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Guess the improvement

Posted: Tue Mar 13, 2018 5:42 pm
by luis.hijarrubia
We want to show you things we are working on / we already have done. And Fernando has come with the idea of this guessing game. So... with that image. Can you guess the improvement?

Image

Re: Guess the improvement

Posted: Tue Mar 13, 2018 6:17 pm
by Daniel Kerbler 20180313161023
hmmm.. :)

the detph layering in that image is quite puzzeling!

that yellow self reflection on the simball kinda looks like an additive material, doesn't it ?

Re: Guess the improvement

Posted: Tue Mar 13, 2018 6:26 pm
by luis.hijarrubia
I don't know, it's the default material in the simball scene. This particular image is Production, but this improvement works on gpu too.

Re: Guess the improvement

Posted: Tue Mar 13, 2018 7:06 pm
by Mihai
I know!! I know!!... :D

Re: Guess the improvement

Posted: Wed Mar 14, 2018 12:49 am
by feynman
It's the new swirly yellow simball modifier?

Re: Guess the improvement

Posted: Wed Mar 14, 2018 5:20 am
by Nasok
Scatter along curve ? :))
altho looks a bit strange that bigger simballs are behind smacker blurred ones :) O_o

Re: Guess the improvement

Posted: Wed Mar 14, 2018 9:34 am
by choo-chee
i was gonna joke about speed improvements that make the image render with speedy motion blur but after getting the de-noiser, speed jokes are pointless finally...maybe it's a hint about rendering animation from a single MXS file ?

Re: Guess the improvement

Posted: Wed Mar 14, 2018 11:15 am
by luis.hijarrubia
Well, I can say, it's done using just 1 mxs, with just one simball inside. And it's not an animation. And no motion blur there.

Re: Guess the improvement

Posted: Wed Mar 14, 2018 11:20 am
by choo-chee
so is it some kind of path or array instancing then?

Re: Guess the improvement

Posted: Wed Mar 14, 2018 11:24 am
by choo-chee
or maybe a referenced MXS that has another MXS inside it ....?

Re: Guess the improvement

Posted: Wed Mar 14, 2018 11:28 am
by luis.hijarrubia
choo-chee wrote:or maybe a referenced MXS that has another MXS inside it ....?
And we have a winner. Yes, now you can have mxs references inside mxs references inside mxs references. Even yourself.

Re: Guess the improvement

Posted: Wed Mar 14, 2018 11:35 am
by choo-chee
oh yeah finally !

Re: Guess the improvement

Posted: Wed Mar 14, 2018 9:44 pm
by Rafal SLEK
I was almost sure that nobody read about my problem here: viewtopic.php?f=109&t=44488 :D
Now this should be possible, problem lied in mxs references linked to ARCHICAD as mxs reference.

Image

Re: Guess the improvement

Posted: Thu Mar 15, 2018 11:42 am
by Forum Moderator
That kind of situation was the seed of this improvement. AC plugin has that feature for animations that references the whole scene into a small file that contains only what changes: cameras and physical sky (for time lapses, etc.), this way you get fast exports with smaller file sizes; but that wasn't useful if you had references in the original scene, as they wouldn't show in render. I first asked for one or two extra levels of nesting, but Luis found easy to have a virtually unlimited amount of instances. Currently, we put a limit of 128 levels of nesting, but that can be changed.

And you can also do fractals with this! :D

Re: Guess the improvement

Posted: Thu Mar 15, 2018 2:19 pm
by luis.hijarrubia
Forum Moderator wrote:That kind of situation was the seed of this improvement. AC plugin has that feature for animations that references the whole scene into a small file that contains only what changes: cameras and physical sky (for time lapses, etc.), this way you get fast exports with smaller file sizes; but that wasn't useful if you had references in the original scene, as they wouldn't show in render. I first asked for one or two extra levels of nesting, but Luis found easy to have a virtually unlimited amount of instances. Currently, we put a limit of 128 levels of nesting, but that can be changed.

And you can also do fractals with this! :D

I have to deny things here. This wasn't easy at all. You can have instances inside references, instances of references, instances of references inside references that are instanced... and so on. But once I entered that world having 2 levels or 128 it's just a number. In my test 128 is fine for cpu, but it's too much for current gpus, 32 levels of nesting it's the maximum I tested right on my gpu. It can be used to do kind of fractals, as I allow self-references. But I can't recommend it in production as it takes a lot of memory. If that field of use is highly demanded a memory improvement should be done.