The first test I'd like to show is an interior:
this is the arnold version:
http://ericknelson.com/wurp/arnold_scifi_01.png
and this is the mental ray version:
http://ericknelson.com/wurp/mentalray_scifi_01.png
As you can see they look pretty much the same except arnold has a lot
more detail, look at the wall on the left for example, arnold catches
every little detail in the model while the mental ray
version looks pretty washed out. Note that in the mental ray version
I'm using the architectural shader with the ambient occlusion mode
enabled (detail enhancement set to 2), without that it would lack even
more detail.
These two examples rendered in about the same time (27 minutes or so
on a quadcore). The arnold version however would be completely stable
in animation, the mental ray version
would flicker a lot due to the interpolation it uses.
The second test is a simple occlusion render (the scene is around 500k
polys and the grass has some 350k hairs):
http://ericknelson.com/wurp/mr_vs_arnold.jpg
Both renderers uses an occlusion shader with depth of field enabled,
as you can see the arnold version has a bit less noise while still
rendering way faster than the mental ray version.
Enabling either depth of field or motionblur in arnold has a very
small impact on rendering speeds, even combining the two is very fast,
in mental ray however it slows down a LOT.
Another example I'd like to show is rendering hair with gi/fg in both
renderers, here is a version without motionblur:
http://ericknelson.com/wurp/mr_vs_arnold_hair_no_mblur.jpg
The two versions looks quite different and I guess I could match the
look more closely spending a bit more time on it, however the
important thing here is that they both use an identical setup:
Both versions has one arealight with exactly the same radius as well
as gi/fg enabled that also illuminates the scene using an environment
map.
Here is the same scene, but this time I've enabled motionblur (that is
with deformation blur, two motion steps), I've also switched the
mental ray version to use the rasterizer mode which is supposed to be
best way to render hair with motionblur in mental ray:
http://ericknelson.com/wurp/mr_vs_arnold_hair_with_mblur.jpg
The difference in renderspeed is even more obvious, the arnold version
has hardly slowed down at all while the mental ray version is taking
several times as long to render. Again these versions looks quite
different but
they still use an identical lighting setup (one arealight as well as gi/fg).
Here are a few more examples that i've rendered in arnold:
http://ericknelson.com/wurp/mr_vs_arnold_mblur.png (clothsim with
deformation blur and displacement)
http://ericknelson.com/wurp/arnold_light_falloff.jpg (this is with GI,
one arealight, again this renders in just over 5 minutes)
http://ericknelson.com/wurp/tank_glossy_new_0.jpg (this is with GI,
one arealight as well as lots of glossy reflections, took around 10
minutes.)
http://ericknelson.com/wurp/Arnold_classroom_01.png
Sony imageworks has also recently completed their second movie all
rendered in arnold: http://www.youtube.com/watch?v=BPH0ct2oXBg (first
one was monster house:
http://www.apple.com/trailers/sony_pictures/monster_house/)
I hope you enjoy these examples, stay tuned for more.
and by the way, it's not an open beta but I have been given permission
to post these examples on the list...
would like to see some 3delight xsi to arnold xsi comparsions. i could
render some examples in 3delight. do you mind to post some test scenes?
bests
sebastian
That looks really impressive, esp. the render times.
If all beta's will become products, we could look at MR, Arnold, Vray,
3DLight and maybe finalrender for picking a renderer of choice :-)
Rob
\/-------------\/----------------\/
Matt Morris wrote:
> I've always thought that mental ray's motion blur sucked balls - in this
> case, big grassy ones ;)
> Not just that it's slower but just doesn't look physically correct
> either - the arnold one looks far superior. Any ideas when it might be
> available as a finished product?
>
>
>
> 2009/7/5 Sebastian Kowalski <li...@sekow.com <mailto:li...@sekow.com>>
> www.mattmos.com <http://www.mattmos.com> | www.xsilondon.com
> <http://www.xsilondon.com>
>
>
> ------------------------------------------------------------------------
>
>
> No virus found in this incoming message.
> Checked by AVG - www.avg.com
> Version: 8.5.375 / Virus Database: 270.13.3/2217 - Release Date: 07/03/09 18:11:00
>
David, yes, it's fully integrated, it even has support for some ICE things.
