A NEW fR4 GPU Video by cebas

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Old 11 November 2012   #1
A NEW fR4 GPU Video by cebas

Check out fR 4GPU's NEW Video!

http://www.cebas.org/blog/2012/11/0...al-engineering/

Stay tuned for more

cebas Team
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Old 11 November 2012   #2
Is there any GPU render engine that does not perform well on a 4 GPU system?

Is cebas really THAT far behind?
 
Old 11 November 2012   #3
Originally Posted by TwinSnakes: Is there any GPU render engine that does not perform well on a 4 GPU system?

Is cebas really THAT far behind?


Depends how you define it I guess

We use already CUDA 5 and that was released October 15, 2012 so we are not behind on that

General speaking, you're right but when you look at having really useful rendering solutions on GPU that might have potential to replace the main renderer in a complex production pipeline there is nothing out there! Our system was the first to show true geometry instancing and blurry refraction/reflection effects based on a Physically accurate Micro Facet model on GPU.
There is so much more to a renderer than just "preview". We're working hard to get proper material support and so on .... so if we are behind - I would say NVIDIA is also behind we can only use what is exposed to us .... and a real full blown rendering system needs more features and access to the system than we have now.

-ed
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Old 11 November 2012   #4
Much better demo that your last one, Edwin.

I like the part where the 3D model/gears turn into glass.

Could you show some more stuff like this?

Maybe with a more complex CAD model than this one? (e.g. an internal combustion engine or gas turbine, or something detailed like that...)

Good work! Good luck...
 
Old 11 November 2012   #5
can you show some indoor realtime rendering
 
Old 11 November 2012   #6
Originally Posted by TwinSnakes: Is there any GPU render engine that does not perform well on a 4 GPU system?

Is cebas really THAT far behind?
Friends don't let friends toke and type.



FinalRender 4 GPU....is a N-A-M-E. It doesn't imply usage of 4GPU's anymore than C4D 13 means it uses 13 CPU's.

Anyway, Edwin, I'm glad to see things shaping up well on it so far.

Last edited by AbnRanger : 11 November 2012 at 01:44 AM.
 
Old 11 November 2012   #7
Quote: FinalRender 4 GPU....is a N-A-M-E. It doesn't imply usage of 4GPU's


hahaha..dude you got me. (LOL) I should have looked more carefully.
 
Old 11 November 2012   #8
Hi Edwin,

very nice video, I got a few questions

1-Is you fr 4gpu renderer CUDA only or OPENCL as well?
2-Will have the same limitations as other CUDA gpu renderers like the texture limits? (for example we use Octane in our studio, and currently at least with the GTX 5xxseries and below, we get only 64 textures RGB)
3-In this video what VCard was used?
4-Does it (or will it) allow for MultiGpu setup to render an Image/animation
5-Will it support deformations (skin, etc)
6-Do you have any plans to support realtime MBlur as well?
7-What about render elements, will they be supported?

Nildo
 
Old 11 November 2012   #9
Originally Posted by nildoe: Hi Edwin,

very nice video, I got a few questions

1-Is you fr 4gpu renderer CUDA only or OPENCL as well?
2-Will have the same limitations as other CUDA gpu renderers like the texture limits? (for example we use Octane in our studio, and currently at least with the GTX 5xxseries and below, we get only 64 textures RGB)
3-In this video what VCard was used?
4-Does it (or will it) allow for MultiGpu setup to render an Image/animation
5-Will it support deformations (skin, etc)
6-Do you have any plans to support realtime MBlur as well?
7-What about render elements, will they be supported?

Nildo


1- Yes, for now we have a plan for OPENCL support. But for now it is CUDA only.
2- Yes, same hardware same restrictions, Kepler is 256 Textures total
3- Same as always a Quadro 5000
4- Yes we do support MULTI GPU
5- Why not ?? Yes
6- Yes
7- that's our speciality no one beats us on that !

-ed
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cebas the makers of finalRender
 
Old 11 November 2012   #10
Thx for the reply edwin , looking really promising .
 
Old 11 November 2012   #11
As an Octane Render and Maxwell (for special cases only) user I have my render of choice and it runs very fast, reliable and stable with regular updates but competition and innovation is always welcome.
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Old 11 November 2012   #12
Hi Edwin.

The render engine looks awesome.
Maybe this can be the reason to change from iRay/Mental Ray to Final Render.

