Finally some news from ARNOLD Renderer :)

 

 

 

Hi,

So, after many years wondering what the hell happened to our young friend Arnold, now we know.
Marcos Fajardo decided to code a brand new render engine, in the 90′, after watching some astonishing renders from the top notch engines from that time. That started Arnold story, one of the most promising engine on the market, and surely, the only one able to compete on a motion picture level, pipeline wise. We saw what happened with Final Render and “2012″, good stuff, but nor completely mature enough to be THE ENGINE for that kind of production. Or Vray on an other side in “Area 51″ which seems way much integrated to that production scale.

Lets back to our topic, ARNOLD…

I do not remember if I played a bit with years and years ago, when it was plugged to 3Ds Max something… (don’t ask me why, I don’t remember :) ). Whatever, that time, ARNOLD was simply the engine rendering amazing quality pictures, whatever the kind of shader you were using, glossy, mat, etc… Vray came along and started to make some good stuff as well as Brazil, (Ghost at that time) from S.KIRVAN and S.BLACKMON, which I guess, shifted the focus from ARNOLD to those new engines. They were pretty similar at that time, and we were looking for the fastest way to access to that kind of bad ass Render Engine.
But whatever, now, we know almost everything about those player, aka, Vray, Brazil. Vray rocks and wins market part every day and Brazil is dying, if not already dead after that weird buyout.

Being without information about ARNOLD for so many years, it became the ghost or mystic beast of the rendering scene.

Some times we heard about Messiah Studio, the software which was hosting Arnold, some times the rumor about ARNOLD, being the LW built in engine was there… But we never had any clarification on that. Now we know :)

M.FAJARDO was just working on his code in a very clever way, but not the easiest, maybe. But now, it looks like ARNOLD is going out of the shadow and it is a good thing, a really good thing. Seems FAJARDO found a way to keep the intellectual property of his code while he was developing his engine for major Studio like Sony with their in house developers (woot woot !!). For more info: www.solidangle.com

Check out these links and enjoy !

T

http://www.wurp.net/images/arnold_gi_anim_rbd.mov

http://www.cgauiwtalk.com/showthread.php?14797-Arnold-Render&p=75690

 

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Happy new year all and tones of wishes for everybody !

The CG will be with you ;)

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project 1313

As you saw on my Reel, the intro is a Sea robot or Mecha popping out of the ocean surface. I ran out of time to finish it.
I am back on it, so, let’s go ! :)
I will update this post as often as I can.

Thanks for watching and c&c are welcome of course.
I am working on the Seq D which is the one where the 1313 crave the break the surface and switch from water to air. In this sequence, water and sky are visible. The last sequence, the Seq E will not show any ocean surface.
Only sky and a myriad of 1313.

T

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iRay, First overview…

iray®, the new Mental Image® Light path engine

5min - iray rendering - MR Sun and MR Sky

3 days ago, Autodesk throught a Subscription pack introduce the famous iray from mental Images. Lots of people were waiting for it for a while.
Some, like me, even tried to unlock the baby though manipulation of the 3DSMax 2011 contents folder and text editing. Without great success…
Anyway, now it is useless, iray is there.

Mental Images® and Autodesk® talk about iray® in this words:

“Creating realistic images has never been easier with 3ds Max®, using the newly integrated iray® rendering technology from mental images. Another major milestone in the Rendering Revolution, iray enables artists to set up their scene, press “render,” and get predictable, photo-real results without worrying about rendering settings  just like a “point-and-shoot” camera. Artists can focus on their creative vision as they intuitively use real world materials, lighting, and settings to more accurately portray the physical world; iray® progressively refines the image until the desired level of detail is achieved. iray® works with standard multi-core CPUs. However, NVIDIA CUDA®-enabled GPU hardware will significantly accelerate the rendering process.

And the help in these one:

“Mental Images iray renderer creates physically accurate renderings by tracing light paths. It requires little setup compared to the mental ray renderer.
The principal approach of the iray renderer is time-based: You can specify the length of time to render, the number of passes to compute, or you can simply launch the rendering for an indefinite amount of time, and stop it when you are satisfied with the appearance of the result.”

