general questions for the future
Posted: Thu Sep 23, 2010 7:03 am
Hey Octane, great Job on the new release ! Looks promising as always!
I'm just checking in again.
I have some long-term questions, I suppose not even as much about Octane, as about GPU rendering.
How does the GPU rendering community hope to overcome memory limitations? To my knowledge (which surely is narrow) no one has yet to implement a system for instancing and proxies ? I know Cebas is making claims that they are simply GPU accelerating the entirety of Final Render - but I couldn't make it to Siggraph this year to see.
Because modern production standards require immense amounts of textures and millions to billions of polygons.
for example, we're doing this commercial right now and every-one of our textures is 8k (we convert them to tiled-mip-mapped .exr so there is no slowdown by putting them in memory), and everyone of our objects is subdivided heavily, then converted to a proxy - even animated objects.
After this project, we'll be getting Vray-RT to help with shader development (we use Vray brute force in production right now). We will also use the GPU version the moment it becomes available, the plan is we test shaders with the GPU, then render with the CPU because of the memory limitations.
Do you see the future of Octane being in production? or more of a testing tool?
Again, props to refractive software for developing such an incredible tool! You've got my vote and admiration!
I'm just checking in again.
I have some long-term questions, I suppose not even as much about Octane, as about GPU rendering.
How does the GPU rendering community hope to overcome memory limitations? To my knowledge (which surely is narrow) no one has yet to implement a system for instancing and proxies ? I know Cebas is making claims that they are simply GPU accelerating the entirety of Final Render - but I couldn't make it to Siggraph this year to see.
Because modern production standards require immense amounts of textures and millions to billions of polygons.
for example, we're doing this commercial right now and every-one of our textures is 8k (we convert them to tiled-mip-mapped .exr so there is no slowdown by putting them in memory), and everyone of our objects is subdivided heavily, then converted to a proxy - even animated objects.
After this project, we'll be getting Vray-RT to help with shader development (we use Vray brute force in production right now). We will also use the GPU version the moment it becomes available, the plan is we test shaders with the GPU, then render with the CPU because of the memory limitations.
Do you see the future of Octane being in production? or more of a testing tool?
Again, props to refractive software for developing such an incredible tool! You've got my vote and admiration!