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 Post subject: IRay Progressive Rendering Tests
PostPosted: 03 Dec 2011, 23:04 
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Hi!
To get some interest going for the combo IRay+SI, I figured it might be a good idea to start this thread along with some info on how to get started and a place to collect community test renders&tips.

...so without further ado...

To get started...

  • Installl ctrl_ghost_settings from here (IRay is currently unsupported officially, needs this plugin to be activated)
  • Get Primitive->Geometry Shader Primitive
  • Open its render tree
  • Connect a ctrl_ghost_settings node to the Geometry Shader, open properties
  • In the "Progessive Rendering" tab, select IRay and set values at bottom to something like 2000/20000/120/0,001.. still figuring out what works best here

Some of the "selling points" of IRay:

  • comes free with every Softimage 8-x
  • pretty fast
  • progressive, means you can test really well, seeing result right away
  • emissive materials
  • IBL for free
  • very fast depth of field effects
  • bump, displacement
  • good integration .. Render Region works

Some drawbacks...

  • no hair, subsurface scattering
  • only GPU rendering, CPU not utilized (there seems to be a hybrid mode, but have no idea how to activate that)
  • limited by GPU RAM. You won't get very far with displacement/large scenes and a 768MB gfx card
  • no motion blur, bokeh type dof
  • no render tree nodes (mixers,lookup etc.).. Everything needs to be done with textures
  • no volumetric rendering
  • no instancing (?)
  • only mia_material possible as material

...And some tips:

  • Install something like Real Temp GT to monitor your gfx hw temps. GPU rendering could overheat the card if it isn't properly configured.
  • only mia_material works (not even Architectural -- even though they're the same internally)
  • For IBL, just setup a Pass environment
  • for textures, use a Projection_Lookup node plugged into a mib_texture_lookup node (results in error, which can be ignored)
  • for bump maps, use a Projection_Lookup node plugged into a mib_bump_map node (plugged into mia_material's bump port)
  • for specular like reflections, use a low refl_gloss value of about 0.2
  • for DOF, use physical_lens_dof in pass or camera, bokeh shaders won't work :(
  • Max Timevalue in ctrl_ghost_settings is the maximum render time in seconds. Quality seems to be controlled mostly by this.

:-bd Please post all your results here! :-bd
and let me know if I missed something in this short intro

Here's my first test, emissive textures using mia_material's additional_color slot, render time was 5 minutes on a GTX 460.

Attachment:
IRayTest1.png
IRayTest1.png [ 588.31 KiB | Viewed 2865 times ]

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Image rray.de, a resource site for softimage, updated apr 13th


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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 00:27 
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another test using additional_color and dof
(10 minutes rendertime/gtx460/768mb)
Attachment:
IRayTest2.jpg
IRayTest2.jpg [ 302.61 KiB | Viewed 2841 times ]

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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 01:21 
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Testing max polycount with a zbrush model... around 1.2 million quads seems what at most goes into the 768MB of my gfx card .. so a 3GB card would hold around 5 million polygons
Attachment:
IRayTest3.jpg
IRayTest3.jpg [ 173.28 KiB | Viewed 2827 times ]

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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 02:48 
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It looks really interesting. What's needed to run IRay?

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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 09:42 
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It works with any modern graphics card and newer softimage releases. Nothing else is required.

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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 09:48 
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My graphic card is a GeForce GT 555M, should it works with this card too?

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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 09:58 
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Not sure, you'd have to try by installing the plugin &setting the options mentioned above&opening a render region.

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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 10:12 
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Oh yes, definitely. I was asking only because I already tried and it didn't work. I was wondering if it was because of the video card.
I'll give it another try though, I could just have done something wrong.
Thanks rray.

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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 12:38 
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If you see 'no cuda devices found' in the error log, that means your graphics card isn't supported. I've had some trouble running cuda on a mobile card even though it officially supported cuda.

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 Post subject: Re: IRay Progressive Rendering Tests
PostPosted: 04 Dec 2011, 14:31 
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Joined: 10 Aug 2011, 12:35
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Very interesting topic, thanks
I have tested iray displacement and seems like that it doesn't use power of gpu because both most of my RAM and cpu usage were about 100% at the preprocessing and I got valid displacement with some custom nodes like aa_Ocean displ\BA_fractal.
Also a good news that we can use partially every light shader on the lights with a prefix "mia\mib"
And thanks for the bump tip, earlier I could not get the any result with this :)


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