ALOK
GANDHI
/ chef directeur technique - lead technical director
T:
450 430-0010 x225F:
450 430-0009---------------------------------------------------------------------------------------------
MODUS
FX
120 Rue Turgeon,
Sainte-Therese (Quebec) CANADA J7E 3J1
Follow us on
Facebook&
TwitterNo virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2641/5646 - Release Date: 03/03/13
Internal Virus Database is out of date.
-- _________________________________________________ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
Congratulations, too, for your achievements! It's so cool to see how small teams of idealists can take the technological lead... wouldn't you expect something like this from nVidia themselves?
Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
�
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
��
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
�Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX� elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance.� We're kind of obsessed with speed :)�speed is great of course � but IMO it�s not the most important factor.�over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely �it has to be rendered in X amount of time� � clients couldn�t care less. It has to be good enough first and rendered in time for delivery.�it�s been a long time I�m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff � but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering � that can be very precisely tweaked by the user.�It�s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require � so in turn you have to bite the bullet and go back to good old offline rendering � and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features � not just GI / AO / softshadows / softreflections � but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair � and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.�Mental ray never became the standard it was because of speed � but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it�s features are getting long in the tooth as well, which opens the door wide open for others � but it remains a reference for what a renderer should at least aspire to.�
killer!!!!
congrats to you and team Nicolas!!
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance. We're kind of obsessed with speed :)speed is great of course – but IMO it’s not the most important factor.over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely “it has to be rendered in X amount of time” – clients couldn’t care less. It has to be good enough first and rendered in time for delivery.it’s been a long time I’m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff – but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering – that can be very precisely tweaked by the user.It’s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require – so in turn you have to bite the bullet and go back to good old offline rendering – and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features – not just GI / AO / softshadows / softreflections – but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair – and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.Mental ray never became the standard it was because of speed – but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it’s features are getting long in the tooth as well, which opens the door wide open for others – but it remains a reference for what a renderer should at least aspire to.
just some thoughts and hints of what matters to me when considering a new renderer.

Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
�
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
��
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
�Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX� elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance.� We're kind of obsessed with speed :)�speed is great of course � but IMO it�s not the most important factor.�over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely �it has to be rendered in X amount of time� � clients couldn�t care less. It has to be good enough first and rendered in time for delivery.�it�s been a long time I�m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff � but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering � that can be very precisely tweaked by the user.�It�s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require � so in turn you have to bite the bullet and go back to good old offline rendering � and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features � not just GI / AO / softshadows / softreflections � but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair � and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.�Mental ray never became the standard it was because of speed � but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it�s features are getting long in the tooth as well, which opens the door wide open for others � but it remains a reference for what a renderer should at least aspire to.�
Guys, this is fantastic! Exactly the simple workflow and high speed anyone should come to expect these days!
It had to be a bunch of true independent "nerds" to pave the path, again... (meant as a compliment!)
I haven't got resources left for testing, but I'm very much looking forward to 1.0.
Am 15.03.2013 03:35, schrieb Nicolas Burtnyk:
Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance. We're kind of obsessed with speed :)speed is great of course – but IMO it’s not the most important factor.over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely “it has to be rendered in X amount of time” – clients couldn’t care less. It has to be good enough first and rendered in time for delivery.it’s been a long time I’m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff – but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering – that can be very precisely tweaked by the user.It’s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require – so in turn you have to bite the bullet and go back to good old offline rendering – and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features – not just GI / AO / softshadows / softreflections – but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair – and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.Mental ray never became the standard it was because of speed – but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it’s features are getting long in the tooth as well, which opens the door wide open for others – but it remains a reference for what a renderer should at least aspire to.
Let me tell you that I just put my hands on this baby and wow!!!�� This is going to rock the rendering world.� And for Softimage!!!!�Awsome guys congratulations on this one.� My quadro 3000 finally is awake!!!
killer!!!!
congrats to you and team Nicolas!!
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E �TAGE MONTR�AL (QU�BEC) H3A 1P8
T 514 849-1555 F 514 849-5025
On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
�
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
��
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
�Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX� elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance.� We're kind of obsessed with speed :)�speed is great of course � but IMO it�s not the most important factor.�over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely �it has to be rendered in X amount of time� � clients couldn�t care less. It has to be good enough first and rendered in time for delivery.�it�s been a long time I�m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff � but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering � that can be very precisely tweaked by the user.�It�s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require � so in turn you have to bite the bullet and go back to good old offline rendering � and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features � not just GI / AO / softshadows / softreflections � but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair � and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.�Mental ray never became the standard it was because of speed � but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it�s features are getting long in the tooth as well, which opens the door wide open for others � but it remains a reference for what a renderer should at least aspire to.�
just some thoughts and hints of what matters to me when considering a new renderer.
