Wed, Mar 20, 2013 at 9:58 PM, Dan Yargici danyarg...@gmail.comwrote:


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












Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Mirko Jankovic
On the other hand Titan is more expensive than 2 gtx680 if I'm not
mistaken... and i bet that with two 680 in SLI, when multi GPU is supported
you will have better performance than with 1 titan right?


On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote:

 The GTX Titan is not a gimmick but uses the successor to the chip series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on one
 card
 to maximize performance at the cost of higher powerconsumption, noise and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

 Benchmarking is more driver tuning than it's videocard performance, and if
 you want to look at number crunching you should look at the most recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to bang for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell works
 admirably well in mudbox, mari, cuda work, and I've had no issues in maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench reliably
 with the engine, and AMD might still win the FLOP per dollar run there, so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.com**wrote:

  well no idea about pro cards.. really never got financial justification
 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and if you
 are not using CUDA much then no need to even thing which way to go.
 Now redshift is game changer heheh but I'm still hoping that OpenCL will
 be supported and I'm looking forward to test it out with two of 7970 in
 crossfire :)

 btw I'm not much into programming waters but is it really
 OpenCL programming  that as I understood should work on ALL cards, is
 that
 much more complex than for CUDA which is limited to nvidia only? Wouldn't
 it be more logical to go with solution that is covering a lot more market
 than something limited to one manufacturer?


 On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com
 wrote:


 My beef with ATI last time I tried FirePro was that it had a hard time
 locking into 25fps playback in some apps, as if the refresh rate was
 locked
 to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC.
 Plus it seemed to draw text slightly differently in some apps.

 Nvidia just feels.. comfy.



 On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  These days if you hit the right combination of drivers and planet
 alignment they are OK.

 Performance wise they have been ahead of nVIDIA for a while in number
 crunching, the main problem is the drivers are still a coin toss
 chance,
 and that OCL isn't anywhere as popular as CUDA.

 With win7 or 8 and recent versions of Soft/Maya they can do well.

 nVIDIA didn't help with the crippling of the 6xx for professional use,
 and pissing off Linus. They are still ahead by a slight margin, for
 now,
 but I wouldn't discount AMD wholesale anymore.

 If the next generation is as disappointing as Kepler is, and AMD gets
 both Linux support AND decent (and properly OSS) drivers out, I'm
 moving
 time come for the next upgrade. For now I recently bought a 680
 because it
 was kind of mandatory to not go insane with Mari and Mudbox, and
 because I
 like CUDA and I toy with it at home.


 On Wed, Mar 20, 2013 at 9:58 PM, Dan Yargici danyarg...@gmail.com
 wrote:

  Ati was tested over and over and showing a lot better viewport
 results
 in Softimage than nvidia... 

 Really?  I don't 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Tim Leydecker

Personally, I´m hesistant to using two or more cards with SLI
because of micro stuttering: http://en.wikipedia.org/wiki/Micro_stuttering

If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM,
as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz
chipspeed as in the reference design GTX680. That could save another 15-35%
percent of investment compared to two single chip GTX 680 cards or one GTX 
Titan.

Overclocked versions may use slightly different chip/shader speeds.

In any case, as much VRAM as available, as that always helps in many progamms
like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs 4GB).

At a company I worked Mari 1.5.x behaved bitchy unless it was given a Quadro
or forced to ignore the actual card´s game heritage. But that may have been
solved with 2.0...

Cheers,

tim



On 27.03.2013 08:59, Mirko Jankovic wrote:

On the other hand Titan is more expensive than 2 gtx680 if I'm not
mistaken... and i bet that with two 680 in SLI, when multi GPU is supported
you will have better performance than with 1 titan right?


On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote:


The GTX Titan is not a gimmick but uses the successor to the chip series
used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too.

You could describe the GTX690 as a gimmick, as it uses two GK104 on one
card
to maximize performance at the cost of higher powerconsumption, noise and
heat.

The performance gain between a GTX680 and a GTX Titan is roughly 35%
and can be felt nicely when using it with higher screenresolutions like
1920x1200 or 2560x1440 and higher antialiasing in games.

That´s where the 6GB VRAM of the GTX Titan come in handy, too.

Cheers,

tim






On 27.03.2013 05:24, Raffaele Fragapane wrote:


Benchmarking is more driver tuning than it's videocard performance, and if
you want to look at number crunching you should look at the most recent
gens.

The 680 has brought nVIDIA back up top for number crunching (forgetting
the
silver editions or gimmicks like the titan), and close enough to bang for
buck best, but AMD's response to that still has to come.

Ironically, though, the 6xx gen is reported as a crippled, bad performer
in
DCC apps, although I can't say I noticed it myself. It sure as hell works
admirably well in mudbox, mari, cuda work, and I've had no issues in maya
or soft. I don't really benchmrak or obsess over numbers much though.

When this will obsolesce, I will considering AMD again, probably in a
couple years.

For GPU rendering though, well, that's something you CAN bench reliably
with the engine, and AMD might still win the FLOP per dollar run there, so
it's not to be discounted.

Would be good to know what the redshift guys have to say about it
themselves though if they can spare the thought and can actually disclose.

On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
mirkoj.anima...@gmail.com**wrote:

  well no idea about pro cards.. really never got financial justification

to
get one, quadro 4000 in old company didn;t really felt anything much
better
than gaming cards so...
but in gaming segment..
opengl scores in sinebench for example:
gtx 580: ~55
7970: ~90

to start with
not to mention annoying issue with high segment rotating cube in viewport
in SI.
7970 smooth at ~170 fps
with gtx580 bfore that.. to point out that the rest of comp is identical
only switched card... for the first 30-50sec frame rate was stuck at
something like 17 fps... and after that it kinda jump to ~70-80fps...

in any case with gaming cards ati vs nvidia there is no doubt. and if you
are not using CUDA much then no need to even thing which way to go.
Now redshift is game changer heheh but I'm still hoping that OpenCL will
be supported and I'm looking forward to test it out with two of 7970 in
crossfire :)

btw I'm not much into programming waters but is it really
OpenCL programming  that as I understood should work on ALL cards, is
that
much more complex than for CUDA which is limited to nvidia only? Wouldn't
it be more logical to go with solution that is covering a lot more market
than something limited to one manufacturer?


On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com

wrote:




My beef with ATI last time I tried FirePro was that it had a hard time
locking into 25fps playback in some apps, as if the refresh rate was
locked
to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC.
Plus it seemed to draw text slightly differently in some apps.

Nvidia just feels.. comfy.



On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

  These days if you hit the right combination of drivers and planet

alignment they are OK.

Performance wise they have been ahead of nVIDIA for a while in number
crunching, the main problem is the drivers are still a coin toss
chance,
and that OCL isn't 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Ben Davis
That's exactly what I'm eager for, having multiple cards in (linked by sli
or not) participating in the render. Huge bang for buck potential.

Ben

--
Benjamin Clifford Davis

www.moondog-animation.com

office:   +33 9 50 04 76 15
mobile: +33 6 88 48 54 50

6 bis avenue des Iles
74000 Annecy
FRANCE


On Wed, Mar 27, 2013 at 8:59 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 On the other hand Titan is more expensive than 2 gtx680 if I'm not
 mistaken... and i bet that with two 680 in SLI, when multi GPU is supported
 you will have better performance than with 1 titan right?


 On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote:

 The GTX Titan is not a gimmick but uses the successor to the chip series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20,
 too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on one
 card
 to maximize performance at the cost of higher powerconsumption, noise and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

 Benchmarking is more driver tuning than it's videocard performance, and
 if
 you want to look at number crunching you should look at the most recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to bang for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell works
 admirably well in mudbox, mari, cuda work, and I've had no issues in maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench reliably
 with the engine, and AMD might still win the FLOP per dollar run there,
 so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually
 disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.com**wrote:

  well no idea about pro cards.. really never got financial justification
 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in
 viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and if
 you
 are not using CUDA much then no need to even thing which way to go.
 Now redshift is game changer heheh but I'm still hoping that OpenCL will
 be supported and I'm looking forward to test it out with two of 7970 in
 crossfire :)

 btw I'm not much into programming waters but is it really
 OpenCL programming  that as I understood should work on ALL cards, is
 that
 much more complex than for CUDA which is limited to nvidia only?
 Wouldn't
 it be more logical to go with solution that is covering a lot more
 market
 than something limited to one manufacturer?


 On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com
 wrote:


 My beef with ATI last time I tried FirePro was that it had a hard time
 locking into 25fps playback in some apps, as if the refresh rate was
 locked
 to 30/60. Realtime playback in Softimage would stutter annoyingly
 IIRC.
 Plus it seemed to draw text slightly differently in some apps.

 Nvidia just feels.. comfy.



 On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  These days if you hit the right combination of drivers and planet
 alignment they are OK.

 Performance wise they have been ahead of nVIDIA for a while in number
 crunching, the main problem is the drivers are still a coin toss
 chance,
 and that OCL isn't anywhere as popular as CUDA.

 With win7 or 8 and recent versions of Soft/Maya they can do well.

 nVIDIA didn't help with the crippling of the 6xx for professional use,
 and pissing off Linus. They are still ahead by a slight margin, for
 now,
 but I wouldn't discount AMD wholesale anymore.

 If the next generation is as disappointing as Kepler is, and AMD gets
 both Linux support AND decent (and properly OSS) drivers out, I'm
 moving
 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Ben Davis
I don't think micro stuttering would be a terrible issue as far as GPU
rendering goes, it's mostly a frustrating drawback as far as framerates
being slightly crippled in gameplay, no?

--
Benjamin Clifford Davis

www.moondog-animation.com

office:   +33 9 50 04 76 15
mobile: +33 6 88 48 54 50

6 bis avenue des Iles
74000 Annecy
FRANCE


On Wed, Mar 27, 2013 at 9:26 AM, Tim Leydecker bauero...@gmx.de wrote:

 Personally, I´m hesistant to using two or more cards with SLI
 because of micro stuttering: http://en.wikipedia.org/wiki/**
 Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering

 If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM,
 as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz
 chipspeed as in the reference design GTX680. That could save another 15-35%
 percent of investment compared to two single chip GTX 680 cards or one GTX
 Titan.

 Overclocked versions may use slightly different chip/shader speeds.

 In any case, as much VRAM as available, as that always helps in many
 progamms
 like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs
 4GB).

 At a company I worked Mari 1.5.x behaved bitchy unless it was given a
 Quadro
 or forced to ignore the actual card´s game heritage. But that may have been
 solved with 2.0...

 Cheers,

 tim




 On 27.03.2013 08:59, Mirko Jankovic wrote:

 On the other hand Titan is more expensive than 2 gtx680 if I'm not
 mistaken... and i bet that with two 680 in SLI, when multi GPU is
 supported
 you will have better performance than with 1 titan right?


 On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote:

  The GTX Titan is not a gimmick but uses the successor to the chip series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20,
 too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on one
 card
 to maximize performance at the cost of higher powerconsumption, noise and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

  Benchmarking is more driver tuning than it's videocard performance, and
 if
 you want to look at number crunching you should look at the most recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to bang
 for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell
 works
 admirably well in mudbox, mari, cuda work, and I've had no issues in
 maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench reliably
 with the engine, and AMD might still win the FLOP per dollar run there,
 so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually
 disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.comwrote:


   well no idea about pro cards.. really never got financial
 justification

 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in
 viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is
 identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and if
 you
 are not using CUDA much then no need to even thing which way to go.
 Now redshift is game changer heheh but I'm still hoping that OpenCL
 will
 be supported and I'm looking forward to test it out with two of 7970 in
 crossfire :)

 btw I'm not much into programming waters but is it really
 OpenCL programming  that as I understood should work on ALL cards, is
 that
 much more complex than for CUDA which is limited to nvidia only?
 Wouldn't
 it be more logical to go with solution that is covering a lot more
 market
 than something limited to one manufacturer?


 On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com

 wrote:



  My beef with ATI last time I tried FirePro was that it had a hard time
 locking into 25fps 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Tim Leydecker

I don´t know how the setup of two or more cards would be best done
for GPU rendering purposes but I would at least try to enable SLI
to get the best framerate/redraw performance in general applications
and games to better justify the investment.

But maybe, if I don´t have to bother about it and just see the GPU renderer
pick up all the available cards I´d be just as happy with the increased
renderspeed and possibilities this gives.

In general I´m most likely hesistant as I´ve been burnt by things like
mR unified sampling messing up framebuffers (in xsi2012/mR 3.9.x) or not
correctly supporting satellite rendering (in xsi2012/mR 3.9.x) and seing
those flaws eat up the initial benefit I had hoped for to some extend.