I have some questions:

- Do this GPU render engine suffer from the video card RAM limit like the others?
- Do you support proxys? (in the terms to optimize the RAM usage, so we can put billions of polygons in 10Mb)
- Will this be included in the standard Final Render license? (like vRay RT inside vRay)

Thanks in advance and congrats.

Cheers.
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If there's no spoon you must eat the soup with your hands, don't let the tool be your life, be an artist.
 
Old 11 November 2012   #13
Originally Posted by CerberusC: Hi Edwin.
The render engine looks awesome.
Maybe this can be the reason to change from iRay/Mental Ray to Final Render.
I have some questions:
- Do this GPU render engine suffer from the video card RAM limit like the others?
- Do you support proxys? (in the terms to optimize the RAM usage, so we can put billions of polygons in 10Mb)
- Will this be included in the standard Final Render license? (like vRay RT inside vRay)
Thanks in advance and congrats.
Cheers.


Hello,

yes RAM has to be available on the GPU card - that is where the power comes form.
Your question about the proxies is a bit unclear, we do support proper instancing including instancing of proxies. This would save you memory. The whole idea about GPU is to have it all close bye - so all should fit onto the card that's the most effective way.

Yes finalRender 4 GPU will come with this GPU mode and trueHybrid™ mode. For existing users it will be a normal upgrade.

-ed
__________________
cebas the makers of finalRender
 
Old 11 November 2012   #14
@Edwin - i am sure you know about the centileo render engine - what is it with the gpu chaching they do (accessing 10 times more ram than the gpu has, trough mysterious caching algorithms)

have you tried such thing? is it possible at all?

another thing - how about corona renderer - its still alpha - but it uses basically that what we know from vray - Lightcache, and then in the primary engine, path tracing with the lightcache data - and it is very fast (and cpu only)..
wouldn't such kind of mixed approach be interesting for your new gpu system?

i am sure you work hard on this, and its just my two cents, but i dont see anything that makes your engine different from the rest - and i know your integration into max was always good - but for me it is not enough to change my pipline..

one last thing - and this is something i dont understand why other engines care so little about (except maxwell maybe - havent tried this) - the sky!
most use since 10+ years the preetham model - maybe with modifications, but still..
and they dont expose enough parameters (i read once there are about 50 variables?) anyway - mostly we get 3 and if we are lucky a horizon slider..
since years i fiddle with all the parameters and try everything possible to get some nice, not over saturated colors..
i know there are hdr etc - but having a flexible sky is imperative!
..and most fail at this.. (terragen sky is very nice though)

Last edited by damjan : 11 November 2012 at 01:28 AM.
 
Old 11 November 2012   #15
Originally Posted by damjan: @Edwin - i am sure you know about the centileo render engine - what is it with the gpu chaching they do (accessing 10 times more ram than the gpu has, trough mysterious caching algorithms)

have you tried such thing? is it possible at all?

another thing - how about corona renderer - its still alpha - but it uses basically that what we know from vray - Lightcache, and then in the primary engine, path tracing with the lightcache data - and it is very fast (and cpu only)..
wouldn't such kind of mixed approach be interesting for your new gpu system?

i am sure you work hard on this, and its just my two cents, but i dont see anything that makes your engine different from the rest - and i know your integration into max was always good - but for me it is not enough to change my pipline..

one last thing - and this is something i dont understand why other engines care so little about (except maxwell maybe - havent tried this) - the sky!
most use since 10+ years the preetham model - maybe with modifications, but still..
and they dont expose enough parameters (i read once there are about 50 variables?) anyway - mostly we get 3 and if we are lucky a horizon slider..
since years i fiddle with all the parameters and try everything possible to get some nice, not over saturated colors..
i know there are hdr etc - but having a flexible sky is imperative!
..and most fail at this.. (terragen sky is very nice though)
Would you say the same thing about VRay if it suddenly used the GPU not only for preview rendering (RT module....with lots of limitations), but the main rendering engine as well? It currently is CPU only. As is Mental Ray.

FinalRender R4 GPU isn't simply an equivalent to iRay or VRay RT. THE CORE RENDERING ENGINE IS GPU ACCELERATED. I don't understand how people keeping on missing this crucial point. Neither VRay or Mental Ray offers this, and you say you see no difference? Wow.
 
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