Sebastian, comparing with 3delight can be interesting for sure but a
lot of the examples are hard to reproduce, all the interiors are
pretty much impossible to recreate in 3delight.(at least using the
same lighting setup) You could try the grass spheres yourself if you
like (it uses 100k hairs by the way) but last time I checked 3delights
pointbased GI does not support illumination from an envmap (at least
not in xsi) which is what I'm using here, also if you were to use
arealights on hair in 3delight it would grind to a halt, so you'd have
to use deep shadowmaps.
I already tried the lighthouse scene in 3delight, using its pointbased
occlusion with DOF, and from what I remember it took around 10 minutes
(not including baking out the pointclouds), but ofcourse one has to
bear in mind that there is no noise in that render.
http://ericknelson.com/wurp/3delight_pointbased_ao_white_bg.jpg
Another cool thing to mention about arnold is that it's interactive,
the first time you render the scene it can take some time for the
render to start just like with mental ray but after that, no matter
how heavy the scene is, the render will start instantly as long as you
don't add any objects or change the topology on them. Anything to do
with lighting, adding lights, moving them around, tweaking shaders,
moving the camera around etc is all interactive, you can even
hide/unhide objects while still having it interactive...
Can you clarify what company is making and selling this Arnold
renderer you are beta testing?
Is it Imageworks' renderer, messiah render, or somethign else?
Is it the same Arnold that was beta tested like 10 years ago by Daneil
martinez Lara from pepeland.com ?
and then incorporated in messiah ??
Somebody please tell me why release cycles of all renderers take sooooo long ?
2009/7/5 Andreas Bystrom <andreas...@gmail.com>:
http://ericknelson.com/wurp/arnold_vs_3delight_ao.jpg
I had the same scene rendered with dof in Arnold and as you can see
that one actually rendered slightly faster even..
As I said it's a bit hard comparing a reyes renderer like 3delight to
a raytracer like arnold as you would set things up in a different way
(using more shadowmaps etc in 3delight) so an occlusion test will have
to do for now..
I will try to post some animated GI examples with motionblur/dof later on..
The Arnold examples I remember from way back when were poststamp sized,
extremely grainy and supposedly took ages to render.
I'm recalling this dark room, a door opening with light pouring in and some
simple stickman figure walking inside. Nice GI for the time, but nothing
you'd want to build a production around.
If this is the same one (how many Arnold renderers can there be?) they must
have come a long way.
Guillaume, I can't speak about pricing or release dates, not that I
know anyway. I'm still under NDA but as I said I have been given
permission to post some examples here.
-----Original Message-----
From: guillaume laforge
Sent: Jul 6, 2009 10:02 AM
To: soft...@listproc.autodesk.com
Subject: Re: Re: trying out the Arnold renderer
Marcos Fajardo ?
On Mon, Jul 6, 2009 at 3:53 PM, Gene Crucean <emailgene...@gmail.com> wrote:
I just want to know WHO is working on it now?
http://www.daniel3d.com/pepeland/gallery/imas/pepeland-com_01War.jpg ;)
Tomorrow I will post a simple animation rendered in arnold, stay tuned ;)
This one has gi, dof, mblur, glossy reflection and one arealight.
Rendertime is around 2.5-3.5 minutes per frame on an 8-core box.
Might try the same thing in mental ray but I suspect a single frame
would take about as long to render as the whole animation did in
arnold.
On Tue, Jul 7, 2009 at 10:23 AM, Andreas
Ciaran: yes, I can say that it supports the rendertree, just like for
example 3delight it's all integrated.
Antoin: Arnold is already being used in production by Imageworks, as
for the plugin I have already tried it on a few production scenes.
John, this one used 8 AA samples.
o u t s t a n d i n g !
Does it support softimage's render passes as well?
Ok, who do I have to kill to get my hands on it?
Rui Feliciano
http://ericknelson.com/wurp/mr_vs_arnold_mblur.png
its a very simple test, but having more polys in arnold doesnt slow it
down much at all, so displacement is not an issue either, so far
everything I've tried mental ray just doesn't have anything over it..
Piotrek: the GI never flickers in arnold, the only thing you will get
is a light buzzing effect which you can get rid of by increasing the
AA samples, but there is never any "popping" or weird things happening
like in mental ray.
What about particles and ICE strands? ;) ya ok, you all got us excited like little girls in front of the Jonas Brothers now.
