Posted by Shane Griffith, 29 September 2010 7:00 pm
The Autodesk® Subscription Advantage Pack for Autodesk® 3ds Max® 2011 & Autodesk® 3ds Max® Design 2011 software integrates the latest state-of-the-art technology from NVIDIA and Mental Images who are working with Autodesk to revolutionize rendering and simulation workflows. This exclusive Autodesk Subscription only release features one of the world’s first physically accurate “point-and-shoot” renderers, the iray® rendering technology from mental images. Creating realistic images has never been easier with 3ds Max, using iray eliminates the need to spend countless hours tweaking sample settings and other tedious render settings. Unfortunately for a few of you this means fewer coffee breaks, but at least there’s no more need to do the magic numbers dance each click of the render button. The workflow is now simplified to the point where you feel like you are rendering with a digital camera. You can now spend your valuable time focusing on shot composition and more creative aspects of creating the imagery rather than tweaking some settings, clicking render, go get coffee, chat with your cubicle neighbor, drink more coffee, “oh crap got it wrong”, tweak some more settings, click render, go get coffee, chat with your co-worker, drink coffee again, “oh crap..”, repeat until time to go home….
However, with this new dawn of GPU accelerated processing comes a whole new set of technical knowhow and hardware understanding. As some might have already experienced results can certainly vary machine config to machine config. This makes it difficult for us to provide more general best practices, but what I have gathered here is a list of common questions that have been raised so far today. If you have additional questions please feel free to drop a comment at the bottom as we plan to take all this information and create a more formal FAQ to be placed on the
3ds Max product center page.
Yes – iray uses all the CPUs and CUDA-capable GPUs it finds within your system simultaneously.
The iray renderer within the Subscription Advantage Pack for 3ds Max 2011 takes advantage of the NVIDIA CUDA architecture and gains considerable acceleration from any CUDA-capable NVIDIA GPU. This allows iray to gain acceleration from over 250million GPUs shipped over the past 4 years.
NVIDIA GPUs vary in their compute performance according to the number of CUDA cores they have, the GPU’s clock speed, and the GPU’s architecture. The GPU brand will not impact iray performance beyond these characteristics. Put into formulae, GPU ray tracing performance looks like this:
(CUDA Cores#) x (Clock Speed) x (GPU Architecture) = Relative Performance.
This means that for a given GPU architecture and clock speed, iray performance will scale linearly with the number of CUDA cores present on the GPU, and for a given architecture and core count iray will scale linearly with clock speed. The GPU family (Quadro, Tesla or GeForce) does not have additional influence on how iray uses it.
Note, an exhaustive list of GPU characteristics can be found here
At a high level, GeForce products are designed for the ultimate gaming performance, Tesla is designed for the best compute performance and capabilities, and Quadro is a superset of both the best in graphics and compute. While each GPU family has different features, for GPU ray tracing the primary difference is in reliability and maximum scene size. NVIDIA oversees the manufacturing of its professional products (Quadro and Tesla), ensuring each product is available for three years and warranted for three years. Consumer products (GeForce) are manufactured by numerous companies and have much less availability and warranty. NVIDIA’s professional products may have slower clock rates than their comparable consumer products to fit within the power constraints and reliability needs of workstations and server rooms. Quadro and Tesla products also offer much more memory than GeForce products, allowing far larger 3ds Max scenes to be accelerated by the GPU. NVIDIA only warranties Tesla and Quadro products for running in a server room environment, where non-stop computing is typical – as with a dedicated render farm.
While it’s much more affordable to outfit your workstation with a GeForce card, in the long term you may have to replace that hardware more frequently and there might be risk of a major meltdown if you don't take extra precautions. With iray renderings you will be putting the hardware under unusually long strains that the card is not equipped to handle.
No – SLI is not needed to use multiple GPUs for iray. Iray will use whatever GPUs it sees within the system, regardless of whether the motherboard is SLI certified or the boards are placed in SLI mode.
