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, <[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.



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