thanks Nicolas – sounds very good.
the images as well as the video look very promising – my interest is certainly 
aroused .

From: Nicolas Burtnyk 
Sent: Sunday, March 17, 2013 7:33 AM
To: [email protected] 
Subject: Re: Announcing Redshift - Biased GPU Renderer

Hi Peter, 

First of all, let me apologize for taking forever to respond.  We've had a 
pretty crazy last couple of days with the alpha launch.

You're absolutely right that speed is worth very little or even nothing if you 
can't actually get the image you or the client wants out of the damned thing, 
whether it's due to missing features, stability issues, limitations on content 
complexity, lack of flexibility or ease of use.  We're very sensitive to that 
and while I can't claim that we're there yet, we do plan to have all the bells 
and whistles, stability, flexibility and ergonomics to make Redshift a 
legitimate choice for production rendering.

That being said, speed can be important for a number of reasons.  A big one is 
iteration times.  Everything else being equal faster rendering results in 
better images because you have more opportunity to iterate, experiment, tweak 
and generally be creative.
Another one is cost.  This will vary a lot for different types of users, but if 
you suddenly don't need a render farm because your workstation renders just as 
fast, you've saved money.  Or if you need a farm with only 100 nodes instead of 
1000, you've saved some more money.

I should point out that Redshift doesn't just do basic raytracing and GI but 
actually already supports many of the features you mentioned.  We do 
point-based SSS, motion blur (not deformation blur yet, but we're working on 
that right now), instancing and refractions.  For a 3rd party renderer, I would 
say that our support for the native Softimage shaders is probably about on par 
or possibly better than the others.

And we're not done yet!  Proper ICE support is a big one, as is proper support 
for AOV/render channels.  Hair is another.  These are all in the plan and have 
already had some significant thought (and in some cases initial work) put into 
them.

-Nicolas



On Thu, Mar 14, 2013 at 1:21 AM, <[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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