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.com<mailto: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:
uuuuu 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.com<mailto: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.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 514 849-5025 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<tel:780.463.3126>



www.creativecontrol.ca<http://www.creativecontrol.ca> - 
l...@creativecontrol.ca<mailto:l...@creativecontrol.ca>



--





--

_________________________________________________



Len Krenzler - Creative Control Media Productions



Phone: 780.463.3126<tel:780.463.3126>



www.creativecontrol.ca<http://www.creativecontrol.ca> - 
l...@creativecontrol.ca<mailto:l...@creativecontrol.ca>



--


--







--

_________________________________________________



Len Krenzler - Creative Control Media Productions



Phone: 780.463.3126



www.creativecontrol.ca<http://www.creativecontrol.ca> - 
l...@creativecontrol.ca<mailto:l...@creativecontrol.ca>

<<attachment: winmail.dat>>

Reply via email to