Anyone using VRay RT on Maya or mentalray´s iRay here and able to supply info?

Cheers,

tim



On 27.03.2013 09:34, Ben Davis wrote:

I don't think micro stuttering would be a terrible issue as far as GPU
rendering goes, it's mostly a frustrating drawback as far as framerates
being slightly crippled in gameplay, no?

--
Benjamin Clifford Davis

www.moondog-animation.com

office:   +33 9 50 04 76 15
mobile: +33 6 88 48 54 50

6 bis avenue des Iles
74000 Annecy
FRANCE


On Wed, Mar 27, 2013 at 9:26 AM, Tim Leydecker bauero...@gmx.de wrote:


Personally, I´m hesistant to using two or more cards with SLI
because of micro stuttering: http://en.wikipedia.org/wiki/**
Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering

If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM,
as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz
chipspeed as in the reference design GTX680. That could save another 15-35%
percent of investment compared to two single chip GTX 680 cards or one GTX
Titan.

Overclocked versions may use slightly different chip/shader speeds.

In any case, as much VRAM as available, as that always helps in many
progamms
like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs
4GB).

At a company I worked Mari 1.5.x behaved bitchy unless it was given a
Quadro
or forced to ignore the actual card´s game heritage. But that may have been
solved with 2.0...

Cheers,

tim




On 27.03.2013 08:59, Mirko Jankovic wrote:


On the other hand Titan is more expensive than 2 gtx680 if I'm not
mistaken... and i bet that with two 680 in SLI, when multi GPU is
supported
you will have better performance than with 1 titan right?


On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote:

  The GTX Titan is not a gimmick but uses the successor to the chip series

used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20,
too.

You could describe the GTX690 as a gimmick, as it uses two GK104 on one
card
to maximize performance at the cost of higher powerconsumption, noise and
heat.

The performance gain between a GTX680 and a GTX Titan is roughly 35%
and can be felt nicely when using it with higher screenresolutions like
1920x1200 or 2560x1440 and higher antialiasing in games.

That´s where the 6GB VRAM of the GTX Titan come in handy, too.

Cheers,

tim






On 27.03.2013 05:24, Raffaele Fragapane wrote:

  Benchmarking is more driver tuning than it's videocard performance, and

if
you want to look at number crunching you should look at the most recent
gens.

The 680 has brought nVIDIA back up top for number crunching (forgetting
the
silver editions or gimmicks like the titan), and close enough to bang
for
buck best, but AMD's response to that still has to come.

Ironically, though, the 6xx gen is reported as a crippled, bad performer
in
DCC apps, although I can't say I noticed it myself. It sure as hell
works
admirably well in mudbox, mari, cuda work, and I've had no issues in
maya
or soft. I don't really benchmrak or obsess over numbers much though.

When this will obsolesce, I will considering AMD again, probably in a
couple years.

For GPU rendering though, well, that's something you CAN bench reliably
with the engine, and AMD might still win the FLOP per dollar run there,
so
it's not to be discounted.

Would be good to know what the redshift guys have to say about it
themselves though if they can spare the thought and can actually
disclose.

On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:


   well no idea about pro cards.. really never got financial
justification


to
get one, quadro 4000 in old company didn;t really felt anything much
better
than gaming cards so...
but in gaming segment..
opengl scores in sinebench for example:
gtx 580: ~55
7970: ~90

to start with
not to mention annoying issue with high segment rotating cube in
viewport
in SI.
7970 smooth at ~170 fps
with gtx580 bfore that.. to point out that the rest of comp is
identical
only switched card... for the first 30-50sec frame rate was stuck at
something like 17 fps... and after that it kinda jump to ~70-80fps...

in any case with gaming cards 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread olivier jeannel

There was a subject on Redshift Forum about having two grapphic cards.
It seems to be possible to keep a quadro for dispaly (as it is 
significantly better at displaying), and have a Titan dedicated to 
rendering only (in Redshift you select which card is rendering) as they 
have a huge amount of cores and faster memory.
I think I've red somewhere that Titan has 2600 cores against 256 for the 
Quadro 4000.
After chating with Nicolas the Titan could be around 4 time faster than 
the Quadro4000 ...Which is huge :)


Le 27/03/2013 09:26, Tim Leydecker a écrit :

Personally, I´m hesistant to using two or more cards with SLI
because of micro stuttering: 
http://en.wikipedia.org/wiki/Micro_stuttering


If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM,
as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz
chipspeed as in the reference design GTX680. That could save another 
15-35%
percent of investment compared to two single chip GTX 680 cards or one 
GTX Titan.


Overclocked versions may use slightly different chip/shader speeds.

In any case, as much VRAM as available, as that always helps in many 
progamms
like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB 
vs 4GB).


At a company I worked Mari 1.5.x behaved bitchy unless it was given a 
Quadro
or forced to ignore the actual card´s game heritage. But that may have 
been

solved with 2.0...

Cheers,

tim



On 27.03.2013 08:59, Mirko Jankovic wrote:

On the other hand Titan is more expensive than 2 gtx680 if I'm not
mistaken... and i bet that with two 680 in SLI, when multi GPU is 
supported

you will have better performance than with 1 titan right?


On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote:

The GTX Titan is not a gimmick but uses the successor to the chip 
series

used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
the GTX Titan uses the GK110. You can find the GK110 in the Tesla 
K20, too.


You could describe the GTX690 as a gimmick, as it uses two GK104 on one
card
to maximize performance at the cost of higher powerconsumption, 
noise and

heat.

The performance gain between a GTX680 and a GTX Titan is roughly 35%
and can be felt nicely when using it with higher screenresolutions like
1920x1200 or 2560x1440 and higher antialiasing in games.

That´s where the 6GB VRAM of the GTX Titan come in handy, too.

Cheers,

tim






On 27.03.2013 05:24, Raffaele Fragapane wrote:

Benchmarking is more driver tuning than it's videocard performance, 
and if
you want to look at number crunching you should look at the most 
recent

gens.

The 680 has brought nVIDIA back up top for number crunching 
(forgetting

the
silver editions or gimmicks like the titan), and close enough to 
bang for

buck best, but AMD's response to that still has to come.

Ironically, though, the 6xx gen is reported as a crippled, bad 
performer

in
DCC apps, although I can't say I noticed it myself. It sure as hell 
works
admirably well in mudbox, mari, cuda work, and I've had no issues 
in maya

or soft. I don't really benchmrak or obsess over numbers much though.

When this will obsolesce, I will considering AMD again, probably in a
couple years.

For GPU rendering though, well, that's something you CAN bench 
reliably
with the engine, and AMD might still win the FLOP per dollar run 
there, so

it's not to be discounted.

Would be good to know what the redshift guys have to say about it
themselves though if they can spare the thought and can actually 
disclose.


On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
mirkoj.anima...@gmail.com**wrote:

  well no idea about pro cards.. really never got financial 
justification

to
get one, quadro 4000 in old company didn;t really felt anything much
better
than gaming cards so...
but in gaming segment..
opengl scores in sinebench for example:
gtx 580: ~55
7970: ~90

to start with
not to mention annoying issue with high segment rotating cube in 
viewport

in SI.
7970 smooth at ~170 fps
with gtx580 bfore that.. to point out that the rest of comp is 
identical

only switched card... for the first 30-50sec frame rate was stuck at
something like 17 fps... and after that it kinda jump to ~70-80fps...

in any case with gaming cards ati vs nvidia there is no doubt. and 
if you

are not using CUDA much then no need to even thing which way to go.
Now redshift is game changer heheh but I'm still hoping that 
OpenCL will
be supported and I'm looking forward to test it out with two of 
7970 in

crossfire :)

btw I'm not much into programming waters but is it really
OpenCL programming  that as I understood should work on ALL cards, is
that
much more complex than for CUDA which is limited to nvidia only? 
Wouldn't
it be more logical to go with solution that is covering a lot more 
market

than something limited to one manufacturer?


On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com

wrote:



My beef with ATI last time I tried FirePro was 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Mirko Jankovic
SLI and crossfire dio not affect viewport performance in any of 3d
application.



On Wed, Mar 27, 2013 at 11:12 AM, olivier jeannel
olivier.jean...@noos.frwrote:

 There was a subject on Redshift Forum about having two grapphic cards.
 It seems to be possible to keep a quadro for dispaly (as it is
 significantly better at displaying), and have a Titan dedicated to
 rendering only (in Redshift you select which card is rendering) as they
 have a huge amount of cores and faster memory.
 I think I've red somewhere that Titan has 2600 cores against 256 for the
 Quadro 4000.
 After chating with Nicolas the Titan could be around 4 time faster than
 the Quadro4000 ...Which is huge :)

 Le 27/03/2013 09:26, Tim Leydecker a écrit :

  Personally, I´m hesistant to using two or more cards with SLI
 because of micro stuttering: http://en.wikipedia.org/wiki/**
 Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering

 If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM,
 as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz
 chipspeed as in the reference design GTX680. That could save another
 15-35%
 percent of investment compared to two single chip GTX 680 cards or one
 GTX Titan.

 Overclocked versions may use slightly different chip/shader speeds.

 In any case, as much VRAM as available, as that always helps in many
 progamms
 like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs
 4GB).

 At a company I worked Mari 1.5.x behaved bitchy unless it was given a
 Quadro
 or forced to ignore the actual card´s game heritage. But that may have
 been
 solved with 2.0...

 Cheers,

 tim



 On 27.03.2013 08:59, Mirko Jankovic wrote:

 On the other hand Titan is more expensive than 2 gtx680 if I'm not
 mistaken... and i bet that with two 680 in SLI, when multi GPU is
 supported
 you will have better performance than with 1 titan right?


 On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de wrote:

  The GTX Titan is not a gimmick but uses the successor to the chip series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20,
 too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on one
 card
 to maximize performance at the cost of higher powerconsumption, noise
 and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

  Benchmarking is more driver tuning than it's videocard performance,
 and if
 you want to look at number crunching you should look at the most recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to bang
 for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad
 performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell
 works
 admirably well in mudbox, mari, cuda work, and I've had no issues in
 maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench reliably
 with the engine, and AMD might still win the FLOP per dollar run
 there, so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually
 disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.comwrote:

   well no idea about pro cards.. really never got financial
 justification

 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in
 viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is
 identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and if
 you
 are not using CUDA much then no need to even thing which way to go.
 Now redshift is game changer heheh but I'm still hoping that OpenCL
 will
 be supported and I'm looking forward to test it out with two of 7970
 in
 crossfire :)

 btw I'm not much into programming waters but is it really
 OpenCL programming  that as I understood should work on ALL cards, is
 that
 much more complex than for CUDA which is 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Ed Manning
I installed my Titan yesterday, and it bloody screams.

Images soon as I get through this project deadline.




On Wed, Mar 27, 2013 at 6:47 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 SLI and crossfire dio not affect viewport performance in any of 3d
 application.



 On Wed, Mar 27, 2013 at 11:12 AM, olivier jeannel olivier.jean...@noos.fr
  wrote:

 There was a subject on Redshift Forum about having two grapphic cards.
 It seems to be possible to keep a quadro for dispaly (as it is
 significantly better at displaying), and have a Titan dedicated to
 rendering only (in Redshift you select which card is rendering) as they
 have a huge amount of cores and faster memory.
 I think I've red somewhere that Titan has 2600 cores against 256 for the
 Quadro 4000.
 After chating with Nicolas the Titan could be around 4 time faster than
 the Quadro4000 ...Which is huge :)

 Le 27/03/2013 09:26, Tim Leydecker a écrit :

  Personally, I´m hesistant to using two or more cards with SLI
 because of micro stuttering: http://en.wikipedia.org/wiki/**
 Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering

 If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM,
 as they are the same GK104´s with a 915MHz chipspeed instead of a 1006Mhz
 chipspeed as in the reference design GTX680. That could save another
 15-35%
 percent of investment compared to two single chip GTX 680 cards or one
 GTX Titan.

 Overclocked versions may use slightly different chip/shader speeds.

 In any case, as much VRAM as available, as that always helps in many
 progamms
 like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs
 4GB).

 At a company I worked Mari 1.5.x behaved bitchy unless it was given a
 Quadro
 or forced to ignore the actual card´s game heritage. But that may have
 been
 solved with 2.0...

 Cheers,

 tim



 On 27.03.2013 08:59, Mirko Jankovic wrote:

 On the other hand Titan is more expensive than 2 gtx680 if I'm not
 mistaken... and i bet that with two 680 in SLI, when multi GPU is
 supported
 you will have better performance than with 1 titan right?