“Early passes of the iray renderer appear more grainy than the results from other renderers. The graininess becomes less apparent, the more passes you render. The iray® renderer is especially good at rendering reflections, including glossy reflections.”
“If you have a graphics card with a Graphics Processing Unit (GPU), this will improve the performance of the iray renderer. However, the result is not the same as hardware viewport shading: The computation carried out by the iray renderer is physically correct, and the result of a hardware-assisted iray rendering is the same as the result when you render using software only.
A rule of thumb for GPU usage is that one gigabyte (GB) of memory can store 5 to 10 million triangles (5–10M) of geometry. If textures (usually shared among face triangles) can also fit into GPU memory, that improves rendering performance as well.”
The performance of a ray-tracing renderer such as the iray renderer is relatively independent of how complex the scene geometry is. The complexity of light paths is more important: A candle in a labyrinth, or light rays diverging from a narrow window, will take longer to yield a good-quality rendering than light shining through a broad skylight or picture windows. As with other renderers, performance is also proportional to the resolution of the rendered image. The complexity of materials in the scene also affects performance: The more textures, blending, and noise a material has, the longer it takes to calculate the results.”

So from far iray® is a light path rendering engine. Barely the same as unbiased engine like Fry, Maxwell, Thea, Indigo or Octane.
Let’s have a try with iray and see what it does.

iray rendering 5 min - interior scene with sun and sky
5 min - iray® rendering – interior scene with sun and sky

We can see there a pretty decent rendering for a interior scene with a complex geometry in Glass shader, the light is a SUN attached to a daylight system. 8AM o’clock.
The scene is pretty bright from scratch without any tweaks. A good point. When I say any tweaks, it seems iray® doesn’t give the opportunity to make a lot of changes. As they said in the presentation. That’s TRUE :)
Another things interesting, the shaders you use for iray® are the same you use for Mental Ray®. makes the stuff easy when it’s time to switch from a light path solution to a more convienient and manageable Ray Trace engine like Mental Ray®  and vice versa.

But those shaders are not physically compliant truly speaking. That is something which irritates me a bit. Except some which are labelled phisic, like Glass.

Now the shadows produced by the render are nice and soft. A bit to much maybe.
The glass parts are well rendered and are pretty plausible, realistic. Maybe the tinted glass are not that much vivid and reflective. the reflectiveness is set at 10,  beyond this value, shader was to dark. Diffraction is normal.
For a 5 min rendering, which combines 2 Xeons 5482 + the GPU of the Quadro 4600, we obtain a render pretty noisy, which is the trademark of an unbiased Technic.

Let’s compare now the same scene rendered with Fry 1.5 and Maxwell 2.1 in 5 min render each.

5min - FryRender® rendering - Fry sun and Sky

5min - FryRender® rendering - Fry sun and Sky

The FryRender® one is less noisy, almost ok for production. The physical sky is obviously slightly different. The colored glass shaders are more vivid and cast TRUE caustic on the floor and such. But the ambiant light inside the room is dimmer than the iray one. It is part of the settings I applied to the scene. (Not really took time to setup the scene, whatever, not a big deal for this purpose)

Now a Maxwell rendering:

5min - Maxwell® rendering - Daylight system

5min - Maxwell® rendering - Daylight system

The Maxwell® render is really similar to the FryRender® one. Not a big surprise. Even in the caustic, the pattern are ridiculously the same.
The level of noise is quite a bit higher from the FryRender® one. Not much, but still…

Some close-up:

iray test close-up

iray test close-up

CONCLUSION:

Pro:   Interoperability of the shader system and simplicity of used (for some people)
Cons: Slow. iray® remain at the first glance, SLOW. It is using the CPU’s and the CUDA®. It more noisy than Fry or Mxl which are rendering only with the CPU support.

the simplicity of the settings makes it ALSO a cons.

I will push my overview and testing of iray, bigger scene, longer time, blablabla….

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3DSmax, Maya and Softimage…

max maya softimage

Future of Maya Softimage 3DS Max

I know it is a very common topic, But I can’t resist writing a post on that.

I am a 3DSmax user from scratch, since 1992 when I started using 3DS 2 for DOS. So I am what can say a Max user. I do love this program because it allowed me by the past, and still now, to create wonderful stuff, intricate one, and most of the time pain in the ass one, but it remains a pleasure, a passion and on top of that, my job.
When I started to use 3d in my early Industrial Design studies, I first worked with CAD Render under a UNIX Spark blade. It was exotic, complex and limited, by our actual standards, but at the time, it was unbelievable powerful and almost everybody were speechless regarding the result. And we had beside that, 3D Studio For DOS, by Kinetix. The Gary YOST  software. A piece of wonderful thinking and really genius. Beside that, 1 or 2 years later appears Maya form Alias| Wavefront, the child of Explore and such. So we got 2 strong competitor already. And on the side of them, Microsoft Softimage. Really powerful too and definitely PRO oriented with tons of connectivity and MoCap oriented.