Please get the developer on board this mailing list if he isn’t already!
http://area.autodesk.com/downloads/plugins/phil_s_ice_pack
100 ICE Compounds
-Compounds-
--Arrays--
Build Array from Per Point Data
Build Index Array
Build Linearly Interpolated Array
Find Closest in Array
Get Array Maximum 2
Get Array Minimum 2
Move in Array
Rebuild Array
Reverse Array
Select SubArray in Array
------------------------
--2D arrays--
Build 2D Array
Calc Sub Array Size
Get 2D Array Size
Get 2D SubArray Size
Initialize 2d Array
Pop SubArray from 2D Array
Push SubArray on 2D Array
Resize Array in 2D Array
Select Array in 2D Array
Select SubArray in 2D Array
Set SubArray in 2D Array
------------------------
--Curves--
Bezier4
Bezier5
Curve Distance to Curve Location
Curve Location to Curve Distance
Curve Location to Normalized U
Fitted Bezier Curve
Normalized U to Curve Location
------------------------------
--Debugging--
Build Arrow
Build Capsule
Build Circle
Build Cross
Build Debug Grid
Build Rectangle
Build Sphere
Build Square
Display Arrow
Display Line
Display Point
-------------
-Deformation-
--Effects--
Transform Mesh
Turbulize Mesh
--------------
--Hull Deformer--
Deform by Hull
Find Hull Surface Point
-----------------------
--Skinning--
Calculate Deformer Weights
Cleanup Painted Weights
Dual Quaternion Deformation
----------------------------
--Verlet--
Apply Surface Stiffness
Blend Verlet Effect
Correct Edge Lengths
Inflate Volume
Init Verlet Geometry Data
Move Points Outside Geometry
Pin Point to Position
Simulate Mesh using Verlet Integration
Verlet Framework
----------------
--Forces--
Add Verlet Force
Add Verlet Forces
Restitution Force
Verlet Drag Force
Verlet Wind Force
-----------------
--Execution--
Execute Once
Repeat with Counter
While with Counter
------------------
--Geometry Queries--
Reinterpret Location on New Geometry
------------------------------------
--Math--
LawOfCos
Limit Vector Length
Quaternion nlerp
WorleyNoise
-----------
-Particles-
--Emission control--
Filter by Particle IDs
Offset Particle From Emitter
----------------------------
--Getters--
Get Location by Raycast
Get Next Particle Position
Get Next Particle
Get Particle Speed
Get Particle Transform
Get Prev Particle Position
Get Prev Particle
-----------------
--Setters--
Set Particle Transform
----------------------
--Simulation--
Simulate Particles
------------------
--Strands--
Curl Strand
Display Strand Shape
Get Strand Length
-----------------
--Strand Dynamics--
Add Strand Force
Add Strand Forces
Constrain To Guide Hairs
Curl Strand
Emit Filler Strands
Emit Strands
Init Strand Dynamics
Shape Strand With Curve
Simulate Strand using Verlet Integration
Stick Particle to Emit Location
Strand Drag Force
Strand Dynamics Framework
Strand Gravity Force
Strand Length Bidirectional Constraint
Strand Length Constraint
Strand Stiffness
----------------
--Tests--
Test Animated Value
Test Particle ID
----------------
-Scenes-
Accessing Curves by Distance
Display Circle
Display Strand Shape
Fit Hermite Curve
Hair
Hull Deformer
Worley Noise
------------
1.) no primary rays
2.) shadow caster disabled
3.) ray switch type material
4.) constant black
5.) constant red that emits GI
6.) constant green that does not emit GI
7.) normal object
and yes, all this works with passes/partitions ofcourse.
ice support?
here's a very simple example I made some time ago:
http://ericknelson.com/wurp/arnold_gi_anim.mov
If I have time I should try something a bit more complex ;)
Me jaw just dropped. Thanks Phil for your generosity and Chinny(for posting)
MAC
-- Render Theory: It either renders or it doesn't
-T
This is again something I've had to ask permission to post, but here goes:
The actual arnold API is very mature and has been used in production
for quite a long time, as for the plugin it has only been in
development for about 4 months now, however it's progressing very
fast, new things are fixed/added every single day, it still needs work
but the goal is to have a fully integrated renderer that supports as
much as possible.
As for the workflow it's pretty much the same as in mental ray, you
work with the same rendertree, you use the region etc, can't really
say what the worst part of it is except that it could have support for
a few more shaders, but that will come I'm sure.
The best part of it, besides the render speed is that it's
interactive, meaning when tweaking lighting and shading even if you
have millions of polygons the render starts instantly after rendering
the first time...
About ICE/instances and buffers, both are supported but still needs
things added, a few more buffers could be supported and ICE doesnt
work with volumes yet.
