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Messages - Captain Obvious

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61
Organza is an interesting material, because it has this kind of... two-way anisotropy thing. What you can do is create two identical materials with very strong reflection anisotropy, and then blend them together in a blend material @ 50 % opacity. You'll also need some diffuse, translucency and transparency, but it does seem to work. The attached image is mostly a proof-of-concept.

62
[Max] Resolved Feature Requests / Re: CAMERA SHIFT
« on: 2014-06-27, 12:40:46 »
If you have V-Ray, you can actually use the V-Ray Camera with Corona, and use the shift option in there.

63
Post-glows have to be done in unclamped & untonemapped floating point space, so you'll have to disable highlight compression in Corona and save as a high dynamic range format such as OpenEXR. After Effects has decent enough support for this.

I'm pretty sure Corona doesn't support image filters inside 3ds Max right now (such as bloom).

64
It should be every so slightly faster, but most likely within the margin of error.

65
Thanks for your answer Animator89.
I was thinking in that posibility because I saw some nice images from octane and redshift. But I realy dont know if in the present the Gpu renderers are capable to execute big scenes like others based on cpu. The vram limit of gpu maybe dont permit to realize this archviz scenes?
Redshift deals with large scenes better than most CPU-based renderers on the market. The rest of them? Not so much. OTOY are working on an out-of-core architecture for Octane, but I'm a little bit sceptical, because Octane renders pixels in a random order which means even more random access to texture and geometry, which puts even more stress on the PCIe bandwidth and slows things down. Redshift can render in bucket mode, which helps a bit even with path tracing.

66
News / Re: New VFB skinning
« on: 2014-06-19, 15:36:23 »
maybe another shortage in VFB is render history with an comparison tool (like nuke) to see differences between current render and previous renders .


Looks almost exactly like the MODO render window. Not a bad thing though.

67
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?)
Basically, yes. In a simple test I just did, using a 2k by 1k HDRI resulted in a whopping 556 kB memory on the GPU used for textures. It's obviously only loading the parts it needs. It doesn't have a "max number of texture" like Octane. Presumably performance might suffer if you have thousands upon thousands of images, but there is no set limit as far as I know.


Quote
16mil. polies for 3GB vram is nice, but 16mil. is still nothing. How does it go around displacement ?
In the same simple test I mentioned earlier, I rendered 38 million (unique) triangles on a card with 1.6 gigs of free memory. Out of the 1.6 gigs available to Redshift, the texture cache used up 128 megs, and various other things accounted for a bit more. In the end, there was 1.2 gigs available for geometry, and it used 1.1 gigs for 38 million triangles. It stands to reason that if you had a 6 gigabyte card used just for rendering (to save from Windows' overhead), you could fit about 190 million triangles before worrying about going out of core.


Quote
How does it go around displacement ?
Displacements are generated on the CPU and resulting triangles are streamed to the GPU as needed, same as with regular geometry. It doesn't do texture-space displacement rendering, as far as I know (like V-Ray's 2D displacement effect).




Octane isn't great. I'd rather use Corona. It's faster, more reliable, easier to use, and produces better results.

68
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 :- ).
There is a performance hit to going out of core (using more VRAM than what's available). How big a hit you'll take depends on numerous factors. First of all, images aren't as problematic as geometry. In fact, Redshift defaults to a GPU texture cache of just 128 megs. It simply will not use more than that for image maps, no matter how many you have. Streaming them from VRAM is apparently really fast, so image usage is basically not a problem.

Things irradiance or SSS point caches must fit into VRAM. If such caches grow too large, it will simply fail.

Geometry works much like images, except it'll use whatever is left for it, and the performance hit is much larger. It's still usable, though, up to very large data sets. I saw someone testing it against Arnold using a Geforce with two or three gigs of VRAM, and Arnold didn't outperform Redshift until several hundred million unique triangles. It is certainly worth noting that Arnold did actually end up outperforming Redshift by a decent margin. GPU rendering is still sort of memory limited. It just takes gigabytes upon gigabytes of data to get there.