 On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de
 wrote:

  The GTX Titan is not a gimmick but uses the successor to the chip
 series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20,
 too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on one
 card
 to maximize performance at the cost of higher powerconsumption, noise
 and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

  Benchmarking is more driver tuning than it's videocard performance,
 and if
 you want to look at number crunching you should look at the most
 recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching
 (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to bang
 for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad
 performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell
 works
 admirably well in mudbox, mari, cuda work, and I've had no issues in
 maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench
 reliably
 with the engine, and AMD might still win the FLOP per dollar run
 there, so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually
 disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.comwrote:

   well no idea about pro cards.. really never got financial
 justification

 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in
 viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is
 identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and
 if you
 are not using CUDA much then no need to even thing which way to go.
 Now redshift is game changer heheh but I'm still hoping that OpenCL
 will
 be supported and I'm looking forward to test it out with two of 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Daryl Dunlap
Congrats!  Wish I could get one of those puppies.


On Wed, Mar 27, 2013 at 2:20 PM, Ed Manning etmth...@gmail.com wrote:

 I installed my Titan yesterday, and it bloody screams.

 Images soon as I get through this project deadline.




 On Wed, Mar 27, 2013 at 6:47 AM, Mirko Jankovic mirkoj.anima...@gmail.com
  wrote:

 SLI and crossfire dio not affect viewport performance in any of 3d
 application.



 On Wed, Mar 27, 2013 at 11:12 AM, olivier jeannel 
 olivier.jean...@noos.fr wrote:

 There was a subject on Redshift Forum about having two grapphic cards.
 It seems to be possible to keep a quadro for dispaly (as it is
 significantly better at displaying), and have a Titan dedicated to
 rendering only (in Redshift you select which card is rendering) as they
 have a huge amount of cores and faster memory.
 I think I've red somewhere that Titan has 2600 cores against 256 for the
 Quadro 4000.
 After chating with Nicolas the Titan could be around 4 time faster than
 the Quadro4000 ...Which is huge :)

 Le 27/03/2013 09:26, Tim Leydecker a écrit :

  Personally, I´m hesistant to using two or more cards with SLI
 because of micro stuttering: http://en.wikipedia.org/wiki/**
 Micro_stuttering http://en.wikipedia.org/wiki/Micro_stuttering

 If there would be a solution to that, I´d go with two GTX670 w/4GB VRAM,
 as they are the same GK104´s with a 915MHz chipspeed instead of a
 1006Mhz
 chipspeed as in the reference design GTX680. That could save another
 15-35%
 percent of investment compared to two single chip GTX 680 cards or one
 GTX Titan.

 Overclocked versions may use slightly different chip/shader speeds.

 In any case, as much VRAM as available, as that always helps in many
 progamms
 like Mudbox, Redshift and isn´t much of an added cost (comparing 2GB vs
 4GB).

 At a company I worked Mari 1.5.x behaved bitchy unless it was given a
 Quadro
 or forced to ignore the actual card´s game heritage. But that may have
 been
 solved with 2.0...

 Cheers,

 tim



 On 27.03.2013 08:59, Mirko Jankovic wrote:

 On the other hand Titan is more expensive than 2 gtx680 if I'm not
 mistaken... and i bet that with two 680 in SLI, when multi GPU is
 supported
 you will have better performance than with 1 titan right?


 On Wed, Mar 27, 2013 at 8:55 AM, Tim Leydecker bauero...@gmx.de
 wrote:

  The GTX Titan is not a gimmick but uses the successor to the chip
 series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla
 K20, too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on
 one
 card
 to maximize performance at the cost of higher powerconsumption, noise
 and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions
 like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

  Benchmarking is more driver tuning than it's videocard performance,
 and if
 you want to look at number crunching you should look at the most
 recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching
 (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to
 bang for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad
 performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell
 works
 admirably well in mudbox, mari, cuda work, and I've had no issues in
 maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench
 reliably
 with the engine, and AMD might still win the FLOP per dollar run
 there, so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually
 disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.comwrote:

   well no idea about pro cards.. really never got financial
 justification

 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in
 viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is
 identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to
 ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and
 if you
 are not using CUDA much then no need to even thing which way to go.
 Now 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Steven Caron
i bet, but damn... its an expensive card.


On Wed, Mar 27, 2013 at 11:20 AM, Ed Manning etmth...@gmail.com wrote:

 I installed my Titan yesterday, and it bloody screams.

 Images soon as I get through this project deadline.




Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Ed Manning
yes, but reasonably less than Tesla and Maximus setups that it outperforms
and uses less power than.

And much less than a new computer.  Makes my quad-xeon 2008 Mac Pro a
viable workstation/renderbox  for non-CPU tasks.


On Wed, Mar 27, 2013 at 2:26 PM, Steven Caron car...@gmail.com wrote:

 i bet, but damn... its an expensive card.


 On Wed, Mar 27, 2013 at 11:20 AM, Ed Manning etmth...@gmail.com wrote:

 I installed my Titan yesterday, and it bloody screams.

 Images soon as I get through this project deadline.




Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Ed Manning
In what spare time I have I'm setting up a shootout between Octane
standalone and redshift in SI.


Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Daryl Dunlap
Ed, did Octane ever release their SI plugin?


On Wed, Mar 27, 2013 at 3:23 PM, Ed Manning etmth...@gmail.com wrote:

 In what spare time I have I'm setting up a shootout between Octane
 standalone and redshift in SI.



Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Alan Fregtman
And Vimeo lets you allow people to download the video too, if you enable
that option.



On Tue, Mar 26, 2013 at 11:08 PM, Ahmidou.xsi ahmidou@gmail.com wrote:

 Hi Nicolas, you could maube consider vimeo as a better option.
 Cheers

 Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a
 écrit :

 Hey guys,

 Just wanted to share a couple of very short videos we made that show the
 stability of the GI in Redshift.
 Unfortunately Youtube's compression kind of murdered the smoothness, but I
 assure you that any artifacts you see in these videos are from compression
 and not GI.

 http://youtu.be/3c0tHYdd-fg
 This video shows the dark side of a deforming gargoyle lit by physical sun
  sky.
 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/ NVIDIA
 Geforce GTX 470.

 http://youtu.be/ySCockShxTQ
 This video shows the same gargoyle being lit *strictly *by light bouncing
 off the floor.  The setup is a white spot light shining onto the floor (off
 camera).  The red glow you see on the floor around the gargoyle is light
 that has bounced off the floor, then off the gargoyle.
 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA
 Geforce GTX 670.

 We're still head-down fixing bugs and bringing new features online, but I
 plan to spend some time making more (and better) videos soon.

 -Nicolas


 On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk 
 nico...@redshift3d.comwrote:





Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Nicolas Burtnyk
Yeah we'll switch to Vimeo once we do our next batch of videos.
Looks like we'll need a Pro account, which isn't free but the cost is
pretty reasonable.

-Nicolas


On Wed, Mar 27, 2013 at 12:34 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 And Vimeo lets you allow people to download the video too, if you enable
 that option.



 On Tue, Mar 26, 2013 at 11:08 PM, Ahmidou.xsi ahmidou@gmail.comwrote:

 Hi Nicolas, you could maube consider vimeo as a better option.
 Cheers

 Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a
 écrit :

 Hey guys,

 Just wanted to share a couple of very short videos we made that show the
 stability of the GI in Redshift.
 Unfortunately Youtube's compression kind of murdered the smoothness, but
 I assure you that any artifacts you see in these videos are from
 compression and not GI.

 http://youtu.be/3c0tHYdd-fg
 This video shows the dark side of a deforming gargoyle lit by physical
 sun  sky.
 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/
 NVIDIA Geforce GTX 470.

 http://youtu.be/ySCockShxTQ
 This video shows the same gargoyle being lit *strictly *by light
 bouncing off the floor.  The setup is a white spot light shining onto the
 floor (off camera).  The red glow you see on the floor around the gargoyle
 is light that has bounced off the floor, then off the gargoyle.
 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA
 Geforce GTX 670.

 We're still head-down fixing bugs and bringing new features online, but I
 plan to spend some time making more (and better) videos soon.

 -Nicolas


 On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk 
 nico...@redshift3d.comwrote:






Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Paul Doyle
We use a pro account for all of our stuff and it's a lot nicer than youtube
- faster to upload, easy to upload multiple videos. There's also a fair few
3D-focused groups and channels on there, so I find the exposure to
potential customers is much better.

On 27 March 2013 15:37, Nicolas Burtnyk nico...@redshift3d.com wrote:

 Yeah we'll switch to Vimeo once we do our next batch of videos.
 Looks like we'll need a Pro account, which isn't free but the cost is
 pretty reasonable.

 -Nicolas


 On Wed, Mar 27, 2013 at 12:34 PM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 And Vimeo lets you allow people to download the video too, if you enable
 that option.



 On Tue, Mar 26, 2013 at 11:08 PM, Ahmidou.xsi ahmidou@gmail.comwrote:

 Hi Nicolas, you could maube consider vimeo as a better option.
 Cheers

 Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a
 écrit :

 Hey guys,

 Just wanted to share a couple of very short videos we made that show the
 stability of the GI in Redshift.
 Unfortunately Youtube's compression kind of murdered the smoothness, but
 I assure you that any artifacts you see in these videos are from
 compression and not GI.

 http://youtu.be/3c0tHYdd-fg
 This video shows the dark side of a deforming gargoyle lit by physical
 sun  sky.
 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/
 NVIDIA Geforce GTX 470.

 http://youtu.be/ySCockShxTQ
 This video shows the same gargoyle being lit *strictly *by light
 bouncing off the floor.  The setup is a white spot light shining onto the
 floor (off camera).  The red glow you see on the floor around the gargoyle
 is light that has bounced off the floor, then off the gargoyle.
 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA
 Geforce GTX 670.

 We're still head-down fixing bugs and bringing new features online, but
 I plan to spend some time making more (and better) videos soon.

 -Nicolas


 On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk nico...@redshift3d.com
  wrote:







Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Nicolas Burtnyk
Thanks Paul.  You guys are the kings of cool videos, so your advice is well
received!


On Wed, Mar 27, 2013 at 12:49 PM, Paul Doyle technove...@gmail.com wrote:

 We use a pro account for all of our stuff and it's a lot nicer than
 youtube - faster to upload, easy to upload multiple videos. There's also a
 fair few 3D-focused groups and channels on there, so I find the exposure to
 potential customers is much better.


 On 27 March 2013 15:37, Nicolas Burtnyk nico...@redshift3d.com wrote:

 Yeah we'll switch to Vimeo once we do our next batch of videos.
 Looks like we'll need a Pro account, which isn't free but the cost is
 pretty reasonable.

 -Nicolas


 On Wed, Mar 27, 2013 at 12:34 PM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 And Vimeo lets you allow people to download the video too, if you enable
 that option.



 On Tue, Mar 26, 2013 at 11:08 PM, Ahmidou.xsi ahmidou@gmail.comwrote:

 Hi Nicolas, you could maube consider vimeo as a better option.
 Cheers

 Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a
 écrit :

 Hey guys,

 Just wanted to share a couple of very short videos we made that show
 the stability of the GI in Redshift.
 Unfortunately Youtube's compression kind of murdered the smoothness,
 but I assure you that any artifacts you see in these videos are from
 compression and not GI.

 http://youtu.be/3c0tHYdd-fg
 This video shows the dark side of a deforming gargoyle lit by physical
 sun  sky.
 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/
 NVIDIA Geforce GTX 470.

 http://youtu.be/ySCockShxTQ
 This video shows the same gargoyle being lit *strictly *by light
 bouncing off the floor.  The setup is a white spot light shining onto the
 floor (off camera).  The red glow you see on the floor around the gargoyle
 is light that has bounced off the floor, then off the gargoyle.
 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA
 Geforce GTX 670.

 We're still head-down fixing bugs and bringing new features online, but
 I plan to spend some time making more (and better) videos soon.

 -Nicolas


 On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk 
 nico...@redshift3d.com wrote:








Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Raffaele Fragapane
Don't call it a gimmick then (although it is with all the fashion and hype
elements around it), call it a singularity, but if you're looking at
benching and sorting videocards for performance and bang for buck you
should exclude it. Unless you also want to include that massive liquid
cooled asus radeon that is sold in a military grade carrying case and other
things like that :)

I've tried it btw as a friend's shop had a review return they kindly lent
me for a week (they work closely with GB since one of the partners is an ex
employee and another moonlights reviewing hardware).
It was hardly a noticeable improvement over the GB OC 680 4GB I had (and
still have) in there.

