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.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. >> >> >