Added: 9 months ago
From: Dade916
Views: 10,531
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  • Posso sapere che scheda video hai? Dovrei acquistare un portatile che supporti le gpu e ho paura di fare una scelta sbagliata, avresti qualche consiglio da darmi.

    Ti ringrazio :)

  • @TheCavetto Il video e' stato registrato su PC con 2xHD5870 + HD5850

  • @Dade916 Io in questo momento ho un ATI Mobility Radeon HD 5650, è possibile installare il supporto per OpneCL? Riuscirei a far girare SmallLux?

    Grazie ancora :)

  • learn Maya. its a much better software.

  • @Bloodhammer1967 That is your opinion, and an utterly useless comment to this video. If you want SLG for Maya, go contribute to the exporter and shut up.

  • @Krapok. Of course you can manage a 400m model with a 1,5Gb GPU... but untextured, unlayered. VFX apps are different though. Add some per-face textures, normals, ao, specular map, spec gloss, reflection map, refl mod map, 6 layers of SSS, etc... and then a 1M model will fill your 1,5Gb. And 400m is nothing. An Avatar char has 2000m polys after displacement.

    About the video: what happens if you move some non-rigid models ( bend, skinning, FFD, etc... ) ?

  • @eveleenbr

    Uhh AO, Specular light, reflections, refractions, caustics are all part of the render method: Unbiased Ray Tracing. Any natural light effect you can think of is what raytracing excels at, albeit with a little time, or in GPU rendering, alot less time. Try google it. Sure Textures will take some memory, but no need for all those effect maps.

    For non rigid objects, I would presume you choose desired position in Blender, and render it in SLG, unless some SLG guys know more?

  • AMAZING, and that SLG MTL is so nice, you see 145 seconds and how clean is that interior. SWEET

  • is it possible to set an end time or it will just keep rendering forever? would be useful for rendering animation if there is an end time. nevertheless this is awesome!

  • @leezhieng you can set a cap to the number of samples per pixel or to the total rendering time.

  • @Dade916 cool!! thanks for the info!

  • @Dade916 so OpenCL is like Nvidia's Cuda but open to any gpu?

  • @Thet3 Yes, exactly, it is like CUDA but it is an open standard endorsed by Apple, Intel, AMD, NVIDIA, etc.

  • @Dade916 I was wondering because I was reading an article saying AMD is betting everything on openCL.

    I really wonder how this will benefit gaming more in the future. I wonder what would happen if a game was made using a lot of openCL. Would DX11 still be needed?

  • @Thet3 OpenCL is processed on the GPU specifically, not specialized shaders(CUDA).

  • is it always so foggy every time the screen moved it looked like giant clumps of snow

  • And this is free?! Cannot wait for the finished release of this. I think I will use this for my current character project

  • Oh, I forgot to mention animators also hate noise. It makes almost imposible to render an animated scene profesionally.

    I'm not sure if you tryed to render those scenes using irradiance cache but I think they might render even much faster and without noise. Take a look at Luxology's GPU vs CPU video for example.

  • @eveleenbr : you're missing the whole point. SLG is GPU accelerated, but is a kind of lab for Luxrender hybrid (CPU+GPU) physically-based unbiased rendering. This means noise, which will clear out by rendering longer. It has not much to do with noiseless biased rendering which generally uses lots of cheating techniques to go faster and have a clean image immediately (which is perfectly fine btw, only it's not the same goal).

  • @Krapok you beat me to it! But isn't hybrid support dropped in SLG 2.0... At least I thought it was, maybe not...

  • @lfrisken haha I should have watched the end of the video! I think I see an i7 on that list :D

  • @lfrisken Yup :) anyway, I meant that Luxrender now has hybrid rendering mode. I didn't specify it was the case for SLG2. It is also the case for SLG2, but you can also activate a GPU only rendering (PathGPU2 if I remember well)

  • @Krapok also in answer to eveleenbr, here's a scene with 400 mil polygons being path traced on a 480 with only 1.5 gig memory!

  • @lfrisken darn it won't let me post the link :(

  • @lfrisken just make a tiny url out of it at bit.ly and post the URL here with a space following the dot, like this:

    bit. ly/lUZ8gk

  • Hi, I work for an important VFX company here in Hollywood.

    Although your experiments are interesting, I don't think GPU rendering has future professionally: a GPU simply can't handle the 2 billion-non-instanced scenes we manage. Neither supports PTex and other CPU-libs we use currently. They also have reduced precision and the servers guys cannot log the OS because our render farms are based on a "Windows service".

    Better invest your precious time in the CPU instead, just my 2 cents.

  • @eveleenbr not sure If you're legit in this criticism, but here goes...

    first off SLG was never aimed at "important VFX company in hollywood", at least that's been my understanding all along, so it's never been the aim to live up to these so called standards of 2 billion non instanced scenes. And for the same reason it's not a waste of time! Second of all, I'm pretty sure most scenes in wal-e either don't use 2 billion poly, or certainly don't need them!

  • I can't wait, This keeps getting better and better. Thanks Dade.

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