Search found 434 matches
- 19 Apr 2016, 10:34
- Forum: News
- Topic: Autodesk acquires Solid Angle
- Replies: 63
- Views: 13384
Re: Autodesk acquires Solid Angle
or even Mental Ray (under Nvidia) just as a side note, mental ray is now free from ad. there is no control of ad over it anymore in terms of developement or its decisions (for maya). for arnold, forget what booth parties are saying today about the future or support of all the bridges. we have to wa...
- 21 Jan 2016, 21:47
- Forum: Announcements
- Topic: 3delight update
- Replies: 22
- Views: 6607
Re: 3delight update
for transformers 3, the highest frametime was 27X hours. it was rendered with mental ray because only mr was able to render the shot by that time with raytracing. but it was before mr had much faster motion blur, so i can imagine why it rendered that long (the mb rendering after they changed it was ...
- 20 Jan 2016, 23:17
- Forum: Announcements
- Topic: 3delight update
- Replies: 22
- Views: 6607
Re: 3delight update
iray is not a production renderer, thats a problem. renderman RIS is one but misses some things yet reyes made so great. and for rendertimes, especially in production for film, 10 to 20 hours are normal for the big movies. pixar has more then 20 with pt and they also had more then 20 with reyes for ...
- 20 Jan 2016, 01:23
- Forum: Announcements
- Topic: 3delight update
- Replies: 22
- Views: 6607
Re: 3delight update
if you want a real path tracer, use iray or renderman ris. ;) dont take final gathering brute force as benchmark for anything, especially not the si version. fg is stable in animation, WHEN you have enough direct light (of course the speed outperforms every path tracer). there were devs with importa...
- 21 Jan 2015, 18:49
- Forum: News
- Topic: Houdini14 Sneak Peek
- Replies: 114
- Views: 22997
Re: Houdini14 Sneak Peek
why you need the pbr mode to bake textures? that makes no sense for me. simple texture baking is independent from a physical plausible rendering approach. my question is what you want to bake that needs a pbr approach for a texture which is baked? and what advances you are expecting when using the p...
- 28 Dec 2014, 21:09
- Forum: Rendering
- Topic: New GI prototype in v2015?
- Replies: 19
- Views: 5404
Re: New GI prototype in v2015?
it will not retire iray because iray is for a different market.rray wrote:no worries
Does anyone know if this new "gi gpu" retires iray? The whole mental ray roadmap is a bit unclear.
- 28 Dec 2014, 20:10
- Forum: Rendering
- Topic: Improved SoftLight for Mental Ray
- Replies: 8
- Views: 2643
Re: Improved SoftLight for Mental Ray
hehe, nice one!
handpainted light importance sampling, i really like the idea behind.
handpainted light importance sampling, i really like the idea behind.
- 28 Dec 2014, 18:50
- Forum: Materials & Shaders
- Topic: Specular Highlights of the Architectual (mia) Material
- Replies: 5
- Views: 2866
Re: Specular Highlights of the Architectual (mia) Material
I dont remember actually the old discussion and thread, but its a decision "mental images" took into designing the shader (actually not Mental images but more like Zap since hes the one). There was a huge thread in CGSociety comparing Mia_Material vs Vray Material in terms of specular/glo...
- 28 Dec 2014, 18:33
- Forum: Rendering
- Topic: Speculars look bad on MentalRay (ArchMat)
- Replies: 4
- Views: 1591
Re: Speculars look bad on MentalRay (ArchMat)
if you use the highlight mode, then yes, it might looks blown out because its just a highlight and not an actual light reflection aka direct reflection. real light reflections might be a problem with glossy reflections because the mia shader misses MIS, which means its sampling randomly without conc...
- 25 Jun 2014, 23:53
- Forum: Rendering
- Topic: Textures with Transparency Render with White Jagged Edges
- Replies: 3
- Views: 1991
Re: Textures with Transparency Render with White Jagged Edges
as a sidenote its better to use extra alpha texture maps which are good defined of what is opaque and which areas not.
- 25 Jun 2014, 23:50
- Forum: Rendering
- Topic: Unified Sampling + FG for Rendering Interiors?
- Replies: 1
- Views: 1552
Re: Unified Sampling + FG for Rendering Interiors?
user_ibl is a pure brute force ibl lighting solution which means there is no precompute stage which bakes information of the hdr to make the ibl lighting faster. better choise would be to use builtin_ibl thru string options if you have xsi 2015. as a general note, lighting an interior thru an ibl li...
- 11 Jun 2014, 19:50
- Forum: Rendering
- Topic: setting up a render for "Append new FG points to file" ?
- Replies: 3
- Views: 1561
Re: setting up a render for "Append new FG points to file" ?
why you need it every 10 frames? what i did for a bigger project and cam ani only was to setup different fg only computation renderpasses, i think i had 10 with 10 different cameras, and let them render overnight (its so easy to setup and control, a dream). with this method i baked the whole indirec...
- 16 Apr 2014, 09:34
- Forum: News
- Topic: Softimage 2015 released
- Replies: 24
- Views: 8235
Re: Softimage 2015 released
problem with MILA missing from AD implementation is we dont have a User interface. I dont think they gonna be able to be used without AD implementing it but i might be wrong. the userinterface is fine sofar. you can change the layerorder, thats the most important feature you need when using the lay...
- 16 Apr 2014, 01:38
- Forum: News
- Topic: Softimage 2015 released
- Replies: 24
- Views: 8235
Re: Softimage 2015 released
mila should be usable in si, also when its not integrated directly. most interesting feature should be the new gi which can run on gpu and the light IS which speed up the rendering with many lights alot. not to mention the now working builtin_ibl. it should be used with the mr env shader "mip_l...
- 17 Mar 2014, 14:42
- Forum: Announcements
- Topic: Announcing Forester a new plugin from 3DQUAKERS
- Replies: 82
- Views: 47951
Re: Announcing Forester a new plugin from 3DQUAKERS
great features.
i like the wavy option for the tree leaves and the buldge for flowers. a question, is it possible to use instance nodes as geometry input for the leaves? actually ist always geometry.
i like the wavy option for the tree leaves and the buldge for flowers. a question, is it possible to use instance nodes as geometry input for the leaves? actually ist always geometry.
- 17 Mar 2014, 11:41
- Forum: News
- Topic: Open Letter To Carl Bass, President and CEO of Autodesk
- Replies: 61
- Views: 9488
Re: Open Letter To Carl Bass, President and CEO of Autodesk
the question at the end is will it change ad's decision to end si with letters like this, or from glasswork or other posted opinions? beside that question its interesting to read them, no matter what comes. but i think it would be better to post such things earlier. the eol could be foreseen since ...