Redshift now has RenderMap baking
Redshift now has RenderMap baking
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
[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
Re: Redshift now has RenderMap baking
Good news. Any ETA for volume stuff?
Re: Redshift now has RenderMap baking
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
*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
Re: Redshift now has RenderMap baking
Substance's integrated baker is one of the fastest out there IMHO, I am not depending on Ultimapper anymore.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
Re: Redshift now has RenderMap baking
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.gaboraa wrote:Substance's integrated baker is one of the fastest out there IMHO, I am not depending on Ultimapper anymore.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
Maybe i followed the wrong tutorial low res + NM ---bake-->AO).
Re: Redshift now has RenderMap baking
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.
Re: Redshift now has RenderMap baking
No dates yet but it seems to be weeks rather than months away.Bullit wrote:Good news. Any ETA for volume stuff?
Re: Redshift now has RenderMap baking
New experimental version today:
And this reply is from y/day (volumetrics):* [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
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.
Re: Redshift now has RenderMap baking
Many thanks for feedback mc_axe
Re: Redshift now has RenderMap baking
And very soon a "store_color_in_channel" equivalent (which is *awesome* )Redshift now has RenderMap baking
Panos Zompolas wrote:Hey guys,
This feature (“Custom AOVs”) will be arriving in one of the RS 2.0 releases.
Thanks
-Panos
Re: Redshift now has RenderMap baking
Great News!!
(SI) Redshift now has volume VDBs ;;)
https://www.redshift3d.com/forums/viewthread/7252/P15
(SI) Redshift now has volume VDBs ;;)
https://www.redshift3d.com/forums/viewthread/7252/P15
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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
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vlanger
HAPPY HAPPY JOY JOY
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Anatoly B
YEAH BABY !!!
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ionart
XSI VDB is supporting sequences?
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Adrian
yes
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kazuyuki kamada
Great! Softimage OpenVDB How to use?
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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
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ionart
Thanks Adrian,
is there “any” syntax for the sequence?
file names:
smoke00000.vdb - smoke00100.vdb
thanks
Charlie
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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
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vlanger
I have no softimage around at the moment but try: ####
or [frame]
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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
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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
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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
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fsgfx
looking great…
how long did one frame take..?
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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.
Re: Redshift now has RenderMap baking
(other) not bad news!
Possible to Implement Weta’s Hair Model?
https://www.redshift3d.com/forums/viewthread/7245
Melanin2Color v1.1 for Softimage:
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
- Hirazi Blue
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Re: Redshift now has RenderMap baking
Stay safe, sane & healthy!
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