Please post here anything else (not relating to Maxwell technical matters)
#325217
:!: That's what I thought some time ago about Maxwell. Why it doesn't start rendering from a very fast biased version of the scene converging to the unbiased solution instead of starting from a useless grainy render that has to clean completely to be useable.

I guess the noise pattern has to do with BDSF or unbiased algorithms but while being an ignorant I let my imagination fly. :P
By dmeyer
#325831
Bubbaloo wrote:
Notice, that all renders posted in this review, are made almost without any postproduction in 2d applications (I've only resized some of the images, removed hotpixels and slighty reduced noise).
8)
I loved that line..."we didn't do any post production on these images except for all of this post production we did including..."
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By RobMitchell
#325839
Bubbaloo wrote:
Notice, that all renders posted in this review, are made almost without any postproduction in 2d applications (I've only resized some of the images, removed hotpixels and slighty reduced noise).
8)
Haha, that's brilliant. :D
By numerobis
#326425
and the next one...
finalRender Release 4 will incorporate enhanced CUDA GPU acceleration as well as full OpenCL support, without restricting the feature set and functionality of finalRender for 3ds Max. By actually accelerating the rendering core itself and still using the full processing power of all available Muti-Core CPUs, the user will benefit on both sides of the hardware world, be it GPU or CPU. An investment into a fast GPU accelerator card will provide increased benefit, as will a new Multi-Core PC system, even while utilizing a legacy GPU accelerator card.

This true hybrid-hardware acceleration approach distinguishes finalRender as a top performer from other solutions now available for 3ds Max. While other solutions for 3ds Max do not support any, or merely a fraction of the rendering effects that are important to professional studios, finalRender R4 SE, with its market-leading technology in CPU & GPU hardware acceleration, will revolutionize the 3D Effects industry of tomorrow.


Rendering effects supported by the GPU accelerated version of finalRender R4 SE:

Render Elements
Render Passes
Support of advanced highly optimized non path tracing GI-Engines
Soft-Shadows
IES Lights
Displacement
Subsurface Scattering
All compatible 3ds Max Materials
Support for atmospheric rendering engines like pyroCluster and FumeFX
Volume-Light Effects
Distributed Rendering
Stereo-Camera compatible
In fact, finalRender supports all the well known rendering effects that made it the render solution of choice for key sequences in Roland Emmerich’ blockbuster movie, “2012,” and for some of the imagery created for the Walt Disney blockbuster movie, “Alice in Wonderland.”


Hardware Acceleration Technology

finalRender’s hybrid hardware acceleration approach is partly based on NVIDIA’s highly optimized CUDA programming framework and technology, promising the best possible use of all available GPU processing power, including possible Multi-GPU hardware configurations.



In addition to the highly optimized NVIDIA CUDA program code, finalRender R4 SE will also support the OpenCL (Open Computing Language) industry standard for GPU-Programming. OpenCL is an open framework for writing programs that execute across heterogeneous platforms, consisting of CPUs, GPUs and other processors. OpenCL was initially developed by Apple Inc. and refined in collaboration with technical teams from AMD, IBM, Intel, and NVIDIA.

By incorporating both industry standards (CUDA and OpenCL) to the fullest extent, massive acceleration, when rendering photo realistic images, will be guaranteed to cebas’ customers, regardless of the type of acceleration hardware platform that might show up in the future.

Unlike other recently announced GPU rendering solutions which promise similar acceleration methods for 3ds Max, finalRender R4 SE is the first to display a fully integrated CPU + GPU rendering acceleration technology - offering the best of both worlds in one rock solid Hollywood-Blockbuster rendering package.


Michael Breitzke, Head Technology Engineer of rendering solutions at cebas says:

“In a pretty lengthy research and development process, lasting probably more than 2 years, cebas came to the conclusion that the use of non industry standard rendering accelerator solutions, like those promoted by some of the FGPA boards out there, do not deliver the promised rendering speedup, nor do they offer the security of a proper return of investment. The task of achieving considerable hardware rendering acceleration without losing any of the features your render system offers is massive, this is why many vendors choose not to go down this route; not so with cebas. By doing it the hard way, rewriting the foundation of the ray-tracing and shading core of finalRender and by incorporating industry standards like CUDA and OpenCL, the new evolution of finalRender R4 SE promises to achieve the speed and hardware acceleration of which all of the users of high-end graphics systems have dreamed.”


The Future of Rendering

The future finalRender R4 SE product will not need any new shaders special modeling or fancy tools, with which to leverage all of the power that GPU+CPU accelerator hardware offers. finalRender R4 SE will integrate Next Generation Hardware rendering acceleration transparently without the user being aware of any changes but the increase in speed.

Future cebas software development involving rendering and physics simulation technology will include either GPU or similar hardware acceleration technologies in their core. The first line of products to see full GPU acceleration support in their core will be finalRender R4 SE.

A very first finalRender GPU prototype for 3ds Max will be available for experiencing first hand at the SIGGRAPH 2010 exposition in Los Angeles California. This product presentation will show off the very early stages of a future product release of finalRender R4 and finalRender R4 SE both available as an update to finalRender R3.5 which will be also shown for the first time on the show floor, from July 27 to July 29th.
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By Half Life
#326430
Thats an awful lot of big talk about how great it is for users -- just to be followed at the bottom by the fact that its still just a prototype... meaning all that great talk may never actually materialize for end users.

I'm so tired of hearing about future potential -- we all thought we'd have flying cars by now too... turns out some technology never delivers on it's promise.

Just sounds like a way to get attention to me. Can't use it, can't buy it... so it doesn't matter.

Give me real performance, that I can use today -- that gives me everything I can have now without making me give up anything I have now... until that is achievable I remain unimpressed.

As the old saying goes "A bird in the hand is better than 2 in the bush".


Best,
Jason.
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