Also as you can see from the examples I have tried a lot of different
things in it, I guess full interiors/arch viz slows it down the most.
Other than that it has all been fast so far, usually with a raytracer
motionblur and dof is what kills it, arnold has performance pretty
close to a reyes renderer when it comes to that while still kicking
ass at raytracing, that is something I haven't really seen in any
other renderer I've tried so far.
William
----- Original Message -----
From: "Jason Brynford-Jones" <Jason.Bryn...@autodesk.com>
To: <soft...@listproc.autodesk.com>
Sent: Wednesday, July 08, 2009 3:58 PM
Subject: Phil's ICE Pack
Download
http://www.xsibase.com/Phils_ICE_Pack.zip
http://www.xsibase.com/news.php?detail=2350
Morten Bartholdy
3D & VFX Supervisor
----- Original Message -----
From: "Andreas Bystrom" <andreas...@gmail.com>
To: <soft...@listproc.autodesk.com>
Sent: Wednesday, July 08, 2009 8:15 PM
Subject: Re: trying out the Arnold renderer
> Heres' a GI animation, no prebaking or anything.
> http://ericknelson.com/wurp/arnold_gi_anim_rbd.mov
>
> This one has gi, dof, mblur, glossy reflection and one arealight.
> Rendertime is around 2.5-3.5 minutes per frame on an 8-core box.
>
> Might try the same thing in mental ray but I suspect a single frame
> would take about as long to render as the whole animation did in
> arnold.
>
>
>
> On Tue, Jul 7, 2009 at 10:23 AM, Andreas
> Bystrom<andreas...@gmail.com> wrote:
>> Steven, yes, arnold is very easy to tweak, and way more predictable
>> than mental ray (arnold works very well in animation, after all that's
>> what it was designed for)
>>
>> Tomorrow I will post a simple animation rendered in arnold, stay tuned ;)
>>
>>
>>
>>
>>
>> On Tue, Jul 7, 2009 at 4:38 AM, Steven Caron<car...@gmail.com> wrote:
>>> hey andreas
>>>
>>> i have noticed on the examples where you put mental ray and arnold side
>>> by
>>> side, arnold only shows 3 render settings... AA, Hemi, and Glossy
>>> samples.
>>> are these the only render settings you need to adjust? if so... thank
>>> god
>>>
>>> steven
>>>
>>> On Sun, Jul 5, 2009 at 4:20 AM, Andreas Bystrom
>>> <andreas...@gmail.com>
>>> wrote:
>>>>
>>>> Recently I have been betatesting the arnold renderer for softimage. I
>>>> have been testing various scenes in both mental ray and arnold and so
>>>> far arnold has proven to be extremely impressive.
>>>>
>>>> The first test I'd like to show is an interior:
>>>>
>>>> this is the arnold version:
>>>> http://ericknelson.com/wurp/arnold_scifi_01.png
>>>>
>>>> and this is the mental ray version:
>>>> http://ericknelson.com/wurp/mentalray_scifi_01.png
>>>>
>>>> As you can see they look pretty much the same except arnold has a lot
>>>> more detail, look at the wall on the left for example, arnold catches
>>>> every little detail in the model while the mental ray
>>>> version looks pretty washed out. Note that in the mental ray version
>>>> I'm using the architectural shader with the ambient occlusion mode
>>>> enabled (detail enhancement set to 2), without that it would lack even
>>>> more detail.
>>>>
>>>> These two examples rendered in about the same time (27 minutes or so
>>>> on a quadcore). The arnold version however would be completely stable
>>>> in animation, the mental ray version
>>>> would flicker a lot due to the interpolation it uses.
>>>>
>>>>
>>>> The second test is a simple occlusion render (the scene is around 500k
>>>> polys and the grass has some 350k hairs):
>>>> http://ericknelson.com/wurp/mr_vs_arnold.jpg
>>>>
>>>>
>>>> Both renderers uses an occlusion shader with depth of field enabled,
>>>> as you can see the arnold version has a bit less noise while still
>>>> rendering way faster than the mental ray version.
>>>> Enabling either depth of field or motionblur in arnold has a very
>>>> small impact on rendering speeds, even combining the two is very fast,
>>>> in mental ray however it slows down a LOT.