The practical performance gains are far, far inferior to 35%. Only the
added ram is nice, but nothing justifies a price tag that is more than
doubled compared to the 680. It's a gimmick because you need a serious
hardware fetish to justify forking out 1250-1400$ out for it compared to a
benched OC 680 with 4GB that you can have for 550$ and have chances to
trivially overclock and narrow the gap again.

I run a dell 2711 and an additional 1980x1200 monitor with it btw.

On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker bauero...@gmx.de wrote:

 The GTX Titan is not a gimmick but uses the successor to the chip series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on one
 card
 to maximize performance at the cost of higher powerconsumption, noise and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

 Benchmarking is more driver tuning than it's videocard performance, and if
 you want to look at number crunching you should look at the most recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to bang for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell works
 admirably well in mudbox, mari, cuda work, and I've had no issues in maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench reliably
 with the engine, and AMD might still win the FLOP per dollar run there, so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.com**wrote:

  well no idea about pro cards.. really never got financial justification
 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and if you
 are not using CUDA much then no need to even thing which way to go.
 Now redshift is game changer heheh but I'm still hoping that OpenCL will
 be supported and I'm looking forward to test it out with two of 7970 in
 crossfire :)

 btw I'm not much into programming waters but is it really
 OpenCL programming  that as I understood should work on ALL cards, is
 that
 much more complex than for CUDA which is limited to nvidia only? Wouldn't
 it be more logical to go with solution that is covering a lot more market
 than something limited to one manufacturer?


 On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com
 wrote:


 My beef with ATI last time I tried FirePro was that it had a hard time
 locking into 25fps playback in some apps, as if the refresh rate was
 locked
 to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC.
 Plus it seemed to draw text slightly differently in some apps.

 Nvidia just feels.. comfy.



 On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

  These days if you hit the right combination of drivers and planet
 alignment they are OK.

 Performance wise they have been ahead of nVIDIA 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Nicolas Burtnyk
The TITAN is not a gimmick with respect to Redshift.
It's almost twice as fast as a GTX 670 on all the tests we've run.  We
don't have a GTX 680 so I don't have the numbers to compare against.
 Pricing wise, there TITAN costs $1K and the 680 4GB is $550 so the 680
wins for price/performance ratio (but probably not by a whole lot).  For
performance/watt, the TITAN wins by a lot.


On Wed, Mar 27, 2013 at 3:09 PM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 Don't call it a gimmick then (although it is with all the fashion and hype
 elements around it), call it a singularity, but if you're looking at
 benching and sorting videocards for performance and bang for buck you
 should exclude it. Unless you also want to include that massive liquid
 cooled asus radeon that is sold in a military grade carrying case and other
 things like that :)

 I've tried it btw as a friend's shop had a review return they kindly lent
 me for a week (they work closely with GB since one of the partners is an ex
 employee and another moonlights reviewing hardware).
 It was hardly a noticeable improvement over the GB OC 680 4GB I had (and
 still have) in there.

 The practical performance gains are far, far inferior to 35%. Only the
 added ram is nice, but nothing justifies a price tag that is more than
 doubled compared to the 680. It's a gimmick because you need a serious
 hardware fetish to justify forking out 1250-1400$ out for it compared to a
 benched OC 680 with 4GB that you can have for 550$ and have chances to
 trivially overclock and narrow the gap again.

 I run a dell 2711 and an additional 1980x1200 monitor with it btw.


 On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker bauero...@gmx.de wrote:

 The GTX Titan is not a gimmick but uses the successor to the chip series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20,
 too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on one
 card
 to maximize performance at the cost of higher powerconsumption, noise and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim






 On 27.03.2013 05:24, Raffaele Fragapane wrote:

 Benchmarking is more driver tuning than it's videocard performance, and
 if
 you want to look at number crunching you should look at the most recent
 gens.

 The 680 has brought nVIDIA back up top for number crunching (forgetting
 the
 silver editions or gimmicks like the titan), and close enough to bang for
 buck best, but AMD's response to that still has to come.

 Ironically, though, the 6xx gen is reported as a crippled, bad performer
 in
 DCC apps, although I can't say I noticed it myself. It sure as hell works
 admirably well in mudbox, mari, cuda work, and I've had no issues in maya
 or soft. I don't really benchmrak or obsess over numbers much though.

 When this will obsolesce, I will considering AMD again, probably in a
 couple years.

 For GPU rendering though, well, that's something you CAN bench reliably
 with the engine, and AMD might still win the FLOP per dollar run there,
 so
 it's not to be discounted.

 Would be good to know what the redshift guys have to say about it
 themselves though if they can spare the thought and can actually
 disclose.

 On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
 mirkoj.anima...@gmail.com**wrote:

  well no idea about pro cards.. really never got financial justification
 to
 get one, quadro 4000 in old company didn;t really felt anything much
 better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in
 viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and if
 you
 are not using CUDA much then no need to even thing which way to go.
 Now redshift is game changer heheh but I'm still hoping that OpenCL will
 be supported and I'm looking forward to test it out with two of 7970 in
 crossfire :)

 btw I'm not much into programming waters but is it really
 OpenCL programming  that as I understood should work on ALL cards, is
 that
 much more complex than for CUDA which is limited to nvidia only?
 Wouldn't
 it be more logical to go with solution that is covering a lot more
 market
 than something limited to one manufacturer?


 On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com
 wrote:


 My beef with ATI last time I tried FirePro was that 

RE: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Jeff McFall
I have been following this thread and have been wondering if the fact that the 
K6X0 and Quadro K5000 are more tuned for single precision is making the 
difference between them and Titan which from what I understand is more tuned 
for double precision?   Or does that even matter for this or other renderers?  
I admit my knowledge in this area is pretty scarce.

We just got some K5000's and were trying to get a handle on all of this before 
we purchased them.  We never sorted it out so we went ahead with the K5000 
which seem to be fine so far but I admit they have not yet been pushed for 
compute or rendering.


jeff




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicolas Burtnyk
Sent: Wednesday, March 27, 2013 6:20 PM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

The TITAN is not a gimmick with respect to Redshift.
It's almost twice as fast as a GTX 670 on all the tests we've run.  We don't 
have a GTX 680 so I don't have the numbers to compare against.  Pricing wise, 
there TITAN costs $1K and the 680 4GB is $550 so the 680 wins for 
price/performance ratio (but probably not by a whole lot).  For 
performance/watt, the TITAN wins by a lot.

On Wed, Mar 27, 2013 at 3:09 PM, Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com wrote:
Don't call it a gimmick then (although it is with all the fashion and hype 
elements around it), call it a singularity, but if you're looking at benching 
and sorting videocards for performance and bang for buck you should exclude it. 
Unless you also want to include that massive liquid cooled asus radeon that is 
sold in a military grade carrying case and other things like that :)

I've tried it btw as a friend's shop had a review return they kindly lent me 
for a week (they work closely with GB since one of the partners is an ex 
employee and another moonlights reviewing hardware).
It was hardly a noticeable improvement over the GB OC 680 4GB I had (and still 
have) in there.

The practical performance gains are far, far inferior to 35%. Only the added 
ram is nice, but nothing justifies a price tag that is more than doubled 
compared to the 680. It's a gimmick because you need a serious hardware fetish 
to justify forking out 1250-1400$ out for it compared to a benched OC 680 with 
4GB that you can have for 550$ and have chances to trivially overclock and 
narrow the gap again.

I run a dell 2711 and an additional 1980x1200 monitor with it btw.

On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker 
bauero...@gmx.demailto:bauero...@gmx.de wrote:
The GTX Titan is not a gimmick but uses the successor to the chip series
used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too.

You could describe the GTX690 as a gimmick, as it uses two GK104 on one card
to maximize performance at the cost of higher powerconsumption, noise and heat.

The performance gain between a GTX680 and a GTX Titan is roughly 35%
and can be felt nicely when using it with higher screenresolutions like
1920x1200 or 2560x1440 and higher antialiasing in games.

That´s where the 6GB VRAM of the GTX Titan come in handy, too.

Cheers,

tim






On 27.03.2013 05tel:27.03.2013%2005:24, Raffaele Fragapane wrote:
Benchmarking is more driver tuning than it's videocard performance, and if
you want to look at number crunching you should look at the most recent
gens.

The 680 has brought nVIDIA back up top for number crunching (forgetting the
silver editions or gimmicks like the titan), and close enough to bang for
buck best, but AMD's response to that still has to come.

Ironically, though, the 6xx gen is reported as a crippled, bad performer in
DCC apps, although I can't say I noticed it myself. It sure as hell works
admirably well in mudbox, mari, cuda work, and I've had no issues in maya
or soft. I don't really benchmrak or obsess over numbers much though.

When this will obsolesce, I will considering AMD again, probably in a
couple years.

For GPU rendering though, well, that's something you CAN bench reliably
with the engine, and AMD might still win the FLOP per dollar run there, so
it's not to be discounted.

Would be good to know what the redshift guys have to say about it
themselves though if they can spare the thought and can actually disclose.

On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
mirkoj.anima...@gmail.commailto:mirkoj.anima...@gmail.comwrote:
well no idea about pro cards.. really never got financial justification to
get one, quadro 4000 in old company didn;t really felt anything much better
than gaming cards so...
but in gaming segment..
opengl scores in sinebench for example:
gtx 580: ~55
7970: ~90

to start with
not to mention annoying issue with high segment rotating cube in viewport
in SI.
7970 smooth at ~170 fps
with gtx580 bfore that.. to point out that the rest of comp

Re: Announcing Redshift - Biased GPU Renderer

2013-03-27 Thread Raffaele Fragapane
While I'm not a huge fan of Anand, they do occasionally have a good article
out.
http://www.anandtech.com/show/6774/nvidias-geforce-gtx-titan-part-2-titans-performance-unveiled/3

This sheds some light on what you might be asking about, and on why some
times you hear that the 580s are doing better than the 680s and why the
latter is considered a crippled card for professional use.

It does omit the fact that the (factory) OCed premium 680s, especially with
the memory clocked higher, actually go up a fair chunk, and that if you
have a 680 that hits 1400 then some of those tests, especially short span
ones where Titan's turbo doesn't have the time to kick in, will actually
see the 680 taking the lead over the titan in both numbers and power usage.

Only benching I've done was CUDA and number crunching related because I've
taken an interest in it a while ago and still toy with it on and off, and
that includes the generic GEMM and FFT tests.

I don't bother with game benchmarks or 3DMark or cinebench, but single
precision the 680 stock cooled but OCed was constantly bang-on on par with
the titan for a lower power draw.
Double precision even OCed it (680) will fall back a fair chunk, and water
cooled OCed 580s actually take the lead in bang for buck by a mile, but
have horrible (high) power draw.

You can consider the k5000 somewhat closer to the titan than to the 680.


On Thu, Mar 28, 2013 at 10:16 AM, Jeff McFall jeff.mcf...@sas.com wrote:

  I have been following this thread and have been wondering if the fact
 that the K6X0 and Quadro K5000 are more tuned for single precision is
 making the difference between them and Titan which from what I understand
 is more tuned for double precision?   Or does that even matter for this or
 other renderers?  I admit my knowledge in this area is pretty scarce.

 ** **

 We just got some K5000’s and were trying to get a handle on all of this
 before we purchased them.  We never sorted it out so we went ahead with the
 K5000 which seem to be fine so far but I admit they have not yet been
 pushed for compute or rendering.

 ** **

 ** **

 jeff

 ** **

 ** **

 ** **

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Nicolas Burtnyk
 *Sent:* Wednesday, March 27, 2013 6:20 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Announcing Redshift - Biased GPU Renderer

 ** **

 The TITAN is not a gimmick with respect to Redshift.

 It's almost twice as fast as a GTX 670 on all the tests we've run.  We
 don't have a GTX 680 so I don't have the numbers to compare against.
  Pricing wise, there TITAN costs $1K and the 680 4GB is $550 so the 680
 wins for price/performance ratio (but probably not by a whole lot).  For
 performance/watt, the TITAN wins by a lot.

 ** **

 On Wed, Mar 27, 2013 at 3:09 PM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 Don't call it a gimmick then (although it is with all the fashion and hype
 elements around it), call it a singularity, but if you're looking at
 benching and sorting videocards for performance and bang for buck you
 should exclude it. Unless you also want to include that massive liquid
 cooled asus radeon that is sold in a military grade carrying case and other
 things like that :)

 I've tried it btw as a friend's shop had a review return they kindly lent
 me for a week (they work closely with GB since one of the partners is an ex
 employee and another moonlights reviewing hardware).
 It was hardly a noticeable improvement over the GB OC 680 4GB I had (and
 still have) in there.

