Poll: Which engine are you using?

A forum especially for contests and Hall of Fame.
Post Reply

Which engine do you use most of the time?

Adaptive (BSD)
34
10%
Unbiased (TR1)
51
15%
Unbiased (TR2)
24
7%
Presto (AO)
102
30%
Presto (MC)
124
36%
Adaptive (AMC)
9
3%
 
Total votes: 344
User avatar
JQL
Thea Beta Tester
Thea Beta Tester
Posts: 4383
Joined: Sun Jun 23, 2013 6:34 pm
Location: Lisboa
Has thanked: 5 times
Been thanked: 26 times
Contact:

Wed Feb 10, 2016 11:18 am

Hieru wrote:Aside from it being such a great engine, I think most people have adapted so well to Presto because they either upgraded or replaced their hardware in anticipation of what Presto (or GPU rendering in general) could achieve.
Agreed! Presto was decisive to make me buy a Titan X and my workflow as improved 10 times because of it. Though the Titan allows me for much more than rendering as all software is GPU accelerated this days.

Image editors use it, texture generators also depend on it, Sketchup suddenly allows me to model 500Mb models and Layout is a breezing app after all.

So the future is GPU and Presto is where it shines.

2 years of love made it a great thing Giannis, please do make it perfect! We are talking about making it on pair with TR2 here, but I believe your ambition should be to surpass it and beat down every competitor on the GPU and CPU market.

"Let's be realistic and demand the impossible!"

;)
www.casca.pt
Visit us on facebook!

Win 10 64bit
Sketchup 2017 64bit
Intel i7 5820K 3.3Ghz 32Gb Ram
Nvidia Titan X 12Gb
jiminy-billy-bob
Licensed User v1.5
Licensed User v1.5
Posts: 258
Joined: Mon Sep 23, 2013 3:13 pm
Has thanked: 0
Been thanked: 0
Contact:

Wed Feb 10, 2016 12:00 pm

How about something similar to Vray's Adaptive DMC, which throws more samples to pixels having high-contrast with their neighbors?
Or maybe that's how Adaptive AMC or BSD work?
User avatar
giannis
Thea Developer
Thea Developer
Posts: 7956
Joined: Sun Jul 06, 2008 8:25 pm
Location: Athens, Greece
Has thanked: 0
Been thanked: 4 times

Thu Feb 11, 2016 1:28 pm

Hieru wrote: It also helps that there was little to no learning curve when it came to the differences between using Presto and TR1/TR2 :thumbup: .
I believe that engines with many parameters (to adjust the engine itself) will have trouble surviving the next years. This is the skepticism I have now behind Adaptive BSD and actually for any approach that utilizes caches / maps / other techniques that need trial and error in many cases to adjust properly.

Greetings
Science may limit knowledge but should never limit imagination - Bertrand Russell
User avatar
JQL
Thea Beta Tester
Thea Beta Tester
Posts: 4383
Joined: Sun Jun 23, 2013 6:34 pm
Location: Lisboa
Has thanked: 5 times
Been thanked: 26 times
Contact:

Thu Feb 11, 2016 2:40 pm

giannis wrote:
Hieru wrote: It also helps that there was little to no learning curve when it came to the differences between using Presto and TR1/TR2 :thumbup: .
I believe that engines with many parameters (to adjust the engine itself) will have trouble surviving the next years. This is the skepticism I have now behind Adaptive BSD and actually for any approach that utilizes caches / maps / other techniques that need trial and error in many cases to adjust properly.

Greetings
I think you're right. There's no way seting up a still render for 4hrs, compensates a 3hrs render if you can hit a button and wait overnight for the same or even better result. Human labour is what is hard to come by, let machines cook.

However, if we're talking about animations that might not be the same line of thought... I don't believe animations are the core of Thea's users businesses, but things don't stop evolving and animations shouldn't be neglected in the long run.

Do you think it will be possible for Thea to have an unbiased engine as fast as a biased one?
www.casca.pt
Visit us on facebook!

Win 10 64bit
Sketchup 2017 64bit
Intel i7 5820K 3.3Ghz 32Gb Ram
Nvidia Titan X 12Gb
User avatar
nigec
Licensed User v1.5
Licensed User v1.5
Posts: 9212
Joined: Wed Jul 01, 2009 9:47 pm
Location: UK
Has thanked: 0
Been thanked: 1 time
Contact:

Thu Feb 11, 2016 3:08 pm

Have you tried Renderman? Its mind numbing slow but Pixar use it, they just have sh*t loads of machines
grzybu
Posts: 1573
Joined: Fri Jul 18, 2008 2:04 pm
Has thanked: 0
Been thanked: 0

Thu Feb 11, 2016 3:29 pm

I remember writing shaders for Renderman years ago ;) Lot's of fun and it was the only solution in time with micro displacement.
But it was long time ago in galaxy far, far away and render engines world has changed a lot since then.
User avatar
nigec
Licensed User v1.5
Licensed User v1.5
Posts: 9212
Joined: Wed Jul 01, 2009 9:47 pm
Location: UK
Has thanked: 0
Been thanked: 1 time
Contact:

Thu Feb 11, 2016 3:46 pm

grzybu wrote:I remember writing shaders for Renderman years ago ;) Lot's of fun and it was the only solution in time with micro displacement.
But it was long time ago in galaxy far, far away and render engines world has changed a lot since then.
I have it in C4D, but never really done anything with it, I used 3Delight in Truespace many years ago, that was quite cool
User avatar
Hieru
Licensed User v1.5
Licensed User v1.5
Posts: 1886
Joined: Fri Jun 26, 2009 11:47 am
Location: UK
Has thanked: 14 times
Been thanked: 11 times
Contact:

Fri Feb 12, 2016 8:34 pm

SandroS wrote:For example in the scene below TR2/AMC were easily the faster at resolving the lighting, especially with the steam in the shower.
image.jpeg
image.jpeg (92.61 KiB) Viewed 2413 times
Is there any chance you could share your technique for creating the steam? I'm assuming you've used a medium box, but I'm unsure how you achieved the broken-up steam effect. I've tried using textures in the various slots, but I still get a uniform medium effect.
User avatar
SandroS
Licensed User v1.5
Licensed User v1.5
Posts: 3025
Joined: Wed May 20, 2009 8:20 am
Has thanked: 0
Been thanked: 10 times
Contact:

Sat Feb 13, 2016 12:50 pm

Hieru wrote:I'm unsure how you achieved the broken-up steam effect. I've tried using textures in the various slots, but I still get a uniform medium effect.
you need a volumetric texture (e.g. procedural Perlin or Wind) and you really need to push the contrast and make sure the scale is set correctly ;)

here's an example with its own material room if you want to use it. it's just a scaled up version of the standard sphere room (sphere is scaled up to around 100m) and the room is set to use TR2.

by increasing/decreasing contrast and gamma you can vary how much 'steam' effect you get and if you set it up as i do then you can control the density using only the Brightness of the texture.
fog room.pack.thea
(439.62 KiB) Downloaded 128 times
FogRoom.jpg
User avatar
Hieru
Licensed User v1.5
Licensed User v1.5
Posts: 1886
Joined: Fri Jun 26, 2009 11:47 am
Location: UK
Has thanked: 14 times
Been thanked: 11 times
Contact:

Sat Feb 13, 2016 5:52 pm

That's awesome of you Sandros - very much appreciated :thumbup:

I'd all but given up on rendering steam and now I can see exactly where I was going wrong.
Post Reply