>>>>
>>>>
>>>>
>>>> Another example I'd like to show is rendering hair with gi/fg in both
>>>> renderers, here is a version without motionblur:
>>>> http://ericknelson.com/wurp/mr_vs_arnold_hair_no_mblur.jpg
>>>>
>>>> The two versions looks quite different and I guess I could match the
>>>> look more closely spending a bit more time on it, however the
>>>> important thing here is that they both use an identical setup:
>>>> Both versions has one arealight with exactly the same radius as well
>>>> as gi/fg enabled that also illuminates the scene using an environment
>>>> map.
>>>>
>>>>
>>>> Here is the same scene, but this time I've enabled motionblur (that is
>>>> with deformation blur, two motion steps), I've also switched the
>>>> mental ray version to use the rasterizer mode which is supposed to be
>>>> best way to render hair with motionblur in mental ray:
>>>>
>>>> http://ericknelson.com/wurp/mr_vs_arnold_hair_with_mblur.jpg
>>>>
>>>> The difference in renderspeed is even more obvious, the arnold version
>>>> has hardly slowed down at all while the mental ray version is taking
>>>> several times as long to render. Again these versions looks quite
>>>> different but
>>>> they still use an identical lighting setup (one arealight as well as
>>>> gi/fg).
>>>>
>>>>
>>>> Here are a few more examples that i've rendered in arnold:
>>>>
>>>>
>>>> http://ericknelson.com/wurp/mr_vs_arnold_mblur.png (clothsim with
>>>> deformation blur and displacement)
>>>>
>>>> http://ericknelson.com/wurp/arnold_light_falloff.jpg (this is with GI,
>>>> one arealight, again this renders in just over 5 minutes)
>>>>
>>>> http://ericknelson.com/wurp/tank_glossy_new_0.jpg (this is with GI,
>>>> one arealight as well as lots of glossy reflections, took around 10
>>>> minutes.)
>>>>
>>>> http://ericknelson.com/wurp/Arnold_classroom_01.png
>>>>
>>>>
>>>> Sony imageworks has also recently completed their second movie all
>>>> rendered in arnold: http://www.youtube.com/watch?v=BPH0ct2oXBg (first
>>>> one was monster house:
>>>> http://www.apple.com/trailers/sony_pictures/monster_house/)
>>>>
>>>>
>>>>
>>>> I hope you enjoy these examples, stay tuned for more.
>>>> and by the way, it's not an open beta but I have been given permission
>>>> to post these examples on the list...
>>>
>>>
>>
>
Morten Bartholdy
3D & VFX Supervisor
----- Original Message -----
From: "Andreas Bystrom" <andreas...@gmail.com>
To: <soft...@listproc.autodesk.com>
ciao
franky
Wednesday, July 8, 2009, 9:58:19 PM, you wrote:
JBJ> On behalf of Phil Taylor
JBJ> http://area.autodesk.com/downloads/plugins/phil_s_ice_pack
JBJ> 100 ICE Compounds
JBJ> -Compounds-
JBJ> --Arrays--
JBJ> Build Array from Per Point Data
JBJ> Build Index Array
JBJ> Build Linearly Interpolated Array
JBJ> Find Closest in Array
JBJ> Get Array Maximum 2
JBJ> Get Array Minimum 2
JBJ> Move in Array
JBJ> Rebuild Array
JBJ> Reverse Array
JBJ> Select SubArray in Array
JBJ> ------------------------
JBJ> --2D arrays--
JBJ> Build 2D Array
JBJ> Calc Sub Array Size
JBJ> Get 2D Array Size
JBJ> Get 2D SubArray Size
JBJ> Initialize 2d Array
JBJ> Pop SubArray from 2D Array
JBJ> Push SubArray on 2D Array
JBJ> Resize Array in 2D Array
JBJ> Select Array in 2D Array
JBJ> Select SubArray in 2D Array
JBJ> Set SubArray in 2D Array
JBJ> ------------------------
JBJ> --Curves--
JBJ> Bezier4
JBJ> Bezier5
JBJ> Curve Distance to Curve Location
JBJ> Curve Location to Curve Distance
JBJ> Curve Location to Normalized U
JBJ> Fitted Bezier Curve
JBJ> Normalized U to Curve Location
JBJ> ------------------------------
JBJ> --Debugging--
JBJ> Build Arrow
JBJ> Build Capsule
JBJ> Build Circle
JBJ> Build Cross
JBJ> Build Debug Grid
JBJ> Build Rectangle
JBJ> Build Sphere
JBJ> Build Square
JBJ> Display Arrow
JBJ> Display Line
JBJ> Display Point
JBJ> -------------
JBJ> -Deformation-
JBJ> --Effects--
JBJ> Transform Mesh
JBJ> Turbulize Mesh
JBJ> --------------
JBJ> --Hull Deformer--
JBJ> Deform by Hull
JBJ> Find Hull Surface Point
JBJ> -----------------------
JBJ> --Skinning--
JBJ> Calculate Deformer Weights
JBJ> Cleanup Painted Weights
JBJ> Dual Quaternion Deformation
