Redshift now has RenderMap baking

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Manticor
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Joined: 09 Jun 2011, 22:41

Redshift now has RenderMap baking

Post by Manticor » 11 Feb 2016, 08:42

Redshift has added rendermap baking to their xsi plugin


[XSI] Added initial support for RenderMap baking

Check the redshift forums for more info

I'm interested to see how this compares with xnormal in terms of speed

Bullit
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Re: Redshift now has RenderMap baking

Post by Bullit » 11 Feb 2016, 21:25

Good news. Any ETA for volume stuff?

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mc_axe
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Joined: 12 Mar 2013, 18:44

Re: Redshift now has RenderMap baking

Post by mc_axe » 12 Feb 2016, 01:08

Gr8 news hopefully an ultimapper killer

*not that Ultimapper is alive these days, but you know,, it unlocks potentials
For example : Use only SI and Substance and produce a pbr real time asset, based on a subdivision HR model for example

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gaboraa
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Joined: 16 Apr 2010, 23:14

Re: Redshift now has RenderMap baking

Post by gaboraa » 12 Feb 2016, 18:53

mc_axe wrote:Gr8 news hopefully an ultimapper killer

*not that Ultimapper is alive these days, but you know,, it unlocks potentials
For example : Use only SI and Substance and produce a pbr real time asset, based on a subdivision HR model for example
Substance's integrated baker is one of the fastest out there IMHO, I am not depending on Ultimapper anymore.

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mc_axe
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Re: Redshift now has RenderMap baking

Post by mc_axe » 12 Feb 2016, 23:36

gaboraa wrote:
mc_axe wrote:Gr8 news hopefully an ultimapper killer

*not that Ultimapper is alive these days, but you know,, it unlocks potentials
For example : Use only SI and Substance and produce a pbr real time asset, based on a subdivision HR model for example
Substance's integrated baker is one of the fastest out there IMHO, I am not depending on Ultimapper anymore.
I have a question: Did you manage to get gr8 quality AO with substance bake? I was kinda disapointed, in comparisson with the quality of the incredibly slow ultimapper.
Maybe i followed the wrong tutorial :(low res + NM ---bake-->AO).

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gaboraa
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Re: Redshift now has RenderMap baking

Post by gaboraa » 13 Feb 2016, 10:25

Actually Substance does not give you quality AO result as Xnormal or Ultimapper does because Substance requires AO for masking the mesh only. If quality AO is required, I recommend Xnormal which is extremely reliable and fast. But as a workaround, I usually blur the Substance AO which gives almost the same effect as Xnormal gives me.

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mattmos
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Re: Redshift now has RenderMap baking

Post by mattmos » 13 Feb 2016, 12:22

Bullit wrote:Good news. Any ETA for volume stuff?
No dates yet but it seems to be weeks rather than months away.

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mc_axe
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Re: Redshift now has RenderMap baking

Post by mc_axe » 13 Feb 2016, 18:53

New experimental version today:
* [XSI] Fixed bug that would prevent blending of RS Skin materials (bug introduced in 2.0.11)
* [XSI] Fixed bug that would produce crashes during baking with multiple GPUs
And this reply is from y/day (volumetrics):
It’s getting there. We spent the better part of the last 3-4 weeks working on sampling optimizations. They are crucial for good performance. Pretty soon (next week) we’ll be adding GI and some shading capabilities.

As with all rendering features in Redshift, this will be a continuously improved one. But we think (hope!) people will like what they see even in the initial release! wink

Thanks for your patience.

Bullit
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Re: Redshift now has RenderMap baking

Post by Bullit » 14 Feb 2016, 00:52

Many thanks for feedback mc_axe

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FXDude
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Joined: 19 Jun 2012, 21:59

Re: Redshift now has RenderMap baking

Post by FXDude » 15 Mar 2016, 00:20

Redshift now has RenderMap baking
And very soon a "store_color_in_channel" equivalent (which is *awesome* :-! )
Panos Zompolas wrote:Hey guys,

This feature (“Custom AOVs”) will be arriving in one of the RS 2.0 releases.

Thanks

-Panos

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FXDude
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Joined: 19 Jun 2012, 21:59

Re: Redshift now has RenderMap baking

Post by FXDude » 16 Jun 2016, 22:20

Great News!!