69
[Max] I need help! / Re: Faceted bump render
« on: 2014-06-16, 13:39:33 »
OR just use displacement instead bump
Yes, that works too because it actually generates additional polygons, instead of just changing the normals. But you can still get this problem with displacements, if your displacement subdivision rate is too coarse.

70
[Max] I need help! / Re: Faceted bump render
« on: 2014-06-16, 13:07:44 »
This isn't a bug or anything. It's called the terminator problem, and you can read some about it in this PDF: http://geekshavefeelings.com/x/wp-content/uploads/2010/03/Its-Really-Not-a-Rendering-Bug-You-see....pdf

Basically, what's happening here is that the strong bump map is increasing the effect. You need to A) reduce the strength of the bump and B) increase the tessellation of your sphere. Eventually it won't be noticeable any more.

71
[Max] I need help! / Re: Faceted bump render
« on: 2014-06-16, 11:21:27 »
There is no real solution for it. You'll have to reduce the bump strength and increase the mesh smoothing.

72
Many engines, even mental ray, and definitely V-Ray, can be tweaked to produce good results in less render time than Corona would typically take. But the main advantage of Corona is that it gives you quality that competes with the best of what unbiased rendering has to offer, with a feature set that you typically only get in classical biased rendering, performance that isn't too far behind (and sometimes ahead), and a workflow that is better than either. That's a pretty cool thing. Don't get lost in the whole "rendertime" issue.

Vray yes, but mental ray no. No matter how you tweak mental ray, it will always provide either vastly inferior, or extremely long rendering results.
Notice that I didn't say mental ray could produce as good results in less time, merely that it could produce good results -- good in this case meaning good enough. That was kind of my point. Corona is great if you need really great quality. If you only need decent quality, it might not be the best choice.

73
http://furryball.aaa-studio.eu/aboutFurryBall/compare.html

nuff said.
Ugh, don't get me started on Furryball. I emailed them my MODO version of that classroom, you know. Vastly better quality than any of the images on their comparison page, and it took less than five minutes on a run-of-the-mill i7. Ten minutes on my quad-core laptop. They didn't want to post it, though, because "only Maya plugins" -- despite the fact that MODO is available as a plugin for Maya via moma. If they can include Maxwell, which is also an export-to-standalone-based plugin, surely the same setup for MODO is also valid. Bah!



Anyway, back to Redshift... They're releasing a 3ds Max plugin eventually and when they do I'll post some tests here.



edit: also, all this talk about performance is mostly irrelevant. What matters is what you need, how you prefer to work, and how slow you're willing to accept. That's why there's room in the marketplace for both Arnold and Unreal Engine. Arnold is pretty goddamned slow, but it handles pretty much anything you throw at it. It will, as far as I've heard, basically never fail to produce good results. It just takes a very long time to do so. So if reliability even with complex scenes and high quality is your top priorities and you're willing to pay a lot of money for rendering, then it's a valid choice. But if you need stuff in actual real-time, you're obviously better off with Unreal Engine, even though it means compromising on flexibility, quality, reliability, etc.

Corona is not the fastest engine around. It really isn't. Many engines, even mental ray, and definitely V-Ray, can be tweaked to produce good results in less render time than Corona would typically take. But the main advantage of Corona is that it gives you quality that competes with the best of what unbiased rendering has to offer, with a feature set that you typically only get in classical biased rendering, performance that isn't too far behind (and sometimes ahead), and a workflow that is better than either. That's a pretty cool thing. Don't get lost in the whole "rendertime" issue.

74
Just set the base samples in the buckets to whatever number of passes you completed in progressive mode, and set the number of bucket passes to 1. That'll work exactly like progressive mode, except... not progressive. :-) But it'll take a set amount of samples per pixel, just like progressive.

75
You can render out an ambient occlusion pass in Corona by adding a CTexMap render element, and using a CoronaAO texture for it.

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