JBJ> ----------------------------
JBJ> --Verlet--
JBJ> Apply Surface Stiffness
JBJ> Blend Verlet Effect
JBJ> Correct Edge Lengths
JBJ> Inflate Volume
JBJ> Init Verlet Geometry Data
JBJ> Move Points Outside Geometry
JBJ> Pin Point to Position
JBJ> Simulate Mesh using Verlet Integration
JBJ> Verlet Framework
JBJ> ----------------
JBJ> --Forces--
JBJ> Add Verlet Force
JBJ> Add Verlet Forces
JBJ> Restitution Force
JBJ> Verlet Drag Force
JBJ> Verlet Wind Force
JBJ> -----------------
JBJ> --Execution--
JBJ> Execute Once
JBJ> Repeat with Counter
JBJ> While with Counter
JBJ> ------------------
JBJ> --Geometry Queries--
JBJ> Reinterpret Location on New Geometry
JBJ> ------------------------------------
JBJ> --Math--
JBJ> LawOfCos
JBJ> Limit Vector Length
JBJ> Quaternion nlerp
JBJ> WorleyNoise
JBJ> -----------
JBJ> -Particles-
JBJ> --Emission control--
JBJ> Filter by Particle IDs
JBJ> Offset Particle From Emitter
JBJ> ----------------------------
JBJ> --Getters--
JBJ> Get Location by Raycast
JBJ> Get Next Particle Position
JBJ> Get Next Particle
JBJ> Get Particle Speed
JBJ> Get Particle Transform
JBJ> Get Prev Particle Position
JBJ> Get Prev Particle
JBJ> -----------------
JBJ> --Setters--
JBJ> Set Particle Transform
JBJ> ----------------------
JBJ> --Simulation--
JBJ> Simulate Particles
JBJ> ------------------
JBJ> --Strands--
JBJ> Curl Strand
JBJ> Display Strand Shape
JBJ> Get Strand Length
JBJ> -----------------
JBJ> --Strand Dynamics--
JBJ> Add Strand Force
JBJ> Add Strand Forces
JBJ> Constrain To Guide Hairs
JBJ> Curl Strand
JBJ> Emit Filler Strands
JBJ> Emit Strands
JBJ> Init Strand Dynamics
JBJ> Shape Strand With Curve
JBJ> Simulate Strand using Verlet Integration
JBJ> Stick Particle to Emit Location
JBJ> Strand Drag Force
JBJ> Strand Dynamics Framework
JBJ> Strand Gravity Force
JBJ> Strand Length Bidirectional Constraint
JBJ> Strand Length Constraint
JBJ> Strand Stiffness
JBJ> ----------------
JBJ> --Tests--
JBJ> Test Animated Value
JBJ> Test Particle ID
JBJ> ----------------
JBJ> -Scenes-
JBJ> Accessing Curves by Distance
JBJ> Display Circle
JBJ> Display Strand Shape
JBJ> Fit Hermite Curve
JBJ> Hair
JBJ> Hull Deformer
JBJ> Worley Noise
JBJ> ------------
Wow – much appreciated! Thanks Phil J
From: Jason
Brynford-Jones [mailto:Jason.Bryn...@autodesk.com]
Sent: 08 July 2009 20:58
To: soft...@listproc.autodesk.com
Subject: Phil's ICE Pack
100 ICE Compounds
-Compounds-
--Arrays--
Build Array from Per Point Data
Build Index Array
Build Linearly Interpolated Array
Find Closest in Array
Get Array Maximum 2
Get Array Minimum 2
Move in Array
Rebuild Array
Reverse Array
Select SubArray in Array
------------------------
--2D arrays--
Build 2D Array
Calc Sub Array Size
Get 2D Array Size
Get 2D SubArray Size
Initialize 2d Array
Pop SubArray from 2D Array
Push SubArray on 2D Array
Resize Array in 2D Array
Select Array in 2D Array
Select SubArray in 2D Array
Set SubArray in 2D Array
------------------------
--Curves--
Bezier4
Bezier5
Curve Distance to Curve Location
Curve Location to Curve Distance
Curve Location to Normalized U
Fitted Bezier Curve
Normalized U to Curve Location
------------------------------
Simulate Mesh using Verlet Integration
Verlet Framework
----------------
--Forces--
Add Verlet Force
Add Verlet Forces
Restitution Force
Verlet Drag Force
Verlet Wind Force
-----------------
--Execution--
Execute Once
Repeat with Counter
While with Counter
------------------
--Geometry Queries--
Reinterpret Location on New Geometry
------------------------------------
Simulate Strand using Verlet Integration
Stick Particle to Emit Location
Strand Drag Force
Strand Dynamics Framework
Strand Gravity Force
Strand Length Bidirectional Constraint
Strand Length Constraint
Strand Stiffness
----------------
--Tests--
Test Animated Value
Test Particle ID
----------------
-Scenes-
Accessing Curves by Distance
Display Circle
Display Strand Shape
Fit Hermite Curve
Hair
Hull Deformer
Worley Noise
------------
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afaik all the faces and a few other things uses SSS, there are also
some glossy refraction in there like that big jello thing.
