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Messages - Juraj

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4291
[Max] General Discussion / Re: Opacity tex comparison
« on: 2014-06-21, 14:28:54 »
I was asking about the above chart only as well. Sorry if my word for compression was confusing, I don't know why I stuck with it.

Basically, 8bit (per channel, so RGB24) with/without Alpha channel and 16bit(RGB48) with and without Alpha channel.
And those, with and without compression. But you already proved compression doesn't matter. Good to know. So it all seems to be about bitdepth and alpha channel

I guess we're talking purely about opacity slot right now right ? If so I use 8bit/without alpha, but I still keep the diffuse one as 8bit with alpha (might be pure bullshit, but even if that alpha isn't used, I've noticed better result in Vray? )

Maybe I should give it a try and replicate in Vray.

4292
[Max] General Discussion / Re: Opacity tex comparison
« on: 2014-06-21, 03:42:50 »
Definitely stirred my curiousity. I don't think there's way to measure this as easily in other renderers, to definitely pinpoint this as 3dsMax fault ?

And if so, I echo Tweekazoi's plea: Compare PNG based on comprimation (with and without), or alpha channel.

With Vray, I use purely .png for some sort of stuff(like foliage :- D), usually without comprimation, although over the time, I can't really remember if all of them are so.

4293
[Max] General Discussion / Re: Corona Alpha4 Benchmark scene
« on: 2014-06-18, 20:04:33 »
Corona Renderer Alpha 4 benchmark scene
 Living room 100 passes
Intel(R) Xeon(R) CPU E5-2680 v2 @ 2.80GHz
Time: 0:2:37, Rays/s: 8,070,124

Same setup I use for nodes :- ) Since this benchmark correctly gives performance of only one CPU, you can double it.
Pretty spiffy to have the performance of 3 3930k in one box huh :- ) ? I sure love mine.

4294
Work in Progress/Tests / Re: beach house
« on: 2014-06-18, 20:02:16 »
Just basic masking and some blends. There is not a lot of tonal range in ground, so it doesn't matter if that comes from regular source, you only need the range in the sky. But I blended two 32bit files anyway.

4295
Work in Progress/Tests / Re: beach house
« on: 2014-06-18, 18:29:22 »
Hi !
Is it an HDRI for the background ? If yes how did you make the bottom part ? I'm trying to get the way juraj Talcik made his HDRI for his Iceland house (I ask him the question but he didn't answer)...
Thanks, and good beginning for your work ;)
Roland


Where ? [to be honest I only manage to answer on FB, private messaging on all other platforms go around me]

Because I said in that thread it's simple CG-Source, you can buy it for 20 euros and keep adjusting in PS. The Daylight version is fully spherical.
Adding bottom is easy too, you just need either CS6-pro or CC to edit 32bit files.


4296
Thanks for answer guys, satisfied my curiousity :- ).

Animator, you got me wrong, I am not needing anything or looking to migrate :- ). I am very content with using Corona and Vray at the moment. Once Corona matures out (and it does so quickly!) I will be fully content to keep it purely.
It's exactly how I want renderer to look like.

I am simply curious of what other kids on block are doing.

4297
Well, until nVidia comes with mainstream Maxwell card with 8GB vram (some 880ti maybe? ) I remain quite sceptical. But maybe I just really need to see myself :- )

So their out-of-core streaming enables pretty much unlimited texture amount ? Did it also bypass the texture amount limit CUDA previously had (and which still seems to be case for Octane or not?)
Hi-res textures are pretty much the biggest memory eater in my scenes. Few 4k maps to start with and it starts to pack.

16mil. polies for 3GB vram is nice, but 16mil. is still nothing. How does it go around displacement ?

One guy from their team replied to my cgarchitect post about my thoughts on GPU rendering. He seems quite nice and humble, but I still don't believe his claims much :- )

4298
I have to see how the Redshift memory cycling works, but I am pretty sure it's still at performance cost, and you can't just go for lowest memory possible without setbacks (780ti by default has 3GB that's not a miracle).

Xeons have artificial margins...but they need to be compared to GPUs which are likewise. TeslaK40/QuadroK6000, while identical in performance to 780, cost 4000 euros each but bring 12GB Vram to the table.
The cost between "production-ready" high-end station based on pure CPU or GPU, are equally expensive, but GPUs actually scale in price even steeper. GPUs are NOT therefore any cheaper.
In fact you can go for Octa-CPU IvyBridge Xeon single-machine amounting to 256 cores for about 40 000 euros. For the same price, nVidia offers their Octa-Kepler based boxes which are about 50 000 euros each. I would say performance would be very similar in practical terms.

Power requirements as Rawalanche wrote also applies: Average IvyB (non-WS) Xeons is 120W, Kepler nVidia 240W. So in average, double the heat, noise and electricity, although this might not so much matter in grand scale both schemes cost :- ).

4299
[Max] Resolved Feature Requests / Re: estemated render time
« on: 2014-06-16, 14:49:06 »
I am pretty sure he can count if he put "estimate 44:55" ;- )

What's with all these odd work-around suggestions to legitimate requests lol

4300
I had no idea you were planning trees ! But knowing how well done are the plants, I believe those will be great :- ). Please push them to extreme in GrowFx, 10mil+ poly is ok, mesh leave (9-12polies)+opacity map as well. Or I guess this will be modifiable anyway since it's grow file too. There is no comparatively rivaling product, just a LOT of shitty trees.
Well, I am all for !

Voted +

4301
[Max] General Discussion / Re: VrayHDRI
« on: 2014-06-14, 19:33:12 »
GGX is only part of experimental night build.

4302
[Max] General Discussion / Re: VrayHDRI
« on: 2014-06-14, 13:43:14 »
Vray 3 solved that dilema/workaround by giving domelight alphachannel option.

But why that took 10 years is questionable.

4303
[Max] Feature Requests / Re: The most wanted feature?
« on: 2014-06-13, 19:22:55 »
I sort of think he doesn't necessarily ask for adaptivity, he asks about some direct information on "how" clear/noisy the image, as Laci wrote, a clue on passes :- )

I.E, for example,. how Maxwell groups passes into SL groups, and you have a some estimated values, for example 12 (I don't know, I picked that number randomly, I don't use Maxwell), is enough for interiors,etc.
At the moment, image might be completely clear by 100 passes, at for example 32/2 Gi/Light samples or 200 passes if you use 16/2 settings,etc.. and you basically stop either based on eye evaluation, or by
educated estimate based on previously done renders and test.

He just wants some more exact way to estimate this. But I guess the threshold Deadclown write might be that.

4304
Sorry, I meant 6000 times :- D My math sucks. Damn, they are fast like hell. We all must do something very wrong...


Juang3d: It got big confusing now :- ) But I agree on tests being helpful, just not decideful on renderer's capacity. But of course, I love to see them anyway.

4305
“To put it into perspective, when Pixar was developing the movie ‘Cars 2,’ its average rendering time per frame was 11.5 hours,” says Bassett. “We’re rendering at seven seconds a frame using Octane. It changes everything. There are now Hollywood movies being made using this technology.”

http://www.bdcnetwork.com/hyper-speed-rendering-how-gensler-turns-bim-models-beauty-shots-seconds?eid=216311880&bid=881711

You can think Corona is fast, but it will never be fast as Octane in Gensler office. They're 600 times faster than Pixar.

Jeez marketing these days is just...

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