--
+1! Absolutely out of this world! How you guys got all this done so fast is mind blowing. Integrated into SI too, not just an export plugin. This is truly ground breaking!
On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!! This is going to rock the rendering world. And for Softimage!!!!Awsome guys congratulations on this one. My quadro 3000 finally is awake!!!
killer!!!!
congrats to you and team Nicolas!!
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025
On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance. We're kind of obsessed with speed :)speed is great of course – but IMO it’s not the most important factor.over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely “it has to be rendered in X amount of time” – clients couldn’t care less. It has to be good enough first and rendered in time for delivery.it’s been a long time I’m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff – but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering – that can be very precisely tweaked by the user.It’s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require – so in turn you have to bite the bullet and go back to good old offline rendering – and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features – not just GI / AO / softshadows / softreflections – but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair – and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.Mental ray never became the standard it was because of speed – but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it’s features are getting long in the tooth as well, which opens the door wide open for others – but it remains a reference for what a renderer should at least aspire to.
just some thoughts and hints of what matters to me when considering a new renderer.
--

uuuuu soo nice! now just to wait for OpenCL version whenever it comes.. I moved away from nvidia completely :)
On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez <emi...@e-roja.com> wrote:
Everything is supported Mirko!� It is like having the old and crumpy MR reborn with power, speed and awsome result.� Integration with Softimage is seamless.
hey I haven't really seen if region rendering is supported as well or only preview window? just wondering
On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler <l...@creativecontrol.ca> wrote:
+1!� Absolutely out of this world!� How you guys got all this done so fast is mind blowing.� Integrated into SI too, not just an export plugin.� This is truly ground breaking!
On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!!�� This is going to rock the rendering world.� And for Softimage!!!!�Awsome guys congratulations on this one.� My quadro 3000 finally is awake!!!
killer!!!!
congrats to you and team Nicolas!!
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E �TAGE MONTR�AL (QU�BEC) H3A 1P8
T 514 849-1555 F 514 849-5025
On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
�
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
��
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
�Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX� elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance.� We're kind of obsessed with speed :)�speed is great of course � but IMO it�s not the most important factor.�over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely �it has to be rendered in X amount of time� � clients couldn�t care less. It has to be good enough first and rendered in time for delivery.�it�s been a long time I�m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff � but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering � that can be very precisely tweaked by the user.�It�s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require � so in turn you have to bite the bullet and go back to good old offline rendering � and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features � not just GI / AO / softshadows / softreflections � but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair � and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.�Mental ray never became the standard it was because of speed � but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it�s features are getting long in the tooth as well, which opens the door wide open for others � but it remains a reference for what a renderer should at least aspire to.�
just some thoughts and hints of what matters to me when considering a new renderer.
--
-- _________________________________________________ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
--
You might want to move back just for this...just sayin'...
On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
uuuuu soo nice! now just to wait for OpenCL version whenever it comes.. I moved away from nvidia completely :)
On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez <emi...@e-roja.com> wrote:
Everything is supported Mirko! It is like having the old and crumpy MR reborn with power, speed and awsome result. Integration with Softimage is seamless.
hey I haven't really seen if region rendering is supported as well or only preview window? just wondering
On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler <l...@creativecontrol.ca> wrote:
+1! Absolutely out of this world! How you guys got all this done so fast is mind blowing. Integrated into SI too, not just an export plugin. This is truly ground breaking!
On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!! This is going to rock the rendering world. And for Softimage!!!!Awsome guys congratulations on this one. My quadro 3000 finally is awake!!!
killer!!!!
congrats to you and team Nicolas!!
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025
On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance. We're kind of obsessed with speed :)speed is great of course – but IMO it’s not the most important factor.over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely “it has to be rendered in X amount of time” – clients couldn’t care less. It has to be good enough first and rendered in time for delivery.it’s been a long time I’m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff – but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering – that can be very precisely tweaked by the user.It’s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require – so in turn you have to bite the bullet and go back to good old offline rendering – and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features – not just GI / AO / softshadows / softreflections – but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair – and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.Mental ray never became the standard it was because of speed – but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it’s features are getting long in the tooth as well, which opens the door wide open for others – but it remains a reference for what a renderer should at least aspire to.
just some thoughts and hints of what matters to me when considering a new renderer.
