killer!!!!
congrats to you and team Nicolas!!
sly
*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
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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, <[email protected]
<mailto:[email protected]>> 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:[email protected]>
*Sent:* Thursday, March 14, 2013 9:02 PM
*To:* [email protected]
<mailto:[email protected]>
*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, <[email protected]
<mailto:[email protected]>> 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.