So these 3 softwares were there to give customers, Artists and TD the ability to design objects as well as entire worlds… for the craziest one.

Once upon a time,
in a fair world, Autodesk® appeared. it was a bright time with bunch of new tools and application. That was the Pre AUTODESK® world. When all the Maya and Softimage and 3DS max where freedom !
But one day, the powerful and omniscient Autodesk® started to rule the world and so, acquiring all the dudes. The time of Dark CGI started :) lol
So first it was Alias|Wavefront who sold the Oscar awarded software to the giant Autodesk® or the giants did an agressive aquisition…
What was weird and sad is that: Maya was the best tools on the market because of the team behind it and of course, the philosophy they were following. Scientist and creative ion the same room, and obviously, the quality design of the core. multi-platform, stable and compliant with the wishes of all the customers. The maya dev team was kind of legion compare to the 3DS Max one… kind of 1 for 10.

Then the Maya customers started to be scared about the future of Maya. Mayax even appeared on the net as the next software DCC (Digital Content Creation) dedicated from the giant AUTODESK®.
But Maya did not changed that much, even progressed with new tools like n sys and more.
the 3DS Max community also started to worried about what will happen.

Another day, AUTODESK® announced they were acquiring Avid® XSI (Former Softimage) and they did.
What was the point of view of AUTODESK® to own 3 of the 4 main package on the market…
For sure, the quality of the product :D , everybody knows that. So XSI rolled back to Autodesk Softimage but more and more started to loose its visibility on his father website www.autodesk.com. At a point where even at SIGGRAPH, Softimage was not marketed.
Only his two bro were at this time. And then, AUTODESK® to say:

“Autodesk® Softimage® software is a high-performance 3D character animation and visual effects application. Softimage enables artists to use intuitive, nondestructive workflows to create stunning character animation and effects. The unique, multithreaded Softimage® GigaCore architecture and innovative tools like ICE (Interactive Creative Environment) and the Autodesk® Face Robot® facial ANIMATION TOOLSET EXTEND AN AUTODESK® MAYA® SOFTWARE PIPELINE. Now you can more quickly and easily create detailed simulated effects, advanced character rigs, and lip-synced facial setups.”

“Autodesk® Softimage® 3D animation software features CAN EXTEND AN AUTODESK® MAYA® SOFTWARE PIPELINE.”

So it’s obvious Softimage is not anymore a main package for DCC but a sparing partner for the 2 AUTODESK® leading software, Maya and 3DS Max.

I think it is sad.

Softimage is not a common package and it is maybe one of the best tool for general DCC project. Small community maybe but really professional and passionate one. And on top of it, multi-platform… which is a big big thing in my point of view. The more we go, the Wintel platform are ressources consuming, not that stable and not free. So setting up an farm of 200 nodes with a wintel solution is quite expensive.
And beside that the Softimage GUI is unique, fast and powerful. The modeling tools are smart and the animation tools are strong. the ICE is just perfect.
I am not saying Softimage is better than Maya or 3DS Max, I am just saying Softimage is a complete tool “en soit”. meaning that AUTODESK® is thinking about something, evidently about Softimage ion the future. But what…

If I am looking over the 3 Softwares, we have lots of good stuff and some bad too.

