Cheers,
Thomas
On 28 September 2011 17:34, Marc-Andre Carbonneau
<marc-andre...@ubisoft.com> wrote:
> Interesting moves…
>
> http://mentalraytips.blogspot.com/2011/09/this-is-100th-post.html
>
>
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>
Lets just hope its not for 3ds Max only.. (thats the feeling tho). Been too much time with a serious Mental Ray update..its falling way behind everything else.
Max
----Messaggio originale----
Da: marc-andre...@ubisoft.com
Data: 28-set-2011 17.34
A: "soft...@listproc.autodesk.com"<soft...@listproc.autodesk.com>
Ogg: Master Zap leaving Mental Ray/NVIDIA, joining Autodesk...
cheers,
sven
-----Original Message-----
From: softimag...@listproc.autodesk.com
[mailto:softimag...@listproc.autodesk.com] On Behalf Of Thomas Helzle
Sent: Mittwoch, 28. September 2011 19:02
To: soft...@listproc.autodesk.com
Subject: Re: Master Zap leaving Mental Ray/NVIDIA, joining Autodesk...
Now that sounds like really good news!
Cheers,
Thomas
On 28 September 2011 17:34, Marc-Andre Carbonneau
<marc-andre...@ubisoft.com> wrote:
> Interesting moves.
>
> http://mentalraytips.blogspot.com/2011/09/this-is-100th-post.html
>
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Seriously, it's just as possible that in 2-4 years nobody can't even
remember what Mental Ray was ;-)
Everything renderman-like will most probably be forgotten for anything
trying to look realistic by then.
I personally think that even the current Vray, Arnold etc. is bridge
technology for the time being until unbiased will be close to
realtime, running on GPUs that have 128GB RAM and one core per
pixel... :-)
Or if somebody implements and optimizes a tech like this it may even be sooner:
http://agl.unm.edu/rpf/
Something like that could be a complete game changer IMO.
The main problem other than speed with unbiased ATM is, that for more
"artistic" stuff it's yet pretty unexplored, but I imagine that we
will see a lot more in this regard as soon as speed is no longer such
a major issue.
Even today, final render time is much less an issue for larger
companies than setup speed, and you can't beat BruteForce/unbiased for
realistic results in the later department. Just read some of the Sony
interviews about switching from Renderman to Arnold... :-)
Until whatever will happen in the future, I'll definitely have more
fun and better results with something other than MR.
Your mileage may differ :-)
Cheers,
Thomas Helzle
--
-------------------------------------------
Stefan Kubicek Co-founder
-------------------------------------------
keyvis digital imagery
Wehrgasse 9 - Grᅵner Hof
1050 Vienna Austria
Phone: +43/699/12614231
--- www.keyvis.at ste...@keyvis.at ---
-- This email and its attachments are
--confidential and for the recipient only--
On 28 September 2011 23:27, Stefan Kubicek <s...@tidbit-images.com> wrote:
> Or denial.
>
>> I can only assume that this is sarcasm
>>
>> On Wed, Sep 28, 2011 at 1:49 PM, Sven Constable
>> <sixsi...@imagefront.de> wrote:
>>>
>>> And its not that new btw (in terms of massive mentalray updates) ... The
>>> future for Softimage especially the integration of mental ray is very,
>>> very
>>> promising. Maybe you'll wait a sec befor switching to LW, Cinema or
>>> Blender
>>> or whatever ;) Or Vray or arnold. My guess is, in 1-2 years, there will
>>> be
>>> 3 renderers out there and most of the small alternatives you talked about
>>> as
>>> a a replacement to mentalray will be of no or low importance. Mentalray
>>> will
>>> be back on top, besides renderman and arnold maybe.
>>>
>>> cheers,
>>> sven
>>
>
>
> --
> -------------------------------------------
> Stefan Kubicek Co-founder
> -------------------------------------------
> keyvis digital imagery
> Wehrgasse 9 - Grüner Hof
Example:
Old default setting for shadows used to be 'regular' or what is now labeled 'enabled'. Today the default setting is 'segmented'. That alone incurs a 15% increase in computing overhead, and can lead to crashes in niche cases where trace depths can't be resolved properly. The difference between the two modes is 'enabled' traces shadow rays from intersection (shaded pixel) towards the light source whereas 'segmented' goes the other direction to more closely resemble real world physics (even if it's only slight). Any texture/material shader written for mental ray performing shadow computations automatically inherits and assumes 'enabled' mode and includes support for 'sorted' mode. If a shader is to work in 'segmented' mode, however, the shader writer is responsible for implementing support. This is where a great deal of issues can arise. You should only need segmented mode when doing a lot of work involving intersecting volumes.
Example 2:
Old ray depth limits where set to 2, 2, and 4 (reflection, refraction, combined). Today the defaults are 5, 5, and 10. This easily leads to increased render times if you don't manage your settings. I just trouble shooted a scene for a friend where this was the direct cause of inflated render times even though the scene content was dirt simple. The differences were pretty dramatic.
A good chunk of problems can be eliminated by paying closer attention to render settings.
Matt
-----Original Message-----
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Thomas Helzle
Sent: Wednesday, September 28, 2011 2:40 PM
To: soft...@listproc.autodesk.com
Subject: Re: Master Zap leaving Mental Ray/NVIDIA, joining Autodesk...
Quote from M Zap himself
(http://mentalraytips.blogspot.com/2011/09/this-is-100th-post.html):
"Integration of mental ray and iray into Autodesk products have always
been.. problematic."
No shit. This said I always found it better in Soft :)
--
Best Regards
Morten Bartholdy
3D/VFX Supervisor
mental image didn't appear to care much about anything other than
standalone version. The vision of mental images was to make a
general, almost theoretical, architecture for distributed rendering,
but let integrator actually implement a rendering solution with that.
they only hired one guy to write shaders 7 years ago. I was told that
they did write the Maya integration, I'd be curious to know if that
isn't the case.anyways, autodesk's goal is to push integration towards
the third parties and not have this burden, which we have had, to do
everything.
"Integration work was done by Autodesk, but there was never a dedicated
person with enough precise know-how of the nitty-gritty details to
handle it (or sometimes simply not enough priority put on it).
Well...... now I will be working there. 'nuff said :)"
Guess which software won't be getting any attention ;)
Leo
christian keller visual effects|direction +49 0179 69 36 248 chr...@gmx.de
Good for him though! :-)
And thanks for your views Luc-Eric - very much appreciated as always :-)
Cheers,
Thomas Helzle
MB
In fairness to the other devs, i'd like to note that halfdan always worked with other people in rendering. In the early years, it was even the largest team.