MachStudio Pro is built on a foundation of Microsoft DirectX and requires no special drivers or API extensions. StudioGPU developers
designed MachStudio Pro to be application-agnostic, importing models, animations, and associated attributes via the standard .FBX format and plug-ins
running in popular 3D packages, including Autodesk’s Maya and 3ds Max®, McNeel’s Rhino®, Graphisoft’s ArchiCAD®, and Google’s SketchUp Pro.
Advanced Elements
Complex shading, materials, lighting, caustics, ambient occlusion, color grading, and multiple cameras all lend to a more realistic and lifelike CG
experience, but they also lengthen rendering times and impede workflow. For this reason, StudioGPU built from scratch MachStudio Pro’s configurable,
specialized shaders running on Microsoft DirectX. Shaders optimized for content creation provide high-speed paths for those functions most often
responsible for throttling rendering performance in today’s ever-more-sophisticated CG production.
MachStudio Pro’s optimized GPU shaders are designed to deliver faster performance across the board, particularly in the face of the specialized functions
high-end CG content developers perform. Executing MachStudio Pro shaders across GPU stream processor arrays has resulted in rendering speeds up to
900 times faster than solutions offering comparable visual quality. For example, a high-definition image having 1.98 million polygons is rendered in 2 hours
and 19 minutes using mental ray software from mental images in Berlin, Germany, whereas MachStudio Pro completes the same job at maximum quality in
12 seconds.
Towards Real Time Rendering
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- InfoCentral
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There are already two GPU based real time renderers that I am aware of, Machine Studio Pro and TrueSpace. Both of these use DirectX to accomplish this feat. With Truespace it is an option to use its shaders for real time rendering but with MSP it is the only way. Would it be possible to add this into Octane as a non-photo realistic real time rendering option in the future?
Its not that simple
You first need to work on a fully featured viewport then add shaders etc...
Octane is made for unbiased rendering, not like the softwares you mentionned
I don't think its usefull, there's already plenty things missing that need developement on the unbiased side
You first need to work on a fully featured viewport then add shaders etc...
Octane is made for unbiased rendering, not like the softwares you mentionned
I don't think its usefull, there's already plenty things missing that need developement on the unbiased side
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
What about in-card (VGA card) capability of calculating DOF, AO, per object motion blur, sub-pixel displacement mapping and hardware tessellation, etc? Are Octane gonna benefit in some point from this to accelerate calculations, if is not already?
Vista 64 , 2x Xeon 5440 - 24GB RAM, 1x GTX 260 & I7 3930 water cooled - 32GB RAM, 1 x GTX 480+ 1x8800 GTS 512
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CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
- InfoCentral
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OK, so I'll take that as a definite maybe...radiance wrote:That's our product and goal, and iv'e enough work as it is doing just that

- InfoCentral
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OK, Beta 2 released......perhaps by Beta 3....hummmmm
NopeInfoCentral wrote:OK, Beta 2 released......perhaps by Beta 3....hummmmm

- InfoCentral
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I think I herd Radiance was going to take Sunday off to think about it... 

- InfoCentral
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From what I understand they added Marc Resibois just to work on the real time feature.... 
