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.
>>
>>
>

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