For best iray performance, please ensure the following are set within the NVIDIA Control Panel:
- SLI should be OFF (for multi-GPU systems)
- ECC should be OFF (for Quadro and Tesla GPUs based on “Fermi”)
- PhysX should be set to CPU
Both GeForce and Quadro boards support Direct3D and OpenGL, although the drivers may behave somewhat differently as GeForce drivers are tuned for Games performance while Quadro drivers are tuned for Tools performance. Direct3D is the most feature rich graphics API for 3ds Max, and Quadro products include a 3ds Max Performance Driver for additional performance when using Direct3D. In contrast, Tesla boards have minimal graphics API support and are not recommended for driving graphics applications. Tesla products based on the Fermi architecture have DVI ports, but this is solely to make it easy to load the NVIDIA driver (earlier Tesla products had no video out).
NVIDIA’s Tesla products are designed for server rooms, with the “M” (Module) series being add-in boards for 1u systems which provide their own active cooling. Solutions vendors can be found here. NVIDIA also provides some “S” (Server) solutions that are 1u systems that connect to a CPU unit via a PIC Express cable. The S2050 (Fermi class) is the latest product here, but it’s also likely the last, as NVIDIA has found third parties are better equipped to provide such solutions from Tesla M class products.
No. Tesla M products are passively cooled and do not include fans, so they will not operate in a PC or workstation. Conversely, there’s no issue using Tesla C products (which are actively cooled with their own fans) in a dedicated server.
RealityServer is a platform product for Web developers to create server-based applications that employ 3D Web services that enable Web clients to interact with 3D data remotely. RealityServer provides numerous rendering modes for processing server-side data, with its iray mode being compatible with the iray renderer within 3ds Max. This commonality allows a RealityServer application to accept 3ds Max scenes (prepared for iray) and deliver a result that is identical to what a 3ds Max session renders. While RealityServer provides a unique and powerful option for processing 3ds Max content remotely, it is in no way required for 3ds Max users to render with iray across their LAN using Autodesk Backburner.
Yes. The same GPU powering 3ds Max can also be used to accelerate iray. When this is done, you may find your Windows GUI interaction is sluggish while iray is rendering.
Iray will automatically take advantage of all CUDA-capable GPUs within the system – as it does with CPUs. Iray will run well on all classes of NVIDIA GPUs – GeForce, Quadro, and Tesla.
Performance for iray should scale nearly linearly between the same GPUs – as it is across CPUs.
No. iray is not currently compatible with DBR within 3ds Max.
Yes - GPUs on networked machines will be used in the same way that CPUs are when called upon to render individual frames.
Iray automatically leverages any CUDA-capable GPU it finds within the system, along with any CPU. There is no user interface for enabling this (or tuning it off) – it just happens.
This will vary between the GPUs and CPUs being compared, but between newly purchased, top-end processors, a Tesla GPU is rougly +6X faster than a single quad core CPU.
3ds Max 2011 doesn’t provide a user interface for controlling how iray uses CPUs and/or GPUs. There are MaxScript commands that can be used to control which processers are used. Just enter these lines in the MaxScript Listener to control what processors iray uses:
mental_ray_string_options.addoption "iray devices" "0 1"
Controls what GPUs iray will use. The last string states which GPU is in use with “” meaning none, “0” being the display device, “1” being just the secondary GPU, “0 1” being both GPUs, and so on.
mental_ray_string_options.addoption "iray threads" 4
Controls how many CPU threads iray will use. The last string determines the number, with 0 not using the CPU at all and 4 being typical for a quad-core. To set iray to use all available CPU threads enter:
mental_ray_string_options.addoption "iray threads" sysinfo.cpucount
*Be careful note to set “iray devices” to “” and “iray threads” at the same time because there will be nothing for iray to use when you render.
For example:
Use only the CPU:
mental_ray_string_options.addoption "iray threads" sysinfo.cpucount
mental_ray_string_options.addoption "iray devices" ""
Use only the GPU (when you have 2):
mental_ray_string_options.addoption "iray threads" 0
mental_ray_string_options.addoption "iray devices" "0 1"
Use both CPU and GPU (when you have 2):
mental_ray_string_options.addoption "iray threads" sysinfo.cpucount
mental_ray_string_options.addoption "iray devices" "0 1"
or you can just try this tool
The entire scene must fit into GPU graphics memory in order for iray to take advantage of GPU acceleration. If the scene does not fit unto into a GPU’s memory, that GPU is ignored and all processing takes place on the CPU and in RAM and run much more slowly. If the scene exceeds RAM, then iray will use virtual memory and run more slowly yet. For estimating memory usage, budget about 1 GB per 8 million triangles, to which you must also add 3 bytes/pixel for any referenced bitmaps.