 The practical performance gains are far, far inferior to 35%. Only the
 added ram is nice, but nothing justifies a price tag that is more than
 doubled compared to the 680. It's a gimmick because you need a serious
 hardware fetish to justify forking out 1250-1400$ out for it compared to a
 benched OC 680 with 4GB that you can have for 550$ and have chances to
 trivially overclock and narrow the gap again.

 I run a dell 2711 and an additional 1980x1200 monitor with it btw.

 ** **

 On Wed, Mar 27, 2013 at 6:55 PM, Tim Leydecker bauero...@gmx.de wrote:**
 **

 The GTX Titan is not a gimmick but uses the successor to the chip series
 used in the GTX 680, e.g. the GT(X) 6xx series uses the GK104, while
 the GTX Titan uses the GK110. You can find the GK110 in the Tesla K20, too.

 You could describe the GTX690 as a gimmick, as it uses two GK104 on one
 card
 to maximize performance at the cost of higher powerconsumption, noise and
 heat.

 The performance gain between a GTX680 and a GTX Titan is roughly 35%
 and can be felt nicely when using it with higher screenresolutions like
 1920x1200 or 2560x1440 and higher antialiasing in games.

 That´s where the 6GB VRAM of the GTX Titan come in handy, too.

 Cheers,

 tim







 On 27.03.2013 05:24, Raffaele Fragapane wrote:

 Benchmarking is more driver tuning than it's videocard

Re: Announcing Redshift - Biased GPU Renderer

2013-03-26 Thread Nicolas Burtnyk
The answer is... it depends :)

If your scene is very large and doesn't fit in X GB of VRAM, then more VRAM
will be a big performance win because you'll be going out of core less.
 That being said, even for simpler scenes that easily fit in VRAM, more
VRAM can improve performance.  Redshift can use excess VRAM to increase the
size of its workloads which results in better utilzation of the GPU.

So more memory is good and more/faster cores is good too, but it's
impossible to give you a X factor for the performance difference between a
1GB and 2GB VRAM card with equivalent cores.  It's just too scene dependent.

-Nicolas


On Mon, Mar 18, 2013 at 4:49 AM, Stefan Kubicek s...@tidbit-images.comwrote:

 Hi Nicolas,

 I'm curious in how far GPU memory impacts render time. To put it
 differently: Assuming the amount of cores is what makes the biggest
 difference in render time, what's the expected speed differences comparing
 a graphics card with 1gb to one equipped with 2gb or more?

 Cheers,

 Stefan







  Hi Mirko,

 Redshift does use the CPU for a couple things here and there so the CPU is
 not irrelevant to the performance, but it's not a big contributor.
 For example, the RT hierarchy construction (construction of the
 acceleration structure for raytracing) is done on the CPU as is texture
 conversion to our optimized tile format.  Also the screen-space adaptive
 tessellation and some rebalancing of tree data structures for the
 point-based techniques run on the CPU.
 All in all though the GPU spec is what is really going to make the
 difference for Redshift, assuming we're not talking about a 486 or
 something :)

 So yeah I encourage you to dust off that old PC, pop in the GTX580 and
 take
 it for a spin.  I think you'll be pleasantly surprised.

 -Nicolas


 On Fri, Mar 15, 2013 at 1:21 PM, Mirko Jankovic
 mirkoj.anima...@gmail.com**wrote:

  just wondering.. if everything is on GPU in theory it should work fine
 even with some slower older CPU?
 Got some older comp laying around and both PCI slots in comp are filled,
 maybe could use that one for GPU rendering station for testing :)
 any thoughts?


 On Fri, Mar 15, 2013 at 9:00 PM, Len Krenzler l...@creativecontrol.ca
 wrote:

   No kidding!  I can't imagine why Nvidia/Arc/MR whatever they're called
 now couldn't have done this years ago.  Between them and AD they can't
 even
 get they're basic features working.

 Money should be directed to these 3rd party guys as much as possible.
  AD
 must have called me about 10 times to renew my sub.  This time I said
 no, I
 think I'll spend that on the guys getting results.

 If you haven't tried this yet, do!


 On 3/15/2013 1:54 PM, Mirko Jankovic wrote:

 Just thinking.. you really have to wonder why AD as huge company with
 resources that are probably hard to imagine by any of us never got to
 make
 ANYTHING nearly great as anything like what we see from 3rd party guys
 around.
 If you think about it like 99% of progress is NOT made by big
 companies. Really need to think in which direction money flow could
 start
 to change.. away from AD-like and more towards guys like Redshift team
 :)
  All the best!


 On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger 
 cgo...@googlemail.com wrote:

  Excuse the language, but: Holy shit! Mighty impressive stuff!



  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






 --
 __**___

 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca






 --
 --**-
Stefan Kubicek
 --**-
keyvis digital imagery
   Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
  Phone:+43/699/12614231
   www.keyvis.at  ste...@keyvis.at
 --  This email and its attachments are   --
 --confidential and for the recipient only--




Re: Announcing Redshift - Biased GPU Renderer

2013-03-26 Thread Nicolas Burtnyk
Hey guys,

Just wanted to share a couple of very short videos we made that show the
stability of the GI in Redshift.
Unfortunately Youtube's compression kind of murdered the smoothness, but I
assure you that any artifacts you see in these videos are from compression
and not GI.

http://youtu.be/3c0tHYdd-fg
This video shows the dark side of a deforming gargoyle lit by physical sun
 sky.
25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/ NVIDIA
Geforce GTX 470.

http://youtu.be/ySCockShxTQ
This video shows the same gargoyle being lit *strictly *by light bouncing
off the floor.  The setup is a white spot light shining onto the floor (off
camera).  The red glow you see on the floor around the gargoyle is light
that has bounced off the floor, then off the gargoyle.
1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA
Geforce GTX 670.

We're still head-down fixing bugs and bringing new features online, but I
plan to spend some time making more (and better) videos soon.

-Nicolas


On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk nico...@redshift3d.comwrote:





Re: Announcing Redshift - Biased GPU Renderer

2013-03-26 Thread Ahmidou.xsi
Hi Nicolas, you could maube consider vimeo as a better option.
Cheers

Le 27 mars 2013 à 13:43, Nicolas Burtnyk nico...@redshift3d.com a écrit :

 Hey guys,
 
 Just wanted to share a couple of very short videos we made that show the 
 stability of the GI in Redshift.
 Unfortunately Youtube's compression kind of murdered the smoothness, but I 
 assure you that any artifacts you see in these videos are from compression 
 and not GI.
 
 http://youtu.be/3c0tHYdd-fg
 This video shows the dark side of a deforming gargoyle lit by physical sun  
 sky.
 25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/ NVIDIA 
 Geforce GTX 470.
 
 http://youtu.be/ySCockShxTQ
 This video shows the same gargoyle being lit strictly by light bouncing off 
 the floor.  The setup is a white spot light shining onto the floor (off 
 camera).  The red glow you see on the floor around the gargoyle is light that 
 has bounced off the floor, then off the gargoyle.
 1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ NVIDIA 
 Geforce GTX 670.
 
 We're still head-down fixing bugs and bringing new features online, but I 
 plan to spend some time making more (and better) videos soon.
 
 -Nicolas
 
 
 On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk nico...@redshift3d.com 
 wrote:
 


Re: Announcing Redshift - Biased GPU Renderer

2013-03-26 Thread Raffaele Fragapane
Benchmarking is more driver tuning than it's videocard performance, and if
you want to look at number crunching you should look at the most recent
gens.

The 680 has brought nVIDIA back up top for number crunching (forgetting the
silver editions or gimmicks like the titan), and close enough to bang for
buck best, but AMD's response to that still has to come.

Ironically, though, the 6xx gen is reported as a crippled, bad performer in
DCC apps, although I can't say I noticed it myself. It sure as hell works
admirably well in mudbox, mari, cuda work, and I've had no issues in maya
or soft. I don't really benchmrak or obsess over numbers much though.

When this will obsolesce, I will considering AMD again, probably in a
couple years.

For GPU rendering though, well, that's something you CAN bench reliably
with the engine, and AMD might still win the FLOP per dollar run there, so
it's not to be discounted.

Would be good to know what the redshift guys have to say about it
themselves though if they can spare the thought and can actually disclose.

On Thu, Mar 21, 2013 at 9:04 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 well no idea about pro cards.. really never got financial justification to
 get one, quadro 4000 in old company didn;t really felt anything much better
 than gaming cards so...
 but in gaming segment..
 opengl scores in sinebench for example:
 gtx 580: ~55
 7970: ~90

 to start with
 not to mention annoying issue with high segment rotating cube in viewport
 in SI.
 7970 smooth at ~170 fps
 with gtx580 bfore that.. to point out that the rest of comp is identical
 only switched card... for the first 30-50sec frame rate was stuck at
 something like 17 fps... and after that it kinda jump to ~70-80fps...

 in any case with gaming cards ati vs nvidia there is no doubt. and if you
 are not using CUDA much then no need to even thing which way to go.
 Now redshift is game changer heheh but I'm still hoping that OpenCL will
 be supported and I'm looking forward to test it out with two of 7970 in
 crossfire :)

 btw I'm not much into programming waters but is it really
 OpenCL programming  that as I understood should work on ALL cards, is that
 much more complex than for CUDA which is limited to nvidia only? Wouldn't
 it be more logical to go with solution that is covering a lot more market
 than something limited to one manufacturer?


 On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.comwrote:


 My beef with ATI last time I tried FirePro was that it had a hard time
 locking into 25fps playback in some apps, as if the refresh rate was locked
 to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC.
 Plus it seemed to draw text slightly differently in some apps.

 Nvidia just feels.. comfy.



 On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 These days if you hit the right combination of drivers and planet
 alignment they are OK.

 Performance wise they have been ahead of nVIDIA for a while in number
 crunching, the main problem is the drivers are still a coin toss chance,
 and that OCL isn't anywhere as popular as CUDA.

 With win7 or 8 and recent versions of Soft/Maya they can do well.

 nVIDIA didn't help with the crippling of the 6xx for professional use,
 and pissing off Linus. They are still ahead by a slight margin, for now,
 but I wouldn't discount AMD wholesale anymore.

 If the next generation is as disappointing as Kepler is, and AMD gets
 both Linux support AND decent (and properly OSS) drivers out, I'm moving
 time come for the next upgrade. For now I recently bought a 680 because it
 was kind of mandatory to not go insane with Mari and Mudbox, and because I
 like CUDA and I toy with it at home.


 On Wed, Mar 20, 2013 at 9:58 PM, Dan Yargici danyarg...@gmail.comwrote:

 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






-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Announcing Redshift - Biased GPU Renderer

2013-03-26 Thread Jason S

Yep, doesn't flicker one bit!


On 26/03/2013 10:43 PM, Nicolas Burtnyk wrote:

Hey guys,

Just wanted to share a couple of very short videos we made that show 
the stability of the GI in Redshift.
Unfortunately Youtube's compression kind of murdered the smoothness, 
but I assure you that any artifacts you see in these videos are from 
compression and not GI.


http://youtu.be/3c0tHYdd-fg
This video shows the dark side of a deforming gargoyle lit by physical 
sun  sky.
25 seconds per frame for 1280x720 on a Core i7 3.07Ghz, 12GB RAM w/ 
NVIDIA Geforce GTX 470.


http://youtu.be/ySCockShxTQ
This video shows the same gargoyle being lit _strictly _by light 
bouncing off the floor.  The setup is a white spot light shining onto 
the floor (off camera).  The red glow you see on the floor around the 
gargoyle is light that has bounced off the floor, then off the gargoyle.
1 minute per frame for 1280x720 on a Core i7 3.07Ghz, 6GB RAM w/ 
NVIDIA Geforce GTX 670.


We're still head-down fixing bugs and bringing new features online, 
but I plan to spend some time making more (and better) videos soon.


-Nicolas


On Tue, Mar 26, 2013 at 7:27 PM, Nicolas Burtnyk 
nico...@redshift3d.com mailto:nico...@redshift3d.com wrote:







Re: Announcing Redshift - Biased GPU Renderer

2013-03-21 Thread Arvid Björn
My beef with ATI last time I tried FirePro was that it had a hard time
locking into 25fps playback in some apps, as if the refresh rate was locked
to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC.
Plus it seemed to draw text slightly differently in some apps.

Nvidia just feels.. comfy.


On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane 
raffsxsil...@googlemail.com wrote:

 These days if you hit the right combination of drivers and planet
 alignment they are OK.

 Performance wise they have been ahead of nVIDIA for a while in number
 crunching, the main problem is the drivers are still a coin toss chance,
 and that OCL isn't anywhere as popular as CUDA.

 With win7 or 8 and recent versions of Soft/Maya they can do well.

 nVIDIA didn't help with the crippling of the 6xx for professional use, and
 pissing off Linus. They are still ahead by a slight margin, for now, but I
 wouldn't discount AMD wholesale anymore.