  • 3DS Max: (website)
    Max is a universal swiss knife in the CG world. Easy and pretty low cost to maintain for AUTODESK® until recently. But it is a old lady, the older of the 3 and more important, maybe the oldest core. never recoded or re arranged or even ported on other OS as the community was asking for decades. It’s basically a WinTel solution. NOT really cool.
    The heart of the core is not contemporary and very old school. Slow and hard to maintain correctly. The quality of the code and development is not there either. How many plugins are not compliant between each other ? Tons. this is not easy to work with in production pipeline. Stability is not the best of 3DS Max. The plug-ins collection is a contrario on e of the best features of 3DS Max. But maybe because the quality chart is not that high.
    But in the same time it is maybe one of the negative point too. 3DS Max is not growing and excelling by itself. The program itself is not evolving. it is only aggregating plugins in his basic package like the new slate material editor or Biped or ProBoolean and such. I am not saying it’s bad, but it means the dev team are not creativ enough. they lean on the plugin community to make the big gun. That is bad and sad. What makes Maya or Softimage greats solution, is specifically the fact they are the source of all the innovation, almost. So the integration is close to the perfection and it push everything to the top.
    3DS Max is old as well in the way it is handling the graphic module. Max always as been behind its brothers in Visual efficiency of the viewport. How 3DS Max can make the innovation like GigaCore or this kind of things…Actually it never did. Except at the very beginning of its life with 3D Studio DOS maybe and API.
    But 3DS Max stay one of the lead software on earth, not because it is the best, but only because it’s the best in sale and maybe the larger community of users. Which doesn’t mean it’s the best one. But maybe the most affordable, for a while and the easier to learn because of the resources on the web and community and the easy way to obtain a good cracked version.
    it remains anyway my main package.
  • Maya: (website)
    From far one of the best DCC software of all the time. Strong, smart and innovative in many ways. I guess the dev team always kept in mind that their goal was not to make the more money, but the most suitable software in DCC for large production and of course, meeting the customers needs and expectation + offering them tools and solutions they even didn’t think about… That is in my point of view what makes a software genius or not.
    Maya is one of them.
    Multi-platform, it’s interface was revolutionary when it came out. it’s still a famous one and a standard in GUI design. The tools are highly integrated, efficient and useful, like Maya Artisan, the fur sys, Fluid simulator which appeared pretty early in its history. And of course the Mel Script which is really a power tool. Like MaxScript, but more efficient, powerful too.
    The fact, every plugins designed for Maya have to fill the requirement design by the software chart, makes it really stable and extraordinary integrated. i remember the time in 3DS Max where we finally had the chance to create Hair and fur system through Max. But… these one where not Mental Ray compliant or blablabla… So what was the point to introduce stuff like that if it was not production ready… This is all about the difference between Maya and Max.
    Maya offer now insane tools like nCloth, nParticles etc, which makes the task of animating or integrating forces in your scene very easy compare what it was before. That is innovations.
  • Softimage: (website)
    One of the outsiders of the trio. This software use to be property of Softimage and then, was acquired by Microsoft and then, by Avid which change its name for Avid XSI.
    Now it’s back Softimage, part of the AUTODESK® familly.
    Softimage was well known for being one of the most common platform for MoCAP and also pretty famous because its GUI. No icons, only words. Simple and efficient. So Softimage is a CG school itself like Fauvism is a Painting school. All the time on top of the innovations as well, with GigaCore, ICE, Mental Ray integration… actually, the best of the market.
    But also with its philosophy and work flow. The first of the three one to adopt non linear core. The nodal system integrated on Softimage, useful for Shaders and ICE, particles, almost everything, actually makes Softimage an innovative software.
    Softimage works on Wintel and Linux platform. A good choice and really nice for integrated pipeline and in House DAM with Python support and such. A big gun, for sure.

So why all these tools are hold by ONE company… It seems, that is a better way to constraint competition, acquiring R&D teams and secret. But also, killing the competitors. I hope that will not happen, but seems to be already the case. AUTODESK® is not evil, and try to be nice, while acquiring company or product like Maya or Softimage they also acquire the teams and software programmer behind the software itself. But does they follow the same philosophy of development, I don’t know.
What I do know is AUTODESK® didn’t always listen to the Max users about what they really need, but more about what makes 3DS Max a good software in the AUTODESK® perspective, I am not sure it is our satisfaction.

I never personally never heard any bid fight between Maya / Softimage customers and the company which design the Soft… I hope that will not change for the group of DCC software AUTODESK® is managing now.

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Houdini 11

this is a nice release, a lot of nice stuff inside: Point cloud, Hair improvement, Simulation improvement… in a few words, all we are asking to Houdini is going better and better !

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Nuke 6.1 v1

Time to switch for Nuke my friends.
Most of the improvements are focused on the 3D integration and acquisition of those data through FBX support, Which means at least 4 major program: Maya, 3DS, Softimage and Houdini + Mudbox 2011 :)

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Vray 2.0

hehe, finally we have an overview of the new features which are coming with 2.0. it seems, with the Lens plugin, at least, Unbiased has a new strong competitor in the this area. Bloom, Glare are not anymore the private area of the Unbiased Engine.
Distance computation map is awesome, stereo tools and ability to cache Geom Text and light to rerender faster some DOF or Blur settings is a GREAT improvement for any production pipeline.
I am excited !

CGarchitect.com review

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My first Thea Render… Grrrrrrr…..

So, two words: Nice and sweet !

I used the unbiased side of it, TR2 to be exact. Works really well, can’t wait to do more !
Hope you like,
Cheers

T

Coke / Thea Render

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Pepito balls * 2010 :)

So, can’t resist to re render that one and re edit it again, etc…

So this is it :)

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