Automotive CG Production, Problems & WIP
Posted: Tue Apr 29, 2014 12:21 pm
Hi guys, I am writing to ask a few questions which I have listed below, we are trying to find a good and viable Gpu based solution in our studio, I am aware that some of the questions below are not possible at the minute but would be great to get some feedback, on future developments, maybe some inside knowledge from octane developers, I am also aware that version 2 may solve some issues, but would would be great to get some clarification and advice on what is happening, please see my questions below, thanks in advance for any useful information and answers. My wish list / questions is below
1. Object Based Motion Blur? ;
Firstly object based motion blur particularly for car wheels, this is a must in automotive cg, I do know that i could use cinema4d’s subframe motion blur, but this requires rendering each still frame multiple times, and i know i could possibly achieve this with some kind of motion vector pass, but the post solutions just don’t look good enough, I believe version 2 might solve this, will it dramatically decrease render times, compared to rendering multiple frames and having cinema4d blur them together?
2. HDRI lighting with separate 2d Backplate photography? ;
Is their a solution for using a hdr/exr dome for lighting, whilst also using a photographic backplate image in the background within octane, I know I can do this after in post but in reality you need the backplate in the render whilst working so you can see how things are looking and matching up together?
I know all the cpu solutions within maya/modo and cinema have really easy integrated solutions for doing these tasks, can octane do the same. Just to confirm, I am talking about camera matching a 2d backplate whilst also using a HDR dome to light the scene. Still images is priority for us but animation would be amazing too.
3. HDRI lighting with direct lighting, for shadows and sun control? ;
Similar to the above question, Is their a good integrated solution in octane for using a direct light whilst also using a HDR dome for scene lighting,
This would be incredibly useful as it allows you to cast sharp/ direct shadows on the floor/shadowcatcher and also gives you another level of control for leveling the power of the sun without boosting your overall HDR dome, is this a possibility? This would also need to work with the above backplate query,
4. Firefly’s or Noise? ;
In my attached WIP image, after around 1500 samples, direct lighting, 2 hours rendering on an iMac with built in nvidea card, 1500ish cores , I am getting white noisy dots in the rear window and just below the wing mirror, in the reflection, these to me seem to be quite complex reflection and refraction areas of my scene, are these firflys or noise, the majority of the images seemed really clean after 600 - 800 samples but these areas would not seem to clean up.
I decided on the directlight kernel for this image as it seemed a lot faster than pmc, and also gave me desirable results, am i doing something wrong? or is this a limitation at the minute? Would PMC or PT be better, why do they seem to take so much longer to render, they give very similar results in our particular car scenes.
5. Real Render Passes, Spec, Refract, Reflec, Diffuse for compositing? ;
Will octane and gpu rendering ever get these? In the near future of course, from what I have read it just requires a lot of memory and to my understanding is the main issue with integrating these in a gnu solution, if so how much more memory in general would this use?
6. Tesla’s and Titans is the only benefit memory/ram in the realm of octane/gpu rendering? ;
Out of curiosity any good info on the benefits of one or the other? And when will we start seeing 32gb plus ram etc in graphics cards
7. Server side internal GPU hosting solutions ‘I don’t mean cloud services’? ;
This might seem like a silly reason but a lot of design houses and studios, will just not tolerate having noisy and unsightly graphics cards/ expander boxes lying around the studio, so what would would be the possibility of having a server hosting maybe 4 - 8 gpu cards, and then the artists being able to utilise these on their mac/windows workstations? similar to having a gpu expander but doing it over the network rather than having it directly attached to a workstation.
Similar to using a distributed rendering solution for single frames, will this be available in octane at some point, or even better could i do it now?
8. Standalone vs plugins, stability and limitations? ;
Are the plugin’s ‘we are using cinema4d’ buggy / unstable, sometimes we have a lot of crashes and this just not working, eg, adding an octane area light sometimes just doesn’t work then sometimes it does.
Also are their any things listed above or similar than work of behave better on the standalone version.