 If the next generation is as disappointing as Kepler is, and AMD gets both
 Linux support AND decent (and properly OSS) drivers out, I'm moving time
 come for the next upgrade. For now I recently bought a 680 because it was
 kind of mandatory to not go insane with Mari and Mudbox, and because I like
 CUDA and I toy with it at home.


 On Wed, Mar 20, 2013 at 9:58 PM, Dan Yargici danyarg...@gmail.com wrote:

 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




Re: Announcing Redshift - Biased GPU Renderer

2013-03-21 Thread Mirko Jankovic
well no idea about pro cards.. really never got financial justification to
get one, quadro 4000 in old company didn;t really felt anything much better
than gaming cards so...
but in gaming segment..
opengl scores in sinebench for example:
gtx 580: ~55
7970: ~90

to start with
not to mention annoying issue with high segment rotating cube in viewport
in SI.
7970 smooth at ~170 fps
with gtx580 bfore that.. to point out that the rest of comp is identical
only switched card... for the first 30-50sec frame rate was stuck at
something like 17 fps... and after that it kinda jump to ~70-80fps...

in any case with gaming cards ati vs nvidia there is no doubt. and if you
are not using CUDA much then no need to even thing which way to go.
Now redshift is game changer heheh but I'm still hoping that OpenCL will
be supported and I'm looking forward to test it out with two of 7970 in
crossfire :)

btw I'm not much into programming waters but is it really
OpenCL programming  that as I understood should work on ALL cards, is that
much more complex than for CUDA which is limited to nvidia only? Wouldn't
it be more logical to go with solution that is covering a lot more market
than something limited to one manufacturer?


On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn arvidbj...@gmail.com wrote:


 My beef with ATI last time I tried FirePro was that it had a hard time
 locking into 25fps playback in some apps, as if the refresh rate was locked
 to 30/60. Realtime playback in Softimage would stutter annoyingly IIRC.
 Plus it seemed to draw text slightly differently in some apps.

 Nvidia just feels.. comfy.



 On Thu, Mar 21, 2013 at 5:21 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 These days if you hit the right combination of drivers and planet
 alignment they are OK.

 Performance wise they have been ahead of nVIDIA for a while in number
 crunching, the main problem is the drivers are still a coin toss chance,
 and that OCL isn't anywhere as popular as CUDA.

 With win7 or 8 and recent versions of Soft/Maya they can do well.

 nVIDIA didn't help with the crippling of the 6xx for professional use,
 and pissing off Linus. They are still ahead by a slight margin, for now,
 but I wouldn't discount AMD wholesale anymore.

 If the next generation is as disappointing as Kepler is, and AMD gets
 both Linux support AND decent (and properly OSS) drivers out, I'm moving
 time come for the next upgrade. For now I recently bought a 680 because it
 was kind of mandatory to not go insane with Mari and Mudbox, and because I
 like CUDA and I toy with it at home.


 On Wed, Mar 20, 2013 at 9:58 PM, Dan Yargici danyarg...@gmail.comwrote:

 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





Re: Announcing Redshift - Biased GPU Renderer

2013-03-20 Thread Mirko Jankovic
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.comwrote:

 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.comwrote:

 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 | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d





Re: Announcing Redshift - Biased GPU Renderer

2013-03-20 Thread Dan Yargici
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.comwrote:

 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.comwrote:

 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.comwrote:

 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 | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d






Re: Announcing Redshift - Biased GPU Renderer

2013-03-20 Thread Mirko Jankovic
http://www.si-community.com/community/viewtopic.php?f=36t=3526

latest one.
ati rigth now leaves nvidia in the dust


On Wed, Mar 20, 2013 at 11:58 AM, Dan Yargici danyarg...@gmail.com wrote:

 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.comwrote:

 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 | 
 showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d







Re: Announcing Redshift - Biased GPU Renderer

2013-03-18 Thread Stefan Kubicek

Hi Nicolas,

I'm curious in how far GPU memory impacts render time. To put it differently: 
Assuming the amount of cores is what makes the biggest difference in render 
time, what's the expected speed differences comparing a graphics card with 1gb 
to one equipped with 2gb or more?

Cheers,

Stefan







Hi Mirko,

Redshift does use the CPU for a couple things here and there so the CPU is
not irrelevant to the performance, but it's not a big contributor.
For example, the RT hierarchy construction (construction of the
acceleration structure for raytracing) is done on the CPU as is texture
conversion to our optimized tile format.  Also the screen-space adaptive
tessellation and some rebalancing of tree data structures for the
point-based techniques run on the CPU.
All in all though the GPU spec is what is really going to make the
difference for Redshift, assuming we're not talking about a 486 or
something :)

So yeah I encourage you to dust off that old PC, pop in the GTX580 and take
it for a spin.  I think you'll be pleasantly surprised.

-Nicolas


On Fri, Mar 15, 2013 at 1:21 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:


just wondering.. if everything is on GPU in theory it should work fine
even with some slower older CPU?
Got some older comp laying around and both PCI slots in comp are filled,
maybe could use that one for GPU rendering station for testing :)
any thoughts?


On Fri, Mar 15, 2013 at 9:00 PM, Len Krenzler l...@creativecontrol.cawrote:


 No kidding!  I can't imagine why Nvidia/Arc/MR whatever they're called
now couldn't have done this years ago.  Between them and AD they can't even
get they're basic features working.

Money should be directed to these 3rd party guys as much as possible.  AD
must have called me about 10 times to renew my sub.  This time I said no, I
think I'll spend that on the guys getting results.

If you haven't tried this yet, do!


On 3/15/2013 1:54 PM, Mirko Jankovic wrote:

Just thinking.. you really have to wonder why AD as huge company with
resources that are probably hard to imagine by any of us never got to make
ANYTHING nearly great as anything like what we see from 3rd party guys
around.
If you think about it like 99% of progress is NOT made by big
companies. Really need to think in which direction money flow could start
to change.. away from AD-like and more towards guys like Redshift team :)
 All the best!


On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger 
cgo...@googlemail.com wrote:


Excuse the language, but: Holy shit! Mighty impressive stuff!



 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








--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126
www.creativecontrol.ca - l...@creativecontrol.ca









--
---
   Stefan Kubicek
---
   keyvis digital imagery
  Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
 Phone:+43/699/12614231
  www.keyvis.at  ste...@keyvis.at
--  This email and its attachments are   --
--confidential and for the recipient only--



Re: Announcing Redshift - Biased GPU Renderer

2013-03-18 Thread olivier jeannel
To add to the subject, is there a Redshift benchmark with different 
graphic cards ?

Will be fun to have renderfarm only filled with graphic cards :)
-Where's your renderfarm ?
-It's the little box on floor...



Le 18/03/2013 12:49, Stefan Kubicek a écrit :

Hi Nicolas,

I'm curious in how far GPU memory impacts render time. To put it 
differently: Assuming the amount of cores is what makes the biggest 
difference in render time, what's the expected speed differences 
comparing a graphics card with 1gb to one equipped with 2gb or more?


Cheers,

Stefan







Hi Mirko,

Redshift does use the CPU for a couple things here and there so the 
CPU is

not irrelevant to the performance, but it's not a big contributor.
For example, the RT hierarchy construction (construction of the
acceleration structure for raytracing) is done on the CPU as is texture
conversion to our optimized tile format.  Also the screen-space adaptive
tessellation and some rebalancing of tree data structures for the
point-based techniques run on the CPU.
All in all though the GPU spec is what is really going to make the
difference for Redshift, assuming we're not talking about a 486 or
something :)

So yeah I encourage you to dust off that old PC, pop in the GTX580 
and take

it for a spin.  I think you'll be pleasantly surprised.

-Nicolas


On Fri, Mar 15, 2013 at 1:21 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:


just wondering.. if everything is on GPU in theory it should work fine
even with some slower older CPU?
Got some older comp laying around and both PCI slots in comp are 
filled,

maybe could use that one for GPU rendering station for testing :)
any thoughts?


On Fri, Mar 15, 2013 at 9:00 PM, Len Krenzler 
l...@creativecontrol.cawrote:


 No kidding!  I can't imagine why Nvidia/Arc/MR whatever they're 
called
now couldn't have done this years ago.  Between them and AD they 
can't even

get they're basic features working.

Money should be directed to these 3rd party guys as much as 
possible.  AD
must have called me about 10 times to renew my sub.  This time I 
said no, I

think I'll spend that on the guys getting results.

If you haven't tried this yet, do!


On 3/15/2013 1:54 PM, Mirko Jankovic wrote:

Just thinking.. you really have to wonder why AD as huge company with
resources that are probably hard to imagine by any of us never got 
to make

ANYTHING nearly great as anything like what we see from 3rd party guys
around.
If you think about it like 99% of progress is NOT made by big
companies. Really need to think in which direction money flow could 
start
to change.. away from AD-like and more towards guys like Redshift 
team :)

 All the best!


On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger 
cgo...@googlemail.com wrote:


Excuse the language, but: Holy shit! Mighty impressive stuff!



 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








--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126
www.creativecontrol.ca - l...@creativecontrol.ca













Re: Announcing Redshift - Biased GPU Renderer

2013-03-18 Thread Stefan Andersson
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.comwrote:

 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 | showreelhttp://vimeo.com/sanders3d|
twitter http://twitter.com/sanders3d |
LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 |
skype:sanders3d


Re: Announcing Redshift - Biased GPU Renderer

2013-03-17 Thread Nicolas Burtnyk
Hi Peter,

First of all, let me apologize for taking forever to respond.  We've had a
pretty crazy last couple of days with the alpha launch.

You're absolutely right that speed is worth very little or even nothing if
you can't actually get the image you or the client wants out of the damned
thing, whether it's due to missing features, stability issues, limitations
on content complexity, lack of flexibility or ease of use.  We're very
sensitive to that and while I can't claim that we're there yet, we do plan
to have all the bells and whistles, stability, flexibility and ergonomics
to make Redshift a legitimate choice for production rendering.

That being said, speed can be important for a number of reasons.  A big one
is iteration times.  Everything else being equal faster rendering results
in better images because you have more opportunity to iterate, experiment,
tweak and generally be creative.
Another one is cost.  This will vary a lot for different types of users,
but if you suddenly don't need a render farm because your workstation
renders just as fast, you've saved money.  Or if you need a farm with only
100 nodes instead of 1000, you've saved some more money.

I should point out that Redshift doesn't just do basic raytracing and GI
but actually already supports many of the features you mentioned.  We do
point-based SSS, motion blur (not deformation blur yet, but we're working
on that right now), instancing and refractions.  For a 3rd party renderer,
I would say that our support for the native Softimage shaders is probably
about on par or possibly better than the others.

And we're not done yet!  Proper ICE support is a big one, as is proper
support for AOV/render channels.  Hair is another.  These are all in the
plan and have already had some significant thought (and in some cases
initial work) put into them.

-Nicolas


On Thu, Mar 14, 2013 at 1:21 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.



Re: Announcing Redshift - Biased GPU Renderer

2013-03-17 Thread Nicolas Burtnyk
Hi Mirko,

Redshift does use the CPU for a couple things here and there so the CPU is
not irrelevant to the performance, but it's not a big contributor.
For example, the RT hierarchy construction (construction of the
acceleration structure for raytracing) is done on the CPU as is texture
conversion to our optimized tile format.  Also the screen-space adaptive
tessellation and some rebalancing of tree data structures for the
point-based techniques run on the CPU.
All in all though the GPU spec is what is really going to make the
difference for Redshift, assuming we're not talking about a 486 or
something :)

So yeah I encourage you to dust off that old PC, pop in the GTX580 and take
it for a spin.  I think you'll be pleasantly surprised.

-Nicolas


On Fri, Mar 15, 2013 at 1:21 PM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:

 just wondering.. if everything is on GPU in theory it should work fine
 even with some slower older CPU?
 Got some older comp laying around and both PCI slots in comp are filled,
 maybe could use that one for GPU rendering station for testing :)
 any thoughts?


 On Fri, Mar 15, 2013 at 9:00 PM, Len Krenzler l...@creativecontrol.cawrote:

  No kidding!  I can't imagine why Nvidia/Arc/MR whatever they're called
 now couldn't have done this years ago.  Between them and AD they can't even
 get they're basic features working.

 Money should be directed to these 3rd party guys as much as possible.  AD
 must have called me about 10 times to renew my sub.  This time I said no, I
 think I'll spend that on the guys getting results.

 If you haven't tried this yet, do!


