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  1. #16861
    Member Ace Dragon's Avatar
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    Originally Posted by brecht View Post
    The problem with Optix is the license, we can't ship closed source software with Blender. There may be some way around it, shipping it separately or having it as part of the driver, but it's unclear what we'll do at this point. We've talked to NVIDIA about this problem but no conclusion yet.
    I don't think it should be too big of a worry as long as Lukas has a todo list on ways to improve the 2.79 denoiser (multi-frame denoise, better quality heuristics for things like fireflies, ect...).

    If it's already there (especially after a year of work) then it would be nice to try to improve it? Besides that, the Optix video shows that denoiser losing some detail in textures such as wood panels and the floral design (except now you have no passes to help make sure those are captured).
    Last edited by Ace Dragon; 11-Jan-18 at 20:17.
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
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  2. #16862
    Member Ace Dragon's Avatar
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    Mai's big memory optimization for micro-displacement has been committed (with some slight changes by Brecht)
    https://lists.blender.org/pipermail/...ry/103601.html

    The same with one of Lukas' patches that makes for easier compositing when the scene contains glass (also with slight changes by Brecht)
    https://lists.blender.org/pipermail/...ry/103602.html

    Considering that both developers don't have much time, it's nice to see Brecht stepping in for features sitting in the backlog (yet are about done).
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
    Adventures in Cycles; My official sketchbook



  3. #16863
    Member pitiwazou's Avatar
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    Originally Posted by Ace Dragon View Post
    I don't think it should be too big of a worry as long as Lukas has a todo list on ways to improve the 2.79 denoiser (multi-frame denoise, better quality heuristics for things like fireflies, ect...).

    If it's already there (especially after a year of work) then it would be nice to try to improve it? Besides that, the Optix video shows that denoiser losing some detail in textures such as wood panels and the floral design (except now you have no passes to help make sure those are captured).
    AI Denoise is not for the final shot, it's to see as fast as possible the result with few samples.
    Normal denoise will be for the final shot.

    Redshift guys work also on a denoiser for the final shot and added AI denoise for the first samples.



  4. #16864
    Originally Posted by pitiwazou View Post
    AI Denoise is not for the final shot, it's to see as fast as possible the result with few samples.
    Normal denoise will be for the final shot.

    Redshift guys work also on a denoiser for the final shot and added AI denoise for the first samples.
    AI denoiser don't work for a final shot?



  5. #16865
    Member pitiwazou's Avatar
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    From what I understand, no, it's for fast preview render.
    Maybe it can be used also for the final shot, don't know.



  6. #16866
    But I tell, it have some technical limitation that don't allow animations for example?



  7. #16867
    Member m9105826's Avatar
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    No, in fact it's designed especially for animations as it includes temporal denoising as well.
    Long time 3D artist and member of the official Cycles Artists Module
    https://www.youtube.com/user/m9105826 - Training, other stuff. Like and subscribe for more!
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  8. #16868
    Originally Posted by pitiwazou View Post
    From what I understand, no, it's for fast preview render.
    Maybe it can be used also for the final shot, don't know.
    there's an official FAQ topic about that in the RS forum, here's a quote from that FAQ :
    https://www.redshift3d.com/forums/viewthread/16216
    " Will it work only for progressive or for bucket rendering too?Both! While we’ve been showing it running in progressive, we’ll also allow it for bucket rendering as well! "

    ps: bucket rendering is the final render


    https://www.redshift3d.com/forums/viewthread/16216



  9. #16869
    Member pitiwazou's Avatar
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    So there will be two denoise systems on redshift.



  10. #16870
    Member Ace Dragon's Avatar
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    Could this be the first major new Cycles feature of 2018?
    https://developer.blender.org/D3015

    This patch essentially takes a big step towards bringing vector displacement to Cycles (which I assume will include the use of last year's dicing feature). I'm thinking this is going to lead to a lot of wonderful new detail to scenes (that otherwise can't be done procedurally).
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
    Adventures in Cycles; My official sketchbook



  11. #16871



  12. #16872
    Member Hadriscus's Avatar
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    Ohhh, it's coming though !
    Can't wait to be able to render out sculpts from Zbrush inside Cycles with vector displacement !



  13. #16873
    Brecht just dropped another bomb: https://developer.blender.org/rBcc64...08bc61473bf7e7

    Fix T49159: missing Cycles tangents for adaptive subdivision.

    This should finally solve the completely black shading when using normal maps on adaptively subdivided objects!

    EDIT: Aaaaaand it's working. Just compiled the latest master and the shading problems are gone!
    Last edited by SteffenD; 21-Jan-18 at 12:58.



  14. #16874
    Member Hadriscus's Avatar
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    These guys are magicians



  15. #16875
    a little demo of how to render vector displacement



    download link for the tangent vector displacement node is in the description!



  16. #16876
    Member Ace Dragon's Avatar
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    GPU rendering for Fermi generation cards and 32bit systems will be disabled for 2.8.
    https://lists.blender.org/pipermail/...ry/049029.html

    While it may upset those who have held out on cards like the GTX 580, the reason for this move is the move of CUDA rendering to version 9. Nvidia made the decision that version 9 will not support some of the older cards, and even then there's parts that will not work on 32bit machines.

    To conclude, people might just need to take it as part of the reality of GPU rendering, the API updates likely make for easier GPGPU programming, but the ever shifting architectures mean full support does not last near as long as with CPU models.
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
    Adventures in Cycles; My official sketchbook



  17. #16877
    Member m9105826's Avatar
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    As most people with sense have been saying, if you're not doing research, don't put your eggs into the GPU basket just yet.
    Long time 3D artist and member of the official Cycles Artists Module
    https://www.youtube.com/user/m9105826 - Training, other stuff. Like and subscribe for more!
    Follow me on Twitter: @mattheimlich or on my blog



  18. #16878
    Member Hadriscus's Avatar
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    Can't they keep CUDA 8 and 9 side-by-side ?



  19. #16879
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    Originally Posted by Hadriscus View Post
    Can't they keep CUDA 8 and 9 side-by-side ?
    Potentially... but there are also hacks that are specifically for sm2x devices. They want to also clean up the code base to get rid of these hacks.

    The GTX 580 was released in 2010... 8 years of support isnt too shabby for a device. The other thing is, it was somewhat expected to happen with CUDA 9... as CUDA 8.5 specifically mentioned the devices were EoL

    Should also mention that whilst it wont be supported... Cycles should still work via OpenCL



  20. #16880
    Member Ace Dragon's Avatar
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    Originally Posted by Ace Dragon View Post
    Could this be the first major new Cycles feature of 2018?
    https://developer.blender.org/D3015
    This stepping stone is now in Master
    https://lists.blender.org/pipermail/...ry/103960.html
    https://lists.blender.org/pipermail/...ry/103961.html

    The log states that just with these commits, it is already possible to make some use of vector displacement maps with a bit of node work (even though we technically don't yet have a node that you can just plug them into).
    Last edited by Ace Dragon; 23-Jan-18 at 12:44.
    Sweet Dragon dreams, lovely Dragon kisses, gorgeous Dragon hugs. How sweet would life be to romp with Dragons, teasing you with their fire and you being in their games, perhaps they can even turn you into one as well.
    Adventures in Cycles; My official sketchbook



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