Thank you very much for reading, any info would be amazing, I know there are a lot of questions, but it would be amazing if octane could do all of the above! Image attached, Plus Closeup for Noise/Fireflys
Many thanks
https://www.dropbox.com/s/zl1bnra8743js ... BEAUTY.jpg
https://www.dropbox.com/s/1agkb4l7ianyw ... _noise.jpg
1. Object Based Motion Blur? ;
Firstly object based motion blur particularly for car wheels, this is a must in automotive cg, I do know that i could use cinema4d’s subframe motion blur, but this requires rendering each still frame multiple times, and i know i could possibly achieve this with some kind of motion vector pass, but the post solutions just don’t look good enough, I believe version 2 might solve this, will it dramatically decrease render times, compared to rendering multiple frames and having cinema4d blur them together?
2. HDRI lighting with separate 2d Backplate photography? ;
Is their a solution for using a hdr/exr dome for lighting, whilst also using a photographic backplate image in the background within octane, I know I can do this after in post but in reality you need the backplate in the render whilst working so you can see how things are looking and matching up together?
I know all the cpu solutions within maya/modo and cinema have really easy integrated solutions for doing these tasks, can octane do the same. Just to confirm, I am talking about camera matching a 2d backplate whilst also using a HDR dome to light the scene. Still images is priority for us but animation would be amazing too.
3. HDRI lighting with direct lighting, for shadows and sun control? ;
Similar to the above question, Is their a good integrated solution in octane for using a direct light whilst also using a HDR dome for scene lighting,
This would be incredibly useful as it allows you to cast sharp/ direct shadows on the floor/shadowcatcher and also gives you another level of control for leveling the power of the sun without boosting your overall HDR dome, is this a possibility? This would also need to work with the above backplate query,
4. Firefly’s or Noise? ;
In my attached WIP image, after around 1500 samples, direct lighting, 2 hours rendering on an iMac with built in nvidea card, 1500ish cores , I am getting white noisy dots in the rear window and just below the wing mirror, in the reflection, these to me seem to be quite complex reflection and refraction areas of my scene, are these firflys or noise, the majority of the images seemed really clean after 600 - 800 samples but these areas would not seem to clean up.
I decided on the directlight kernel for this image as it seemed a lot faster than pmc, and also gave me desirable results, am i doing something wrong? or is this a limitation at the minute? Would PMC or PT be better, why do they seem to take so much longer to render, they give very similar results in our particular car scenes.
5. Real Render Passes, Spec, Refract, Reflec, Diffuse for compositing? ;
Will octane and gpu rendering ever get these? In the near future of course, from what I have read it just requires a lot of memory and to my understanding is the main issue with integrating these in a gnu solution, if so how much more memory in general would this use?
6. Tesla’s and Titans is the only benefit memory/ram in the realm of octane/gpu rendering? ;
Out of curiosity any good info on the benefits of one or the other? And when will we start seeing 32gb plus ram etc in graphics cards
7. Server side internal GPU hosting solutions ‘I don’t mean cloud services’? ;
This might seem like a silly reason but a lot of design houses and studios, will just not tolerate having noisy and unsightly graphics cards/ expander boxes lying around the studio, so what would would be the possibility of having a server hosting maybe 4 - 8 gpu cards, and then the artists being able to utilise these on their mac/windows workstations? similar to having a gpu expander but doing it over the network rather than having it directly attached to a workstation.
Similar to using a distributed rendering solution for single frames, will this be available in octane at some point, or even better could i do it now?
8. Standalone vs plugins, stability and limitations? ;
Are the plugin’s ‘we are using cinema4d’ buggy / unstable, sometimes we have a lot of crashes and this just not working, eg, adding an octane area light sometimes just doesn’t work then sometimes it does.
Also are their any things listed above or similar than work of behave better on the standalone version.
Thank you very much for reading, any info would be amazing, I know there are a lot of questions, but it would be amazing if octane could do all of the above! Image attached, Plus Closeup for Noise/Fireflys
Many thanks
https://www.dropbox.com/s/zl1bnra8743js ... BEAUTY.jpg
https://www.dropbox.com/s/1agkb4l7ianyw ... _noise.jpg