 On 3/15/2013 1:54 PM, Mirko Jankovic wrote:

 Just thinking.. you really have to wonder why AD as huge company with
 resources that are probably hard to imagine by any of us never got to make
 ANYTHING nearly great as anything like what we see from 3rd party guys
 around.
 If you think about it like 99% of progress is NOT made by big
 companies. Really need to think in which direction money flow could start
 to change.. away from AD-like and more towards guys like Redshift team :)
  All the best!


 On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger 
 cgo...@googlemail.com wrote:

 Excuse the language, but: Holy shit! Mighty impressive stuff!



  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






 --
 _

 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca





Re: Announcing Redshift - Biased GPU Renderer

2013-03-17 Thread peter_b
no, that was last summer.

if anything needs to be known about a software, an official website with actual 
information would be a good starting point.

anyways – lets not spoil Redshift’s thread with talk about other software.


From: Steven Caron 
Sent: Saturday, March 16, 2013 8:36 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Announcing Redshift - Biased GPU Renderer

still, sitoa isn't beta anymore. peter, that was years ago when you started 
evaluation, right?


it needs to be known that the reason it's not distributed widely isn't because 
arnold or sitoa is beta software. it's because they can't support everyone that 
wants access at this time. so no reason to make an announcement about lifting 
the beta tag. the sitoa list isn't called the beta list by its users or 
moderators anymore.


sorry for derailing nic's thread.

*written with my thumbs

On Mar 16, 2013, at 7:08 AM, pete...@skynet.be wrote:


  fair enough – I was indeed referring to SItoA and MtoA , not Arnold 
standalone.

  From: Stephen Blair 
  Sent: Saturday, March 16, 2013 12:50 PM
  To: softimage@listproc.autodesk.com 
  Subject: Re: Announcing Redshift - Biased GPU Renderer

  SItoA beta and Mtoa beta, not Arnold beta

  On 16/03/2013 5:15 AM, pete...@skynet.be wrote:

well, I had to join a betalist to get info and test it, downloadables were 
called beta, and so was the quote (afaik – it wasn’t adressed to me) – I was 
under the impression that it is still beta, because that’s what it said on the 
surface.
Smoke and mirrors? Semantics?
Perhaps – but not to the producer who had to make the decision on 
purchasing.



From: Vladimir Jankijevic 
Sent: Saturday, March 16, 2013 12:03 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Announcing Redshift - Biased GPU Renderer

I have to back up Steven. Arnold is NOT in beta. I had more to say about 
this subject but it's not the place for that.  
I'm really curious what the Redshift guys are able to deliver for a 
production environment. I'll keep an eye on this for sure!



On Fri, Mar 15, 2013 at 10:10 PM, Steven Caron car...@gmail.com wrote:

  arnold is NOT in beta... but your point about market success is made.  

  On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable 
sixsi_l...@imagefront.de wrote:

and today it's (officially) still in beta. 





-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
--- 



Re: Announcing Redshift - Biased GPU Renderer

2013-03-17 Thread peter_b
thanks Nicolas – sounds very good.
the images as well as the video look very promising – my interest is certainly 
aroused .

From: Nicolas Burtnyk 
Sent: Sunday, March 17, 2013 7:33 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Announcing Redshift - Biased GPU Renderer

Hi Peter, 

First of all, let me apologize for taking forever to respond.  We've had a 
pretty crazy last couple of days with the alpha launch.

You're absolutely right that speed is worth very little or even nothing if you 
can't actually get the image you or the client wants out of the damned thing, 
whether it's due to missing features, stability issues, limitations on content 
complexity, lack of flexibility or ease of use.  We're very sensitive to that 
and while I can't claim that we're there yet, we do plan to have all the bells 
and whistles, stability, flexibility and ergonomics to make Redshift a 
legitimate choice for production rendering.

That being said, speed can be important for a number of reasons.  A big one is 
iteration times.  Everything else being equal faster rendering results in 
better images because you have more opportunity to iterate, experiment, tweak 
and generally be creative.
Another one is cost.  This will vary a lot for different types of users, but if 
you suddenly don't need a render farm because your workstation renders just as 
fast, you've saved money.  Or if you need a farm with only 100 nodes instead of 
1000, you've saved some more money.

I should point out that Redshift doesn't just do basic raytracing and GI but 
actually already supports many of the features you mentioned.  We do 
point-based SSS, motion blur (not deformation blur yet, but we're working on 
that right now), instancing and refractions.  For a 3rd party renderer, I would 
say that our support for the native Softimage shaders is probably about on par 
or possibly better than the others.

And we're not done yet!  Proper ICE support is a big one, as is proper support 
for AOV/render channels.  Hair is another.  These are all in the plan and have 
already had some significant thought (and in some cases initial work) put into 
them.

-Nicolas



On Thu, Mar 14, 2013 at 1:21 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.
wlEmoticon-winkingsmile[1].png

Re: Announcing Redshift - Biased GPU Renderer

2013-03-16 Thread peter_b
well, I had to join a betalist to get info and test it, downloadables were 
called beta, and so was the quote (afaik – it wasn’t adressed to me) – I was 
under the impression that it is still beta, because that’s what it said on the 
surface.
Smoke and mirrors? Semantics?
Perhaps – but not to the producer who had to make the decision on purchasing.



From: Vladimir Jankijevic 
Sent: Saturday, March 16, 2013 12:03 AM
To: softimage@listproc.autodesk.com 
Subject: Re: Announcing Redshift - Biased GPU Renderer

I have to back up Steven. Arnold is NOT in beta. I had more to say about this 
subject but it's not the place for that.  
I'm really curious what the Redshift guys are able to deliver for a production 
environment. I'll keep an eye on this for sure!



On Fri, Mar 15, 2013 at 10:10 PM, Steven Caron car...@gmail.com wrote:

  arnold is NOT in beta... but your point about market success is made.  

  On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable sixsi_l...@imagefront.de 
wrote:

and today it's (officially) still in beta. 





-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
--- 

Re: Announcing Redshift - Biased GPU Renderer

2013-03-16 Thread Stephen Blair

SItoA beta and Mtoa beta, not Arnold beta

On 16/03/2013 5:15 AM, pete...@skynet.be wrote:
well, I had to join a betalist to get info and test it, downloadables 
were called beta, and so was the quote (afaik – it wasn’t adressed to 
me) – I was under the impression that it is still beta, because that’s 
what it said on the surface.

Smoke and mirrors? Semantics?
Perhaps – but not to the producer who had to make the decision on 
purchasing.

*From:* Vladimir Jankijevic mailto:vladi...@elefantstudios.ch
*Sent:* Saturday, March 16, 2013 12:03 AM
*To:* softimage@listproc.autodesk.com 
mailto:softimage@listproc.autodesk.com

*Subject:* Re: Announcing Redshift - Biased GPU Renderer
I have to back up Steven. Arnold is NOT in beta. I had more to say 
about this subject but it's not the place for that.
I'm really curious what the Redshift guys are able to deliver for a 
production environment. I'll keep an eye on this for sure!



On Fri, Mar 15, 2013 at 10:10 PM, Steven Caron car...@gmail.com 
mailto:car...@gmail.com wrote:


arnold is NOT in beta... but your point about market success is made.
On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable
sixsi_l...@imagefront.de mailto:sixsi_l...@imagefront.de wrote:

and today it's (officially) still in beta.



--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch http://www.elefantstudios.ch
---




RE: Announcing Redshift - Biased GPU Renderer

2013-03-16 Thread Sven Constable
ok, I stand corrected. Thanks for clearing that up. 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vladimir
Jankijevic
Sent: Saturday, March 16, 2013 0:04
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

 

I have to back up Steven. Arnold is NOT in beta. I had more to say about
this subject but it's not the place for that. 

I'm really curious what the Redshift guys are able to deliver for a
production environment. I'll keep an eye on this for sure!

 

On Fri, Mar 15, 2013 at 10:10 PM, Steven Caron car...@gmail.com wrote:

arnold is NOT in beta... but your point about market success is made. 

 

On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable sixsi_l...@imagefront.de
wrote:

and today it's (officially) still in beta. 





 

-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
--- 



Re: Announcing Redshift - Biased GPU Renderer

2013-03-16 Thread peter_b
fair enough – I was indeed referring to SItoA and MtoA , not Arnold standalone.

From: Stephen Blair 
Sent: Saturday, March 16, 2013 12:50 PM
To: softimage@listproc.autodesk.com 
Subject: Re: Announcing Redshift - Biased GPU Renderer

SItoA beta and Mtoa beta, not Arnold beta

On 16/03/2013 5:15 AM, pete...@skynet.be wrote:

  well, I had to join a betalist to get info and test it, downloadables were 
called beta, and so was the quote (afaik – it wasn’t adressed to me) – I was 
under the impression that it is still beta, because that’s what it said on the 
surface.
  Smoke and mirrors? Semantics?
  Perhaps – but not to the producer who had to make the decision on purchasing.



  From: Vladimir Jankijevic 
  Sent: Saturday, March 16, 2013 12:03 AM
  To: softimage@listproc.autodesk.com 
  Subject: Re: Announcing Redshift - Biased GPU Renderer

  I have to back up Steven. Arnold is NOT in beta. I had more to say about this 
subject but it's not the place for that.  
  I'm really curious what the Redshift guys are able to deliver for a 
production environment. I'll keep an eye on this for sure!



  On Fri, Mar 15, 2013 at 10:10 PM, Steven Caron car...@gmail.com wrote:

arnold is NOT in beta... but your point about market success is made.  

On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable sixsi_l...@imagefront.de 
wrote:

  and today it's (officially) still in beta. 





  -- 
  ---
  Vladimir Jankijevic
  Technical Direction

  Elefant Studios AG
  Lessingstrasse 15
  CH-8002 Zürich

  +41 44 500 48 20

  www.elefantstudios.ch
  --- 



Re: Announcing Redshift - Biased GPU Renderer

2013-03-16 Thread Steven Caron
still, sitoa isn't beta anymore. peter, that was years ago when you  
started evaluation, right?


it needs to be known that the reason it's not distributed widely isn't  
because arnold or sitoa is beta software. it's because they can't  
support everyone that wants access at this time. so no reason to make  
an announcement about lifting the beta tag. the sitoa list isn't  
called the beta list by its users or moderators anymore.


sorry for derailing nic's thread.

*written with my thumbs

On Mar 16, 2013, at 7:08 AM, pete...@skynet.be wrote:

fair enough – I was indeed referring to SItoA and MtoA , not Arnold  
standalone.


From: Stephen Blair
Sent: Saturday, March 16, 2013 12:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

SItoA beta and Mtoa beta, not Arnold beta

On 16/03/2013 5:15 AM, pete...@skynet.be wrote:
well, I had to join a betalist to get info and test it,  
downloadables were called beta, and so was the quote (afaik – it w 
asn’t adressed to me) – I was under the impression that it is  
still beta, because that’s what it said on the surface.

Smoke and mirrors? Semantics?
Perhaps – but not to the producer who had to make the decision on  
purchasing.




From: Vladimir Jankijevic
Sent: Saturday, March 16, 2013 12:03 AM
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

I have to back up Steven. Arnold is NOT in beta. I had more to say  
about this subject but it's not the place for that.
I'm really curious what the Redshift guys are able to deliver for a  
production environment. I'll keep an eye on this for sure!



On Fri, Mar 15, 2013 at 10:10 PM, Steven Caron car...@gmail.com  
wrote:

arnold is NOT in beta... but your point about market success is made.

On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable sixsi_l...@imagefront.de 
 wrote:

and today it's (officially) still in beta.




--
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---




Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Eugen Sares
Guys, this is fantastic! Exactly the simple workflow and high speed 
anyone should come to expect these days!
It had to be a bunch of true independent nerds to pave the path, 
again... (meant as a compliment!)
I haven't got resources left for testing, but I'm very much looking 
forward to 1.0.



Am 15.03.2013 03:35, schrieb Nicolas Burtnyk:

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.







Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Arvid Björn
Very interesting indeed! Definitely shooting you guys an email! :)


On Fri, Mar 15, 2013 at 10:50 AM, Eugen Sares softim...@keyvis.at wrote:

  Guys, this is fantastic! Exactly the simple workflow and high speed
 anyone should come to expect these days!
 It had to be a bunch of true independent nerds to pave the path,
 again... (meant as a compliment!)
 I haven't got resources left for testing, but I'm very much looking
 forward to 1.0.


 Am 15.03.2013 03:35, schrieb Nicolas Burtnyk:

 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.






Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Len Krenzler
+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

www.creativecontrol.ca - l...@creativecontrol.ca



Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
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.cawrote:

  +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

  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/
 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 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.






 --



 --
 _

 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca




Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Emilio Hernandez
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

 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.cawrote:

  +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

  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/
 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 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.