Nick:
It has programmable shaders, all the shaders that are supported in xsi
was written this way, i believe you can also write custom shaders and
use them in the rendertree directly, just like with mental ray..
It also has its own format much like RIB files, archives etc. I'm not
a programmer so I dont know the API at all, perhaps Marcos will be
kind enough to step in here and explain a few things about it at some
point.
As for volume shader, I can't say, I've only tried volume lights and
those work like a charm, fast and accurate, and ofcourse it does
refraction.
As for LOD and dsos, I can't say, again something Marcos can answer.
Geometry instances I tried yesterday, this is through ICE also:
http://ericknelson.com/wurp/arnold_ice_instances.jpg
This is about 30 billion polygons in total all rendered in under 10
minutes at 2k (GI, glossy reflection, one arealight), I also tried
this with motionblur and as before with arnold it works without a
fuss. This all rendered with xsi using around 400mb of ram in total,
and xsi eats up around 150 of those by itself.
I also tried rendering this exact scene in mental ray, it ended up
using over 7gb of memory before I gave up, my box "only" has 8 gb of
ram so... using that much memory it didnt even render a single bucket
with the tanks in them, only the white background was rendering a bit.
In arnold I can also tweak the lighting/shaders without having to wait
for the render to start...
Is it the only renderer on Meatballs movie?!!!
Thanks for your time answering all the questions...bet you didn't think
you'd get as much attention! ;)
-----Original Message-----
From: softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Andreas
Bystrom
Sent: July 9, 2009 5:32 AM
To: soft...@listproc.autodesk.com
Subject: Re: trying out the Arnold renderer
a
It's caching the data yes, a fresh frame would take about the same
time to export as with for example the 3delight plugin, it's still
fast. The tank scene took some 15-20 seconds to start, which was
actually quicker than with mental ray..
If you had a particle sim youd have to re-export for every frame the
animation changes, adding new particles and such, however on a single
frame you can still tweak things in realtime, just like on this tank
scene (it uses ice particles.)
And yes, memory usage has not been a problem, Im pretty sure I could
take it up to rendering 100 billion polygons using instances even on
32 bit, but it becomes a bit silly testing that I think :)
Marc-Andre: As for announcements it's not my place to answer such
questions, you will have to wait and see I guess :)
The meatball movie was all rendered in arnold yes, same with monster
house that came out a few years ago.
The meatball movie was all rendered in arnold yes, same with monster
house that came out a few years ago.
steven
Message: 1
Date: Wed, 8 Jul 2009 19:58:55 -0400
From: "William Pleydon" <will...@digimata.com>
Subject: Re: Phil's ICE Pack
To: <soft...@listproc.autodesk.com>
Message-ID: <FAFACDD334CC4D10BDF1AC942F9E4818@user51b7c7bbcc>
Content-Type: text/plain; format=flowed; charset="iso-8859-1";
reply-type=original
-T
-----Original Message-----
>From: Christopher <chris...@thecreativesheep.ca>
>Sent: Jul 9, 2009 9:01 PM
>To: soft...@listproc.autodesk.com
>Subject: RE: trying out the Arnold renderer
>
Message: 6
Date: Thu, 9 Jul 2009 18:20:10 -0700
From: Jason Brynford-Jones <Jason.Bryn...@autodesk.com>
Subject: RE: Phil's ICE Pack
To: "soft...@listproc.autodesk.com"
<soft...@listproc.autodesk.com>
Message-ID:
<3FF2397445743C47B0507...@ADSK-NAMSG-01.MGDADSK.autodesk.com>
Content-Type: text/plain; charset="utf-8"
-Jim
Message: 2
Date: Fri, 10 Jul 2009 01:43:59 +0000
From: Christopher <chris...@thecreativesheep.ca>
Subject: RE: Phil's ICE Pack
To: soft...@listproc.autodesk.com
Message-ID:
<4a569cdfbb07e_122...@app02.zenbe.com.tmail>
Content-Type: text/plain; charset=utf-8
Message: 2
Date: Mon, 13 Jul 2009 09:05:08 +0100
From: Chris Marshall <chris.m...@eclipsecreative.co.uk>
Subject: Re: Phil's ICE Pack
To: soft...@listproc.autodesk.com
Message-ID:
<1f902a650907130105kcf...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"
hey,When do we get Phil's 100 ICE tutorials?
