Hi Paul,
I’m not sure what the problem is, but your emails are not reaching me.
phil@eitechnologygroup.com
sales@eitechnologygroup.com
Phil
Hi Paul,
I’m not sure what the problem is, but your emails are not reaching me.
phil@eitechnologygroup.com
sales@eitechnologygroup.com
Phil
Any “one more thing” to reveal left? Even if minor (little UI changes, whatever)?
The suspense is killing me, arrgh! 
More samples are up on the EI site.
It takes a second to get your head round it, but there are no ‘lights’ in the ‘Ottoman’ scene. The GI Glossy is simply my favorite new toy. Except for the layers, oh, and the sky maps, and Kontrolleur, and Scratches…
Is NDA off?
I have a few questions regarding the new version and the info on the site is very thin…I won’t ask if you can’t answer yet though.
I have to be honest, I’m fence sitting right now about upgrading to V7…it’s between V7 and Brazil 2.0. Both I use and both I really like. I just bought a new PC with a quad processor which Brazil takes advantage of…shockingly speedy and a very good rendering solution.
Both programs do what I need them to do…and each has strenghts over the other. The upgrades are enhancements and really can live without them…though life could be a little easier with them.
Ok thanks. Here are the first few.
What, if any, enhancements to raytraced shadow speed?
On your image ‘Soft Shadow HDR’ are any lights used to create the shadows? What was the aprox render time for the image…what was the original pixel size?
The Glossy GI looks like just blurring an HDRI reflection map - how is it different?
Any samples of rendered glass using the refraction sky map?
When outputting the multi-layered PSD files can each object have it’s own alpha channel?
When outputting the psd files and specifying something like Diffuse output being seperate in addition to the other material properties ‘flattened’…is the diffuse characteristics removed from the flattened image or is it also included but with only an additional diffuse layer?
Any enhancements to the blurred reflections?
Thanks.
[quote=“PaulS2”]
What, if any, enhancements to raytraced shadow speed?
See next answer.
These shadows are generated by the .hdr lighting, there is NO light in the scene, this is the method to get super fast soft shadows in EIAS 7. I’m unsure on the render time, using HDRI+GI (adaptive sky map) is faster then normal GI (sky colour or sky map). I have no computer to run these projects on at the moment, but I’ll post speeds for you when I do.
GI Glossy is probably better thought of primarily as ‘HDRI Specular’ - As you know, when lighting a scene with an HDRI you get no specular highlights because there are no lights in the scene to provide them. To solve this problem GI Glossy provides these highlights directly from the .HDR - It is possible to blur them to get a blurred reflection very similar to the type you get with the RN.shd.
If you want it to, yes. EI Layers worked based on selection sets, you can provide a mask for an entire set, or every object in that set, it’s entirely up to you.
Again this depends on what you want, you can include many things in with a ‘flattened’ diffuse layer or you can separate everything out. It’s very versatile.
GI Glossy can produce some lovely blurry reflections akin to Anodised Aluminium - very much like the kind of reflections you get on a G5/ MacPro case. You can control the sharpness of the reflections just like the RT blur reflections by changing the cone angle. There is actually no good example of this on the EI site - I only wish I had time to do one now. The Ottoman project is a good example of GI Glossy specular though. It is included as a sample project.
Best,
Ian
PS. No glass renders to show sorry, I have no computer to do tests on at the moment, I’ll have my Mac back at home this week hopefully.
Hey Loon!
I’m pretty sure that would need Photon based lighting - something EIAS does not have yet.
Best,
Ian
Just to expand on the reflection theme:
In EIAS 6.6 you can have:
Raytraced reflections
OR
Bitmap reflections
on the same object.
In EIAS 7 you can have:
Raytraced reflections
AND
Bitmap reflections
AND
Blurred GI reflections
on the same object.
“These shadows are generated by the .hdr lighting, there is NO light in the scene, this is the method to get super fast soft shadows in EIAS 7. I’m unsure on the render time, using HDRI+GI (adaptive sky map) is faster then normal GI (sky colour or sky map). I have no computer to run these projects on at the moment, but I’ll post speeds for you when I do.”
Ok thanks.
Good to see tight shadows from image based lighting.
How do these work with glass? That’s where I really would like to see what sort of hit there is…and what the quality is like? That’s where the current raytraced shadows crap out speed-wise.
How does the GI Glossy work with inter-reflections?
What’s Scratches?
It’s a new metal shader. Dave (Arkitype) can be of help here, it’s his baby and he has some great images showing what this shader is capable of. I will say no more
An example of it’s output was placed in one of the other V7 threads.
Best,
Ian