 --



 --
 _

 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca





--


Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
u 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 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

 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.cawrote:

  +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

  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/
 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 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.






 --



 --
 _

 Len Krenzler - Creative Control Media Productions

 Phone: 780.463.3126
 www.creativecontrol.ca - l...@creativecontrol.ca





 --




Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Emilio Hernandez
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

 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.cawrote:

  You might want to move back just for this...just sayin'...


 On 3/15/2013 7:35 AM, Mirko Jankovic wrote:

 u 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.comwrote:

 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

 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.cawrote:

  +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

  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.COMhttp://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 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

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
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 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

 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.cawrote:

  You might want to move back just for this...just sayin'...


 On 3/15/2013 7:35 AM, Mirko Jankovic wrote:

 u 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.comwrote:

 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

 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
  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

  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.COMhttp://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 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

RE: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Guillaume Laferriere
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.commailto: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.commailto: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.camailto: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:
u 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.commailto: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.commailto: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.camailto: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.commailto: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.COMhttp://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.bemailto: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 Moorermailto:andymoo...@gmail.com
Sent: Thursday, March 14, 2013 9:02 PM
To: softimage@listproc.autodesk.commailto: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.bemailto:pete

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Nour Almasri
This is a great achievement Nicolas .
It's really surprise how many amazing tech are available in those days (
Fabric Engine - Arnold  - Alembic )  and who do it is not the biggest
(resources, money) company , this renderer look promising and will be on of
them , keep up the great work guys .


On Fri, Mar 15, 2013 at 8:31 AM, Guillaume Laferriere 
guillaume.laferri...@autodesk.com wrote:

 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.commailto:
 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:
 u 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.commailto:
 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.commailto: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.COMhttp://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.bemailto:
 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 Moorermailto:andymoo...@gmail.com
 Sent: Thursday, March 14, 2013 9:02 PM
 To: softimage@listproc.autodesk.commailto: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

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Len Krenzler

Yes it does.

On 3/15/2013 9:31 AM, Guillaume Laferriere wrote:

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.commailto: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.commailto: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.camailto: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:
u 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.commailto: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.commailto: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.camailto: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.commailto: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.COMhttp://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.bemailto: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 Moorermailto:andymoo...@gmail.com
Sent: Thursday, March 14, 2013 9:02 PM
To: softimage@listproc.autodesk.commailto: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

Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Christian Gotzinger
Excuse the language, but: Holy shit! Mighty impressive stuff!


On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk nico...@redshift3d.comwrote:

 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





Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Mirko Jankovic
Just thinking.. you really have to wonder why AD as huge company with
resources that are probably hard to imagine by any of us never got to make
ANYTHING nearly great as anything like what we see from 3rd party guys
around.
If you think about it like 99% of progress is NOT made by big
companies. Really need to think in which direction money flow could start
to change.. away from AD-like and more towards guys like Redshift team :)
All the best!


On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger
cgo...@googlemail.comwrote:

 Excuse the language, but: Holy shit! Mighty impressive stuff!



 On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk 
 nico...@redshift3d.comwrote:

 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






Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Len Krenzler
No kidding!  I can't imagine why Nvidia/Arc/MR whatever they're called 
now couldn't have done this years ago.  Between them and AD they can't 
even get they're basic features working.


Money should be directed to these 3rd party guys as much as possible.  
AD must have called me about 10 times to renew my sub. This time I said 
no, I think I'll spend that on the guys getting results.


If you haven't tried this yet, do!

On 3/15/2013 1:54 PM, Mirko Jankovic wrote:
Just thinking.. you really have to wonder why AD as huge company with 
resources that are probably hard to imagine by any of us never got to 
make ANYTHING nearly great as anything like what we see from 3rd party 
guys around.
If you think about it like 99% of progress is NOT made by big 
companies. Really need to think in which direction money flow could 
start to change.. away from AD-like and more towards guys like 
Redshift team :)

All the best!


On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger 
cgo...@googlemail.com mailto:cgo...@googlemail.com wrote:


Excuse the language, but: Holy shit! Mighty impressive stuff!



On Fri, Mar 15, 2013 at 3:35 AM, Nicolas Burtnyk
nico...@redshift3d.com mailto: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







--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126

www.creativecontrol.ca - l...@creativecontrol.ca



RE: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Sven Constable
It is not that simple. I think to make a renderer that looks very promising
is one thing. Establish it in the market is the hard part. For example lets
take Arnold. it took them over ten years to make it something we consider a
product and today it's (officially) still in beta. There were other
renderers (I don't remember right now. Brazil was one of them). Great
renderer, faster than some others. Now its abandoned. This was actually a
renderer used some years, but there were many others that didn't survive
their first couple of years while in developing.

 

Redshift looks indeed very nice and promising. I hope it will make its way
into the market.

 

sven

 

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Friday, March 15, 2013 20:54
To: softimage@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer

 

Just thinking.. you really have to wonder why AD as huge company with
resources that are probably hard to imagine by any of us never got to make
ANYTHING nearly great as anything like what we see from 3rd party guys
around. 

If you think about it like 99% of progress is NOT made by big companies.
Really need to think in which direction money flow could start to change..
away from AD-like and more towards guys like Redshift team :)

All the best!

 

On Fri, Mar 15, 2013 at 8:47 PM, Christian Gotzinger cgo...@googlemail.com
wrote:

Excuse the language, but: Holy shit! Mighty impressive stuff!





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

 

 

 

 



Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Steven Caron
arnold is NOT in beta... but your point about market success is made.

On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable sixsi_l...@imagefront.dewrote:

 and today it's (officially) still in beta.



Re: Announcing Redshift - Biased GPU Renderer

2013-03-15 Thread Vladimir Jankijevic
I have to back up Steven. Arnold is NOT in beta. I had more to say about
this subject but it's not the place for that.
I'm really curious what the Redshift guys are able to deliver for a
production environment. I'll keep an eye on this for sure!


On Fri, Mar 15, 2013 at 10:10 PM, Steven Caron car...@gmail.com wrote:

 arnold is NOT in beta... but your point about market success is made.

 On Fri, Mar 15, 2013 at 1:46 PM, Sven Constable 
 sixsi_l...@imagefront.dewrote:

 and today it's (officially) still in beta.




-- 
---
Vladimir Jankijevic
Technical Direction

Elefant Studios AG
Lessingstrasse 15
CH-8002 Zürich

+41 44 500 48 20

www.elefantstudios.ch
---


Re: Announcing Redshift - Biased GPU Renderer

2013-03-14 Thread Nicolas Burtnyk
Hi Manuel,

Redshift doesn't currently support multiple framebuffers (or render
elements), but it's in the plan.

-Nicolas


On Wed, Mar 13, 2013 at 7:53 PM, Manuel Huertas Marchena 
lito...@hotmail.com wrote:

 Hi Nicolas,

 This looks very interesting, props to you guys, I am looking forward for
 the video as well, if possible!
 I have a question, what about framebuffer support in softimage with
 redshif, is it similar worflow as mr/vray? ...Haven't found that on the
 documentation, maybe I missed that.

 Thanks

 Cheers


 -Manuel

  Date: Thu, 14 Mar 2013 13:01:28 +1100
  Subject: Re: Announcing Redshift - Biased GPU Renderer
  From: ahmidou@gmail.com
  To: softimage@listproc.autodesk.com

 
  77 secs for the Living room, that's impressive!!
  ---
  Ahmidou Lyazidi
  Director | TD | CG artist
  http://vimeo.com/ahmidou/videos
 
 
  2013/3/14 Nicolas Burtnyk nico...@redshift3d.com:
   Hey guys,
  
   Thanks for the great responses. I think I've responded to everyone who
 sent
   an alpha request, but if you think I missed you, please shoot me an
 email to
   remind me :)
  
   Also, I wanted to share some render times as we ran some more tests
 this
   afternoon comparing the GTX 470, GTX 670 and GTX Titan (which we
 actually
   received after the announcement went out) for the scenes we posted.
  
   Some of this info is also on our announcement thread on CGTalk
   (http://forums.cgsociety.org/showthread.php?f=59t=1098062).
  
   Gargoyle 1280x720 (jp_studio_icp_1280.png)
   GTX 470: 35 seconds
   GTX 670: 27 seconds
   GTX Titan: 17 seconds
  
   Car 1024x683 (mazda_1024.png)
   GTX 470: 75 seconds
   GTX 670: 65 seconds
   GTX Titan: 39 seconds
  
   Evermotion Living Room 1200x1000 (AI_V8_S10_1200.png)
   GTX 470: 155 seconds
   GTX 670: 123 seconds
   GTX Titan: 77 seconds
  
   Classroom 1024x512 (classroom.png)
   GTX 470: 129 seconds - ok I exaggerated a bit when I said 2 minutes :)
   GTX 670: 96 seconds
   GTX Titan: 49 seconds
  
   Please also bear in mind that we're still just in alpha and constantly
   improving performance. We're kind of obsessed with speed :)
  
  
  
  
   On Wed, Mar 13, 2013 at 12:17 PM, Len Krenzler l...@creativecontrol.ca
 
   wrote:
  
   Exactly! This is VERY interesting. Hope I can test (sent request
   already) :)
  
  
  
   On 3/13/2013 12:33 PM, Nicolas Burtnyk wrote:
  
   Yes - I'll try to make a video of that if I can get set up correctly
 for
   it.
  
   Note that this is 2 mins on a GTX 470 which is nothing special in
 terms of
   GPUs. You can expect significantly better times with a GTX 580 for
 example.
   I don't have official times for that card, but I'd guess under 1.5
 minutes.
  
   These kinds of times really underscore the power of biased rendering.
   When you need to reduce noise, you have a lot more options than
 let's just
   throw a ton more samples at the whole thing.
  
  
  
  
   On Wed, Mar 13, 2013 at 11:28 AM, olivier jeannel
   olivier.jean...@noos.fr wrote:
  
   The classroom is really 2min render ?
  
   Congrats to you, sending a request :)
  
   Le 13/03/2013 19:18, Steven Caron a écrit :
  
   congrats to you and your team! i was wondering when we would see/hear
   about your work.
  
   it would be great to see a video demonstration of redshift in
 softimage.
  
  
   On Wed, Mar 13, 2013 at 11:12 AM, Nicolas Burtnyk
   nico...@redshift3d.com wrote:
  
   Hello folks,
  
   In March of last year, 2 colleagues and I left our jobs as software
   developers in the games industry to form our own company - Redshift.
   Our goal was to apply our experience with graphics hardware to the
   problem of offline rendering.
   Artists friends had been asking us for years why Mental Ray and
 other
   renderers were not taking advantage of the GPU.
   As the ideas bounced around in our heads, we figured we'd take a
 crack
   at it. As it turns out, it's really freakin' hard, but not
 impossible!
  
   Today, we're very excited to announce the official launch of
 Redshift
   v0.1 alpha, to our knowledge, the world's first fully
 GPU-accelerated biased
   renderer.
   Redshift supports multiple GI solutions: Brute-Force GI, Irradiance
   Caching (aka Final Gather), Irradiance Point Cloud (aka Light
 Cache) and
   Photon Mapping (GI and Caustics).
   All are fully GPU-accelerated and perform many times faster than
 similar
   CPU-based offerings.
  
   A problem that plagues many GPU renderers on the market is that
 they are
   limited by the available VRAM on the graphics card (and most
 systems have
   significantly less VRAM than main memory). Redshift addresses this
 by using
   an out-of-core architecture for geometry and textures allowing you
 to render
   scenes with tens of millions of polygons and gigabytes of textures
 with
   off-the-shelf, inexpensive hardware.
  
   Redshift currently integrates directly with Softimage 2011 through
 2013
   and Maya 2011 through 2013 on Windows

Re: Announcing Redshift - Biased GPU Renderer

2013-03-14 Thread Andy Moorer
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.


Re: Announcing Redshift - Biased GPU Renderer

2013-03-14 Thread peter_b
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 
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.

Re: Announcing Redshift - Biased GPU Renderer

2013-03-14 Thread Nicolas Burtnyk
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.




Re: Announcing Redshift - Biased GPU Renderer

2013-03-14 Thread Steven Caron
thanks a lot for the video, gives me a good idea of the integration.
honestly i have no time for testing... but when you guys announce a price i
will see if its right for me to jump on :)


On Thu, Mar 14, 2013 at 7:35 PM, Nicolas Burtnyk nico...@redshift3d.comwrote:

 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.





Re: Announcing Redshift - Biased GPU Renderer

2013-03-14 Thread Alok Gandhi
Wow !

Sent from my iPhone

On 2013-03-14, at 10:35 PM, 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
 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.
 


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