(SI) Redshift now has volume VDBs ;;)

https://www.redshift3d.com/forums/viewthread/7252/P15
_________________
Nicolas Burtnyk

Version 2.0.42 is now available.

Download installer
Download zero-install zip package
Download Linux installer

Release Notes
* [XSI] Added OpenVDB support
* [All] Adding preliminary support for Pascal-based GPUs (GTX1070/GTX1080)
* [All] Added workaround for random crashes caused by CUDA 8.0 compiler bug on Maxwell (5.x) compute GPUs


_________________
vlanger

HAPPY HAPPY JOY JOY



_________________
Anatoly B

YEAH BABY !!!


_________________
ionart

XSI VDB is supporting sequences?


_________________
Adrian

yes


_________________
kazuyuki kamada

Great! Softimage OpenVDB How to use?


_________________
Adrian

Get > Primitive > Redshift Volume Grid, connect a rsVolumeMaterial to the shader and set the density and emission channels to the appropriate name from the VDB. The names of the existing VDB channels are printed in the log.html file so if you don’t know what you have inside the VDB check the log.

It would be nice to have an option to print the VBD channels in the script editor along with the rest of the info.

One more thing: lights need volume contribution > 0 in order to affect the volume.

Cheers

A


_________________
ionart

Thanks Adrian,
is there “any” syntax for the sequence?
file names:
smoke00000.vdb - smoke00100.vdb

thanks
Charlie

_________________
Adrian

Fly I don’t know. It does not work on my side even if the controls are there. In Maya for instance you have a <f> token instead of the digits but in XSI it does not work.

Will figure it out and let you know.

A

_________________
vlanger

I have no softimage around at the moment but try: ####
or [frame]


_________________
ionart

efx_cache\SCN004_VDB\smoke#####.vdb
with this syntay.. its looking for the sequence better… sometimes i get this message:
’ WARNING : [Redshift] Failed to find volume file efx_cache\SCN004_VDB\smoke00022.vdb. Volume will be empty


_________________
Adrian

#### works.
[frame] works if the digits in your vds correspond to the frame value which is just a number with no leading zeroes

Thank you

Cheers

A

_________________
ionart

okay… in cases i have to build a new container…
framenumbers are replaced with: #####
working fine!
cheers




mattmos

Testing out openvdb in SI smile




________________
fsgfx

looking great…
how long did one frame take..?


________________
mattmos

first few frames were around 5 seconds, last few were around 35 secs, at 1080p, with 1 titan X, and 2 titans.

Just physical sun/sky, 16/64 main samples and brute force primary and secondary at 1024.
:x

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FXDude
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Joined: 19 Jun 2012, 21:59

Re: Redshift now has RenderMap baking

Post by FXDude » 17 Jun 2016, 00:15

(other) not bad news!


Possible to Implement Weta’s Hair Model?

https://www.redshift3d.com/forums/viewthread/7245
___________________
Michael Rochefort

Found this a while ago while looking into Renderman. I was wondering if there is a way to implement this, similar to how it was done in PRMan.

[...]


Melanin2Color v1.1 for Softimage:
gumSax

Melanin2Color v1.1 for Softimage:

(Big thanks to Adrian Cruceru)

//CHANGELIST
. Changed naming to match Adrian’s script
. Added melanin mix support.

//INSTALL: Just extract the archive to the \Data\RTCompounds folder in your workgroup or user folder.

//USAGE:

Add the melanin2color node to your rendertree and connect the 3 color outs to the similarly named slots in the Redshift Hair Shader.

Melanin == 0 results in white hair, 1 in black, 0,2 in blond hair color
Melanin Mix == 1 uses pheomelanin pigments, 0 uses eumelanin pigments
Dye Color == controls overall color of hair (multiplied)

Melanin2Color_v1.1.zip

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Hirazi Blue
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Posts: 5107
Joined: 04 Jun 2009, 12:15

Re: Redshift now has RenderMap baking

Post by Hirazi Blue » 17 Jun 2016, 09:15

Do you have a link for Melanin2Color? :-\

edit: found it on the "closed" Redshift forum...
Stay safe, sane & healthy!

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