All posts related to V2
User avatar
By max3d
#331009
Richard wrote:Max

Yes mate I do agree with all your saying! Doing pretty much just single shot arch vis work I'm wanting more a way to visualise real time shadow and sky effects and hopefully HDRI location / effect. Emitter lighting is pretty much handled now perfectly by multilight.

As an aside, the unforunate currently is that ML doesn't have the ability for adjusting the levels of the individual channels and with arch viz work renders HDRI fairly useless for most work unless your up for hours of trial and error. As one in most cases cant use a separate BG / Illum images and independantly adjust levels. This is one area I think Thea will overtake MR for arch viz as LDRI can be used for the background saving any excessive work in post pro.

Modo as I understand has had realtime HDRI lighting for sometime and would certainly serve this option well, but yet another workflow to learn. This must be a brilliant time saver in locating the HDRI primary light to where one prefers!

Shadows are the other tester for me I like to use clipped trees to shadow cast to larger bland areas of a building to add some artistry and soften the visual impact. Being able to turn off emitters prior to testing would help greatly to speed this aspect as renders clean very quickly if emitters are off and ML not required for testing. Though now going through a massive list of objects to find and hide emitters to too time consuming to consider doing it manually in studio. I can handle this quickly out of my host app but like most things in studio, things aren't ever meant to be easy!

Materials come in last probably!

I do understand what you are suggesting regarding regarding a region brush / magnifier, mate that would be a great idea!

The times you suggest as suitable for being happy with a result are still IMHO rather high at 2.5min - 15min whoa! Again this is where the likes of Thea may gain an edge (just a shame the UI is such a shocker) as the biased engine can give very fast and at the same fairly representative results of the likely unbiased result.

Shaderlight is soon to be released for SU and although the renders are FAR from useable for commercial work it does give some hint to what I hope will be the future of interactive results using HDRI inparticular and this if the method of setting IBL locations and intensities at least in proportion to each other channel might well prove a simple preview to at least help in that single aspect of testing for correct location!
Very helpful Richard, I didn´t even consider HDR light positioning but I will certainly add this to the list. My initial results with Thea suggest that in more complex cases the biased renderer won´t give you proper feedback after about half a minute.

I will see if I can come up with a more or less universal model which encompasses a few of the typical trouble areas where you really need a preview to judge if you´re on the right way.

as always I´m open for suggestion there as well. If there is already a good .obj scene with some caustics and refractions, an object to show off high quality materials, a HRDI environment and a medium complexity geometry I will certainly look at it.

Max.
By Reaversword
#331204
Max3D, I don't understand this about Maxwell gonna be implemented in Nvidia' hardware.

If I didn't remember bad, Next Limit told us that Real Time Preview Window doesn't require any "expensive gpu cards", here:
http://www.maxwellrender.com/pdf/Maxwel ... w_Info.pdf

I'm not saying that this is a lie, but, from where did you receive that info?.


By the way, from 29 June, to 2 Oct, the 2 estimated months time has finished. Some news about Real Time Preview release?.
User avatar
By Q2
#331205
By the way, from 29 June, to 2 Oct, the 2 estimated months time has finished. Some news about Real Time Preview release?.
Yep, what is going on there in the Maxwell Labs?

Q!
User avatar
By max3d
#331208
Reaversword wrote:Max3D, I don't understand this about Maxwell gonna be implemented in Nvidia' hardware.

If I didn't remember bad, Next Limit told us that Real Time Preview Window doesn't require any "expensive gpu cards", here:
http://www.maxwellrender.com/pdf/Maxwel ... w_Info.pdf

I'm not saying that this is a lie, but, from where did you receive that info?.


By the way, from 29 June, to 2 Oct, the 2 estimated months time has finished. Some news about Real Time Preview release?.
Hi Reaversworld,
the integration on chip of Maxwell was just a joke. Maxwell happened to be the name of a future generation of Nvidia chips :)
I assumed the joke was clear.

So no, the preview will only work on existing much more expensive old fashioned cpu´s. A move to cheaper GPU´s is not in any of the public road plans of Next Limit.

Sorry for the confusion.

Max.

p.s. but maybe that´s why we have to wait a bit longer :) (and no, this again is just a joke)
By Reaversword
#331209
Ok, that's appearing to me really really strange, ... I didn't know that Nvidia gonna name its new generation hardware with this name, oh man, too much info from many places, but always better ingenuous/prudent than rude... but since Nvidia acquired Mental Images... after all, who's gonna tell us we'd have a Maxwell Rt...

Yes, like you, I think that phrase of "expensive graphic cards" was a not well played card for the marketing department, sooner or later, gpu rendering will arrive to maxwell (surely when graphic cards raise its memory above 8 gigas, and its processing complexity raise too a bit). And how you say, processor are really expensive, for not do mention about new "unlock the full power of your processor paying 50 $" for intel side...

Well, I hope this rt preview be released soon.
By JTB
#331287
micheloupatrick wrote:Kepler, Tesla, Fermi, Maxwell were all great physicists.
Yes, but Maxwell, was the only one unbiased!
User avatar
By deadalvs
#331341
i think it is interesting to compare hardware cost, speedup and the actual cost the artist's salary.

if an artist can make the render setup and rendertimes 20 times faster and the actual render time of an animation 30 times faster, "the hell" with the argument of having to buy additional "expensive hardware". the salary of the artist is always the biggest component in the overall cost calculation over the whole year (in a healthy environment, where no artists is abused ..). i think no matter if the money goes in GPUs, CPUs or dedicated hardware such as that raytrace thingie from caustic graphics, the deal is making things faster TODAY and getting an advantage over competitors, this means investing TODAY.

i guess anybody would invest a LOT in "render acceleration hardware" if it would pay back already after 3 months because it simply increases the productivity of the artist who costs the money.

i don't think the argument is so strong which we hear a lot that "the user should not be forced to buy additional expensive hardware". if it's speeding the process up overproportional to the salary of the artist, any hardware investment is ok ! that's pure math, right ?

whether the renderer is production capable is an other question. but it starts to show clearly that most true GPU renderes face extreme problems which prevents them of becoming a state of the art production renderer (which supports all features such as sss, displacement) ...

* * *

arch viz is not a huge hurdle for a renderer ...
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