--
-- _________________________________________________ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
--

actualy I already have an 580 in another comp so that itself is not problem :)
On Fri, Mar 15, 2013 at 3:29 PM, Emilio Hernandez <emi...@e-roja.com> wrote:
Well Mirko as Len said.� You might just reconsider going back to Nvidia.� CUDA is coming strong on a lot of apps.� And getting first than ATI.� You can buy a GTX 470 for 200 bucks.
2013/3/15 Mirko Jankovic <mirkoj....@gmail.com>
well honestly... I'm on gaming cards�because�pro cards really are not justified with price in my case, and with gaming line ati right now is twice the speed of nvidia really... so just for rendering t o sacrifice all viewport performance.. I'm not sure that is something I would be willing to do :) not sure how mixing cards on same board would work with�different�drivers and everything to have one nvidis just for rendering.. anyway that is all different story and not really relevant in this case. in any case this is so refreshing
On Fri, Mar 15, 2013 at 2:39 PM, Len Krenzler <l...@creativecontrol.ca> wrote:
You might want to move back just for this...just sayin'...
On 3/15/2013 7:35 AM, Mirko Jankovic wrote:
uuuuu soo nice! now just to wait for OpenCL version whenever it comes.. I moved away from nvidia completely :)
On Fri, Mar 15, 2013 at 2:33 PM, Emilio Hernandez <emi...@e-roja.com> wrote:
Everything is supported Mirko!� It is like having the old and crumpy MR reborn with power, speed and awsome result.� Integration with Softimage is seamless.
hey I haven't really seen if region rendering is supported as well or only preview window? just wondering
On Fri, Mar 15, 2013 at 2:17 PM, Len Krenzler <l...@creativecontrol.ca> wrote:
+1!� Absolutely out of this world!� How you guys got all this done so fast is mind blowing.� Integrated into SI too, not just an export plugin.� This is truly ground breaking!
On 3/14/2013 10:06 PM, Emilio Hernandez wrote:
Let me tell you that I just put my hands on this baby and wow!!!�� This is going to rock the rendering world.� And for Softimage!!!!�Awsome guys congratulations on this one.� My quadro 3000 finally is awake!!!
killer!!!!
congrats to you and team Nicolas!!
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E �TAGE MONTR�AL (QU�BEC) H3A 1P8
T 514 849-1555 F 514 849-5025
On 3/14/2013 10:35 PM, Nicolas Burtnyk wrote:
Hey guys,
I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.
-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.
�
what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
��
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PMSubject: Re: Announcing Redshift - Biased GPU Renderer
�Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX� elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance.� We're kind of obsessed with speed :)�speed is great of course � but IMO it�s not the most important factor.�over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely �it has to be rendered in X amount of time� � clients couldn�t care less. It has to be good enough first and rendered in time for delivery.�it�s been a long time I�m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff � but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering � that can be very precisely tweaked by the user.�It�s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require � so in turn you have to bite the bullet and go back to good old offline rendering � and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features � not just GI / AO / softshadows / softreflections � but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair � and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.�Mental ray never became the standard it was because of speed � but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it�s features are getting long in the tooth as well, which opens the door wide open for others � but it remains a reference for what a renderer should at least aspire to.�
just some thoughts and hints of what matters to me when considering a new renderer.
--
-- _________________________________________________ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
--
-- _________________________________________________ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126 www.creativecontrol.ca - l...@creativecontrol.ca
--
�
-- _________________________________________________ Len Krenzler - Creative Control Media Productions Phone: 780.463.3126
It is not that simple. I think to make a renderer that looks very promising is one thing. Establish it in the market is the hard part. For example lets take Arnold… it took them over ten years to make it something we consider a product and today it's (officially) still in beta. There were other renderers (I don't remember right now. Brazil was one of them). Great renderer, faster than some others. Now its abandoned. This was actually a renderer used some years, but there were many others that didn't survive their first couple of years while in developing.
Redshift looks indeed very nice and promising. I hope it will make its way into the market.
sven
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Mirko Jankovic
Sent: Friday, March 15, 2013 20:54
To: soft...@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer
Just thinking.. you really have to wonder why AD as huge company with resources that are probably hard to imagine by any of us never got to make ANYTHING nearly great as anything like what we see from 3rd party guys around.
ok, I stand corrected. Thanks for clearing that up.
