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  • OH Vray 2 go for it

    This would be a increadible next step Vlado


    http://film.nvidia.com/page/gelato.html

    well a bit to early to talk about a 2.0 isn´t it ?

    Tom

  • #2
    Looks interesting ...... no windows demo as yet
    Natty
    http://www.rendertime.co.uk

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    • #3
      Gelato is a direct successor of Entropy; as such it comes will all the advantages and drawbacks of REYES-style (RenderMan-compliant) renderers: it handles camera effects like DOF and Moblur for directly visible objects very well, as well as fine displaced geometry, but this is about all you can say about it; raytracing is still slow, not to mention GI, even though the GPU is involved; DOF and motion-blurring of raytraced effects is not physically correct, since shading is fixed for a particular camera angle and moment of time. It was demoed at the 3d Festival in Copenhagen and while it may be a very good film renderer, it is definitely not a good all-purpose renderer (for example, it is very ill-suited for architectural visualizations or other raytracing-intensive applications). We shall see though...

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #4
        hi Vlado

        thanks for some more foundet infos. (At last we usual users dont realy understand the mathematical drawbacks).

        well i am sure, when the devellopement comes to next step of Gpu rendering, that makes sense to vray, you´ll be the first who knows

        but still, any improvements on speed, like for example f-prime does, would be a possible next step.

        Tom

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        • #5
          is f-prime not only a progressive renderer?

          a guy at the rhino forum wrote that brazil will have such a progressive renderer.

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          • #6
            Is a progressive renderer different than VRay with 'show calc phase' checked?

            I've canelled serveral renders on the strength of lightmap calc phase.
            Dan Brew

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            • #7
              i think you can not see much on the irradiance calculation.

              ok you see some geometry but it´s different to a real progressiv renderer.

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              • #8
                Thanks Long John, I've had a proper look at the F-Prime site, read the words as well as looked at the pictures, certainly would be useful.
                Dan Brew

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                • #9
                  yea it looks interesting, I'd be more interesting in a progressive type AA setup, but thinking about it, it doesn't sound very feasable in my head since with raytraced AA you would need the whole scene in memory if you wanted to progressively work through the whole thing?

                  There were definitely some interesting pieces on Gi/Final Gathering accelerated by GPU, but the limitations of not having any readily accessable ram and having to do most storage with render to texture are insanely messy..

                  The vrmesh (Delayed Read Archive) thing is a massive step in the right direction for larger scenes though i still can't really get my head around how you get around having to have it all in for the GI calcs...

                  A wish: A way to limit displacement to happen after the GI calculations.. ie: do the calcs on the lower poly geometry and displace the calc along with the geometry? would be great for a majority of lower profile displacements i'd think where you are looking more for the direct/overall lighting or edge treatment implications of the displace.

                  (Yeesh, that was all over the place.. but anyway, thinking about some things here!)
                  Dave Buchhofer. // Vsaiwrk

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                  • #10
                    The gi before displace would be good, but it would have to be specific to the vraydisplace mod, not to the whole scene.

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