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 Post subject: Announcing Redshift - Biased GPU Renderer
PostPosted: 13 Mar 2013, 20:43 
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Joined: 13 Mar 2013, 02:38
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Location: Newport Beach, California
Hello si-community!

Today we're very pleased to officially announce the release of Redshift v0.1 Alpha.

Redshift is, to our knowledge, the world's first fully GPU accelerated biased production-quality renderer.

Redshift supports multiple biased global illumination techniques: Brute-Force GI, Irradiance Cache (aka Final Gather), Irradiance Point Cloud (aka Light Cache) and Photon Mapping (GI and Caustics) - all fully GPU accelerated and performing many times faster than similar CPU-based solutions. As a biased renderer, Redshift provides you with the flexibility to tune your settings where it counts to achieve noise-free results faster when compared to unbiased renderers. People familiar with Mental Ray or VRay will feel right at home with Redshift.

A problem that plagues many GPU renderers on the market is that they are limited by the available VRAM on the graphics card (and most systems have significantly less VRAM than main memory). Redshift addresses this by using an out-of-core architecture for geometry and textures allowing you to render scenes with tens of millions of polygons and gigabytes of textures with off-the-shelf, inexpensive hardware.

Redshift currently integrates directly with Softimage 2011 through 2013 and Maya 2011 through 2013 on Windows XP or higher. 3ds Max support is in development. To run Redshift, you'll need an NVidia graphics card supporting compute 1.2 or higher with 1GB VRAM or more.

You can check out our website http://www.redshift3d.com for more information.

We're starting small and looking for interested alpha testers. If you'd like to take Redshift for a spin, visit http://www.redshift3d.com/get-redshift for information on submitting a request for alpha access.
Our goals for alpha are to shake out bugs prior to releasing to a broader audience and to gather feedback from users to help focus our development efforts.

Feature Summary
    GPU accelerated raytracing, global illumination and shading
    Point-based sub-surface scattering
    Camera and object motion blur (deformation blur coming soon)
    Instances and proxies
    Flexible node-based shader system
    Physically correct shaders, IES lights, physical sun & sky and physical camera
    High quality elliptical texture filtering

You can find a complete feature list on our website

Sample Renders

Image

Image

Image


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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 13 Mar 2013, 21:09 
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Joined: 06 Jun 2011, 16:00
Posts: 316
:ymhug: I got an email about this (I dont remember signing up for notice), but hey..the more the better, Octane seems like its taking FOREVER to get a SI plugin out.

Anyway, I applied for alpha access to RedShift. Will post some images if they let me in.

-TS-


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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 13 Mar 2013, 21:10 
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Joined: 25 Nov 2010, 19:23
Posts: 852
Location: Canada
Finally!!! Somebody taking what I suspect is the right approach. Every other GPU renderer is "unbiased" it seems and therefore much slower than it needs to be. Really looking forward to how this turns out! ^:)^


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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 14 Mar 2013, 00:09 
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Joined: 19 Jun 2012, 21:59
Posts: 752
I too was wondering why there wasn't any biased GPU renderers,
and if the GPU memory bottleneck has indeed been dodged, this looks especially promising
nice!


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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 14 Mar 2013, 03:21 
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Joined: 09 Jun 2009, 11:36
Posts: 432
nice to see something more to come.
but i have to say when reading the features, its like reading the mr feature list. would be interesting to get some more infos about the tech behind. ;)


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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 14 Mar 2013, 09:56 
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Joined: 08 Oct 2012, 11:03
Posts: 36
Why not having mr feature list for half the render time or even less... :)

Nems.


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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 14 Mar 2013, 12:21 
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Joined: 09 Jun 2009, 14:09
Posts: 361
Location: London
Thea Render is both biased and unbiased. GPU acceleration is supposedly imminent...

There is nothing on the Redshift site that mentions integration with Softimage.

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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 14 Mar 2013, 12:57 
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Joined: 09 Jun 2009, 11:02
Posts: 713
Location: Montreal Canada
SamHowell wrote:
Thea Render is both biased and unbiased. GPU acceleration is supposedly imminent...

There is nothing on the Redshift site that mentions integration with Softimage.


Support > FAQs
Quote:
Redshift integrates directly with 32-bit and 64-bit versions of Autodesk Softimage (2011 and higher) and Autodesk Maya (2011 and higher).

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// Steve Blair
// "You're not a runner, you're just a guy who runs" -- my wife
//
// My Blogs: Arnold | Softimage


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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 14 Mar 2013, 13:09 
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Joined: 09 Jun 2009, 14:09
Posts: 361
Location: London
Quote:
Redshift integrates directly with 32-bit and 64-bit versions of Autodesk Softimage (2011 and higher) and Autodesk Maya (2011 and higher).


Lazy me. :^o

Thanks for the correction

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 Post subject: Re: Announcing Redshift - Biased GPU Renderer
PostPosted: 14 Mar 2013, 16:01 
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Joined: 25 Nov 2010, 19:23
Posts: 852
Location: Canada
funky75 wrote:
Why not having mr feature list for half the render time or even less... :)

Nems.


Exactly. I'd love to have something very similar to MR (leaving behind some of the legacy stuff). There are a lot of features to implement though, so I imagine it will take years to get to that point but at least there's hope.

All of the unbiased render engines have the same issues so it's so nice to see a different approach.


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