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Vladimir Jankijevic
Sent: Saturday, March 16, 2013 0:04
To: soft...@listproc.autodesk.com
Subject: Re: Announcing Redshift - Biased GPU Renderer
I have to back up Steven. Arnold is NOT in beta. I had more to say about this subject but it's not the place for that.
> Please also bear in mind that we're still just in alpha and constantly improving performance. We're kind of obsessed with speed :)
speed is great of course – but IMO it’s not the most important factor.over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely “it has to be rendered in X amount of time” – clients couldn’t care less. It has to be good enough first and rendered in time for delivery.
it’s been a long time I’m looking forward for a viewport/GPU mental ray replacement in softimage.
Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff – but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering – that can be very precisely tweaked by the user.It’s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require – so in turn you have to bite the bullet and go back to good old offline rendering – and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features – not just GI / AO / softshadows / softreflections – but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair – and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.Mental ray never became the standard it was because of speed – but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it’s features are getting long in the tooth as well, which opens the door wide open for others – but it remains a reference for what a renderer should at least aspire to.
Hey guys,I'm going to respond to the last few messages regarding the importance of speed later, but in the meantime here is a video of some live rendering in Softimage.-Nicolas
On Thu, Mar 14, 2013 at 1:17 PM, <pet...@skynet.be> wrote:
you are right of course, as always.what is really needed is a fine balance between quality and speed,at a pricepoint that is affordable yet high enough to sustain development,and available before my retirement.
From: Andy MoorerSent: Thursday, March 14, 2013 9:02 PM
Subject: Re: Announcing Redshift - Biased GPU Renderer
Well said, but speed is still important, deadlines are tight and particularly in the iterative direction phase often re-rendering takes much more time than making a directed change. "Dailies" reflect this... A series of several directed tweaks to a shot can stretch over several days in part to allow time to make changes and get them rendered... A major limitation to working with rendered VFX elements versus composite effects which can often be altered in near realtime.
Sent from my iPad
> Please also bear in mind that we're still just in alpha and constantly improving performance. We're kind of obsessed with speed :)speed is great of course – but IMO it’s not the most important factor.over the years we have all been doing productions with rather long rendertimes, running into hours per frame and more. The bottom line was rarely “it has to be rendered in X amount of time” – clients couldn’t care less. It has to be good enough first and rendered in time for delivery.it’s been a long time I’m looking forward for a viewport/GPU mental ray replacement in softimage.Hopefully staying below 5 minutes for complex HD images and within 1 minute for more simple stuff – but more importantly, it should have the bells and whistles of a modern raytracer, and deliver production quality rendering – that can be very precisely tweaked by the user.It’s very frustrating to get a promising image very fast, but not being able to make the image really final - some remaining artifacts, sampling problem or no ability to finetune this or that effect or simply lack of a feature you really require – so in turn you have to bite the bullet and go back to good old offline rendering – and the corresponding rendertimes will be twice as frustrating.Very extensive support for lighting features – not just GI / AO / softshadows / softreflections – but also SSS, raytraced refractions, motion blur, volumetrics, ICE support, instancing, hair – and a good set of shaders and support for the rendertree and as many of the factory shaders as possible.Mental ray never became the standard it was because of speed – but because of what one can achieve with it. (and then you have to turn off a few things left and right for final renders in order to make rendertimes acceptable)Obviously in this day and age it’s features are getting long in the tooth as well, which opens the door wide open for others – but it remains a reference for what a renderer should at least aspire to.just some thoughts and hints of what matters to me when considering a new renderer.
Alfred Feierfeilstraße 3
On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn <arvid...@gmail.com
On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn <arvid...@gmail.com
There was a subject on Redshift Forum about having two grapphic cards.
It seems to be possible to keep a quadro for dispaly (as it is significantly better at displaying), and have a Titan dedicated to rendering only (in Redshift you select which card is rendering) as they have a huge amount of cores and faster memory.
I think I've red somewhere that Titan has 2600 cores against 256 for the Quadro 4000.
After chating with Nicolas the Titan could be around 4 time faster than the Quadro4000 ...Which is huge :)
On Thu, Mar 21, 2013 at 10:55 AM, Arvid Björn <arvid...@gmail.com