quick Redshift question, can you get multibuffer exrs like in Arnold?

On 20 February 2014 00:06, Tim Crowson <tim.crow...@magneticdreams.com>wrote:

>  Haha yeah... barely two weeks. It didn't even get out of layout until
> week 2... We only used 10-12 machines for it, and each one had a single
> GPU. Got the job done.
>
> Also, I think they added some blurring in comp, even in areas that are in
> focus. Not sure why... My raw renders were very sharp though...
>
> -Tim
>
>
> On 2/19/2014 5:41 PM, Cristobal Infante wrote:
>
> That's impressive, specially considering you guys did it in two weeks!
>
>  How many GPU did you say used in total for this ad?
>
>
>  On 19 February 2014 23:05, Andres Stephens <drais...@outlook.com> wrote:
>
>>  Good work Tim! Always admirable of you and your team, and of that of
>> Redshift! Love to follow your progress, and I'm happy to see it go places!
>>
>> -Draise
>>
>>  *From:* Tim Crowson
>> *Sent:* Wednesday, February 19, 2014 17:15
>> *To:* softimage@listproc.autodesk.com
>>
>> Nah, just gaming cards. Some 770s, some 560s, and a Titan. This was 2
>> months ago and we've upgraded some of our farm's GPUs since then, with
>> plans for more. I've been using Redshift here for almost a whole year now
>> and it's hands-down the single most important change for us, IMHO.
>>
>> -Tim
>>
>>
>> On 2/19/2014 3:47 PM, Eric Turman wrote:
>>
>> Looks really good Tim! Any special video cards for the rendering or just
>> standard GeForce?
>>
>>  -=Eric
>>
>>
>> On Wed, Feb 19, 2014 at 3:44 PM, Tim Crowson <
>> tim.crow...@magneticdreams.com> wrote:
>>
>>>  You know what, Ed... that was one of the directions we were thinking
>>> about. We were thinking 'well, we could go all Miami Vice with it and have
>>> funky colors and strong geometric shapes everywhere, or we could maybe do
>>> the more floral style, with poofy furniture and brass...' (which are,
>>> according to our research, some of the chief characteristics of interior
>>> design during the 80s). In the end we were limited by what commercial
>>> models were available/reasonable. In the time we had, it was just easier to
>>> toss the grandmother look at it than the Miami Vice one. But yeah, that was
>>> one of the angles we had.
>>>
>>> When I say 'commercial models', I really mean just the geometry, which
>>> in many cases had to be cleaned up. We did all the shaders and most of the
>>> textures from scratch.
>>>
>>> -Tim
>>>
>>>
>>> On 2/19/2014 3:32 PM, Ed Harriss wrote:
>>>
>>>  That was fantastic.
>>>
>>> Great work in such a short timeframe!
>>> Redshift looks amazing and those render times are awesome.
>>>
>>>
>>>
>>> Next time you have to do 80's, just watch a few episodes of Miami Vice.
>>> ;)
>>>
>>> Ed
>>>
>>>
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> mailto:softimage-boun...@listproc.autodesk.com<softimage-boun...@listproc.autodesk.com>]
>>> *On Behalf Of *Tim Crowson
>>> *Sent:* Wednesday, February 19, 2014 4:03 PM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Re: Recent Work - Chick-Fil-A: Celebrating 50 Years
>>>
>>>
>>>
>>> Hair and Strands are supported as of a couple of builds now, but
>>> 'lofted' strands are not, they're still in progress. The hair shader is
>>> also not live yet and is being worked on currently, but the default
>>> Redshift_Architectural works fine for most cases. You can do a good bit
>>> with it, especially cartoony stuff.
>>>
>>> -Tim
>>>
>>> On 2/19/2014 2:58 PM, Chris Johnson wrote:
>>>
>>>  Amazing job! I'm buying a license tomorrow! No joke. Any idea on how
>>> far away hair/fur/Strands support is?
>>>
>>>
>>>
>>> On Wed, Feb 19, 2014 at 3:27 PM, Tim Crowson <
>>> tim.crow...@magneticdreams.com> wrote:
>>>
>>>  We were fortunate to be able to work on an ad for Chick-Fil-A
>>> recently, rendered in Redshift.
>>>
>>> https://www.youtube.com/watch?v=HZow-3nCl0k
>>>
>>>
>>> *Client:* Chick-Fil-A/Radiate Films
>>> *Director:* Ben Smallbone
>>> *Art Director:* Joel Gibbs
>>> *3D:* Tim Crowson
>>> *Comp:* Joel Gibbs/Don Culwell
>>>
>>> The concept was simple: have a camera move through a room as it changes
>>> decor to reflect a different decade from the 1960s up through the present
>>> day. We technically had 2 weeks from start to finish, but in reality we
>>> wound up with a much tighter schedule. We certainly didn't have time to
>>> model what we needed, so we bought some commercial models, retextured and
>>> reshaded them, and lit the scenes. In the end I was able to get each decade
>>> accounted for in about one work day each. Spent a couple of hours in the
>>> morning gathering and prepping the assets, then blocking in the lighting
>>> and shading, then rest of the day tweaking, and finally off to render. Joel
>>> and Don then took it and comped it in After Effects.
>>>
>>> - The 3-bounce cap was raised right as I started lighting this, and I
>>> was so thankful! I used 8 bounces on this job and it really helped,
>>> especially in the 70s set, with all the orange spill everywhere.
>>>
>>> - The shag carpet in the 70s set is not hair. It's just a single dense
>>> rug instanced around the room.
>>>
>>> - Rendered using IPC + BF. The longest frames were for the 70s and took
>>> maybe 12-15min on our fastest machines. Other shots were closer to the 5-6
>>> min mark.
>>>
>>> - The 80s set was tough! Have you ever tried to actually define the 80s
>>> in terms of style? It's a mess! We all have ideas about it, but when it
>>> comes time to actually produce something that says '80s', and you have like
>>> a day to do it, it's not easy. Stupid 80s! In the end, we had a couple of
>>> different directions to go in, and just picked one.
>>>
>>>  --
>>>
>>>
>>>
>>>
>>> *Tim Crowson **Lead CG Artist*
>>>
>>>
>>> *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101,
>>> Nashville, TN 37214
>>> *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
>>> tim.crow...@magneticdreams.com
>>>
>>> *Confidentiality Notice: This email, including attachments, is
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>>> intended recipient(s). If you have received this e-mail in error please
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>>>
>>>
>>>
>>>
>>>
>>>
>>> --
>>>
>>
>>
>>
>>  --
>>
>>
>>
>>
>>
>
> --
>

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