GI Rendering Speed - FPrime is how much faster than LW?


#41

Hmmm, now you got me curious… :slight_smile:


#42

Nobody knows how they behave in 3rd party renderer because neither Fprime nor Kray uses them. Not to mention real-time interactive renderer, which is another level of problems. I bet until it’s working perfectly fine there will be needed couple LightWave updates…


#43

Do you mean just IES?, or Soft shadows too?


#44

Everything what is handled by Light SDK added in LW v9.5 is not tested…
Hand made ray-traced soft shadows like pre-LW v9.5 area light, sure can be made, but then scene made with my renderer won’t be renderable in stand-alone LightWave…


#45

TrueHair Preview with reflections
http://www2.trueart.pl/Products/Plug-Ins/TrueHair/Graphics/Movies/TrueHair_Preview_Reflections_1.mov


#46

Much more impressive! Nice work. I could see, if $ was right, this being a valuable addition over VIPER. I think GI, IES, etc. is still need to be proven before you’ll get the FPrime crowd.


#47

In this video I have used Pom’s Ambient Occlusion node
http://www2.trueart.pl/Products/Plug-Ins/TrueHair/Graphics/Movies/TrueHair_Preview_Ambient_Occlusion.mov


#48

Its natural when you compare different/similar things to get a variety of results and opinions.
Judging 3d engines on stills,on different hardware specs, is not fair or is not mature, imho.

If you have animated scenes with displacements, motions in lights/camera, outdoors/indoors, and you have identical hardware to benchmark, there you go!


#49

looks somewhat like FPrime,
not quite realtime though,… any chance to make it go realtime?
would heavy hardware do the trick?


#50
 It's quite real-time in this scene, but recording desktop is slowing everything down.. Assigning different cores for desktop recording software than what is used for renderer and LightWave would probably help..

Term real-time is variable.. one scene is real-time on weak machine, second one is taking ages on superb machine, no matter what rendering engine you will use even if it's using GPU.. ;)

#51

Looking pretty cool TrueArt, i hope it’s fully compatible with nodes also :).

I just wonder why is it called TrueHair ??? Doesn’t have sense to me :). TrueArt preview yes but TrueHair preview sounds weird.

cheers


#52

Agreed with both ‘Looking pretty cool’ and ‘why is it called TrueHair’…lol.


#53

Because it’ll be rendering and previewing hairs while user is modifing scene and playing with attributes (not just TrueHair attributes but all objects, surfaces, lights and cameras)… Instead of previewing in OpenGL viewport…


#54

but if i recall truehair is object based rather than volumetric or pixelfilter?


#55

?? I don’t know what you mean by “object based”…

TrueHair is volumetric. But I can make anything what I want or need in my own renderer… :wink:


#56

Full node support would be needed for my use of it (future).


#57

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