Andreas,
I'm working on a project now (can't post any renders though...) that
involves a pretty large outdoor environment (not as big as the WT's
Athens demo... maybe 1/4th of that). I'm instancing grass clumps
/everywhere/, and I have 11-12 Tree prototypes being scattered as
proxies, each between 500,000 and 1.5M polys. The enviro is basically
surrounded by a forest. Also have some extra scattered instances of
undergrowth, bushes, shrubs, flowers. Some static ivy meshes which are
very dense as well... the master scene from which I break out and
publish assets contains about 15M raw polygons, excluding the proxies...
When I render, XSI hangs up for a minute or two, not exactly sure what
it's doing... then Redshift kicks in and takes another 2-3 min to export
the scene, process shaders/textures, then renders a 1920x1080 frame
(using full Monte Carlo only in my case) in about 20-30min, depending on
what's in the frame. We have a triple-Titan box for testing and it does
it in about 2.4x that. Redshift is excellent at caching anything it can,
so it's fairly easy to iterate over local changes.
To be clear, when Redshift goes out-of-core, it goes /into /your system
ram. So in the end, you still need plenty of system ram for large
scenes. But I've only got 20GB in my workstation and I'm getting very
complex renders out of it without coming even close to that. More in the
6-8GB range so far. Proxies are awesome, and Redshift wisely had those
from day one of the alpha.
Now several months ago I rendered this
<http://timcrowson.smugmug.com/photos/i-qGFB7nv/1/O/i-qGFB7nv.jpg>, but
it's more along the lines of what Octavian posted. It's just one tree
instanced a bunch of times. This rendered in about 30min at that
resolution, on a GTX470.
-Tim
On 2/17/2014 2:18 PM, Andreas Bystrom wrote:
it's a nice example Octavian, but would be fun to try on something
really heavy, if it's only a couple of million polys it's still a
pretty light scene.
if I have time I might prepare something, it wouldn't have to be nice
looking, just dump a bunch of high-poly object in the scene and
render, you can just map a bunch of random high-rez textures on there
as well..
my experience with gpu renderers is that they can be really fast on
simple scenes, but once you go over a certain complexity they grind to
a halt, redshift is supposed to deal with complexity better than some
other gpu renderers, I just haven't seen any examples yet.
On Tue, Feb 18, 2014 at 9:07 AM, Eric Lampi <[email protected]
<mailto:[email protected]>> wrote:
We did some tests, on a scene with about 20,000 instanced objects
on particles with refraction and reflection to match a Vray shader
we were using. The rendertimes were something like 4 minutes
compared to 30+ minutes with Vray.
Freelance 3D and VFX animator
http://vimeopro.com/mybudoinc/animation
On Mon, Feb 17, 2014 at 2:48 PM, Andreas Bystrom
<[email protected] <mailto:[email protected]>> wrote:
out of curiosity, has anyone tried a heavy production scene in
redshift? somewhere around 100-500m triangles with a bunch of
2k/4k textures?
I'm seeing lots of single objects and simple scenes done with
it, rendering really fast, but what happens when you throw
something heavier at it?
-Andreas
On Tue, Feb 18, 2014 at 4:00 AM, Tim Crowson
<[email protected]
<mailto:[email protected]>> wrote:
"Lofted" strands aren't quite there yet, but are around
the corner. All in all, Redshift really is rocking our
little corner of the business. For us, it's been a
game-changer.
-Tim
On 2/16/2014 6:33 PM, Emilio Hernandez wrote:
This is just XSI hair, but now it supports also strands.
2014-02-16 18:28 GMT-06:00 Steven Caron <[email protected]
<mailto:[email protected]>>:
ice strands or just xsi hair?
On Sun, Feb 16, 2014 at 1:40 PM, Emilio Hernandez
<[email protected] <mailto:[email protected]>> wrote:
Latest release of redshift with hair.
https://dl.dropboxusercontent.com/u/49626349/hair_01.jpg
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Andreas Byström
Weta Digital
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Andreas Byström
Weta Digital
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