"Ati was tested over and over and showing a lot better viewport results in
Softimage than nvidia... "

Really?  I don't remember anyone ever suggesting ATI was anything other
than shit!

DAN


On Wed, Mar 20, 2013 at 12:32 PM, Mirko Jankovic
<mirkoj.anima...@gmail.com>wrote:

> testing it a bit and looks great!
> amazing work guys, grats.
>
> any ETA for production ready version?
>
> also reall shame again that it is nvidia only for now. Ati was tested over
> and over and showing a lot better viewport results in Softimage than
> nvidia... having this support openCL would be great!
> But everything  in it's time. Grats!
>
>
>
> On Mon, Mar 18, 2013 at 9:15 PM, Stefan Andersson <sander...@gmail.com>wrote:
>
>> That was pretty "neat"! :) I can't wait to see some more test!
>>
>> regards
>> stefan
>>
>>
>>
>> On Fri, Mar 15, 2013 at 3:35 AM, 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.
>>>>
>>>>
>>>
>>
>>
>> --
>> *Stefan Andersson | Digital Janitor*
>> blog <http://sanders3d.wordpress.com> | showreel<http://vimeo.com/sanders3d>|
>> twitter <http://twitter.com/sanders3d> | 
>> LinkedIn<http://www.linkedin.com/in/sanders3d>| cell:
>> +46-73-6268850 | skype:sanders3d
>>
>>
>>
>

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