-----Original Message-----
From: softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Jason
Brynford-Jones
Sent: 08 July 2009 20:58
To: soft...@listproc.autodesk.com
Subject: Phil's ICE Pack
On behalf of Phil Taylor
http://area.autodesk.com/downloads/plugins/phil_s_ice_pack
100 ICE Compounds
-Compounds-
--Arrays--
Build Array from Per Point Data
Build Index Array
Build Linearly Interpolated Array
Find Closest in Array
Get Array Maximum 2
Get Array Minimum 2
Move in Array
Rebuild Array
Reverse Array
Select SubArray in Array
------------------------
--2D arrays--
Build 2D Array
Calc Sub Array Size
Get 2D Array Size
Get 2D SubArray Size
Initialize 2d Array
Pop SubArray from 2D Array
Push SubArray on 2D Array
Resize Array in 2D Array
Select Array in 2D Array
Select SubArray in 2D Array
Set SubArray in 2D Array
------------------------
--Curves--
Bezier4
Bezier5
Curve Distance to Curve Location
Curve Location to Curve Distance
Curve Location to Normalized U
Fitted Bezier Curve
Normalized U to Curve Location
------------------------------
--Debugging--
Build Arrow
Build Capsule
Build Circle
Build Cross
Build Debug Grid
Build Rectangle
Build Sphere
Build Square
Display Arrow
Display Line
Display Point
-------------
-Deformation-
--Effects--
Transform Mesh
Turbulize Mesh
--------------
--Hull Deformer--
Deform by Hull
Find Hull Surface Point
-----------------------
--Skinning--
Calculate Deformer Weights
Cleanup Painted Weights
Dual Quaternion Deformation
----------------------------
--Verlet--
Apply Surface Stiffness
Blend Verlet Effect
Correct Edge Lengths
Inflate Volume
Init Verlet Geometry Data
Move Points Outside Geometry
Pin Point to Position
Simulate Mesh using Verlet Integration
Verlet Framework
----------------
--Forces--
Add Verlet Force
Add Verlet Forces
Restitution Force
Verlet Drag Force
Verlet Wind Force
-----------------
--Execution--
Execute Once
Repeat with Counter
While with Counter
------------------
--Geometry Queries--
Reinterpret Location on New Geometry
------------------------------------
--Math--
LawOfCos
Limit Vector Length
Quaternion nlerp
WorleyNoise
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-Particles-
--Emission control--
Filter by Particle IDs
Offset Particle From Emitter
----------------------------
--Getters--
Get Location by Raycast
Get Next Particle Position
Get Next Particle
Get Particle Speed
Get Particle Transform
Get Prev Particle Position
Get Prev Particle
-----------------
--Setters--
Set Particle Transform
----------------------
--Simulation--
Simulate Particles
------------------
--Strands--
Curl Strand
Display Strand Shape
Get Strand Length
-----------------
--Strand Dynamics--
Add Strand Force
Add Strand Forces
Constrain To Guide Hairs
Curl Strand
Emit Filler Strands
Emit Strands
Init Strand Dynamics
Shape Strand With Curve
Simulate Strand using Verlet Integration
Stick Particle to Emit Location
Strand Drag Force
Strand Dynamics Framework
Strand Gravity Force
Strand Length Bidirectional Constraint
Strand Length Constraint
Strand Stiffness
----------------
--Tests--
Test Animated Value
Test Particle ID
----------------
-Scenes-
Accessing Curves by Distance
Display Circle
Display Strand Shape
Fit Hermite Curve
Hair
Hull Deformer
Worley Noise
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