3ds Max uses system memory for processing the scene, and iray uses it for utilizing the CPU. When iray is rendering, the CPU and GPU will be consuming a similar amount of memory in graphics and system memory (respectively).
The entire scene must fit entirely into GPU memory on each GPU in order to use that GPU for processing. In this example, the maximum scene size is 1GB, and scenes over 1GB would be rendering exclusively on the CPU.
In this case, iray will ignore the 1GB GPU and only utilize the 3GB GPU (along with the CPUs)
Yes, the latest Quadro and Tesla “Fermi” generation boards support ECC, but using it will not increase accuracy or performance for iray. It is recommended that ECC is always turned OFF when rendering with iray.
There are third party utilities for this such as: http://www.evga.com/precision/ and GPU-Z www.techpowerup.com/gpuz/
Most vendors have preconfigured options, including HP, Dell, Lenovo, PNY, BOXX, etc.
For Quadro solutions see: http://www.nvidia.com/object/workstation_wheretobuy.html
For Tesla solutions see: http://www.nvidia.com/object/tesla_wtb.html
Yes. Telsa “C” (card) products are similar to standard graphics boards and are easy to add to standard PC’s. Tesla “M” (module) products are designed for 1u heights in rack mounted systems that provide their own cooling. A motherboard layout for accommodating the number of full length boards you wish to include, and an adequate power supply for powering them, will be two of your primary design choices.
Yes. For drivers, you should load the one driving your Windows display.
Yes, iray supports the use of different generation GPUs.
For workstations, a Quadro graphics board and as many Tesla “C” boards as can fit in the box will give you the most reliable, high performance blend of interactive graphics and GPU ray tracing performance while also accommodating the largest possible scenes.
For dedicated render servers, the Tesla “C” or “M” products deliver the most reliable, high performance for GPU ray tracing. Quadro products can be used here too, but will not provide added benefit over Tesla unless they are also serving Direct3D or OpenGL graphics in applications other than iray rendering. GeForce products are not warranted for data center use.
For portable rendering, there will soon be laptops with mobile GPUs based on the Fermi architecture that will provide very reasonable performance (the equivalent of several quad-core CPUs). Because NVIDIA never made a GT200 mobile part, these new laptops will be many times faster than any laptop from earlier this summer.
Given that a new GPU is worth numerous quad-core CPUs, it’s far more cost effective to add an additional GPU rather than a CPU for increasing iray rendering speed.
When your processed scene size exceeds the memory on your GPU, iray automatically switches to only using the CPU, and will run at the speed your CPU(s) can process.
For operations that are constantly updated, like viewport interactive graphics, Gen1 is much slower than Gen 2. For compute-intensive operations that keep the GPU very busy before sending its results across the bus there is nearly no difference between the two PCIX types. In the case of iray and GPU ray tracing, you might see a GPU render faster on a Gen2 slot when the scene is very simple, but nearly no difference on a Gen1 slot when the scene is reasonably complex.
Yes. Iray delivers the exact same result on GPUs and CPUs and so can be used in highly heterogeneous GPU & CPU environments.
Yes. Iray delivers the exact same result across GPU generations, and can be used in farms having different GPU generations.
Yes - iray can render depth of field effects
No - iray does not render motion blur effects at this time
Yes. you can set iray to render the same number of iterations per frame that will create predictive results frame to frame. You can also specify time spent rendering per frame if you need to get results within a fixed time period. For example: if you have a 2 minute animation sequence to render overnight (12 hours), then you can set iray to render 12 seconds per frame. If you use BackBurner to distribute the frames across several machines you can then increase the time per frame to get better results.
Wow that was a lot more than even I thought I could hammer out!! Truth is I had a lot of help ;) but now that I've become the encyclopedia for GPUs and iray please ask away. If I don't know the answer then I’ll try to get one of the real experts to help us out.
Please only report comments that are spam or abusive.
84 Comments
timd1971
Posted 29 September 2010 5:39 am
Ramy Hanna
Posted 29 September 2010 1:46 pm
Zov
Posted 29 September 2010 1:59 pm
Swahn_Kung
Posted 29 September 2010 2:17 pm
Too bad, but i hope we'll see it eventually.
Samab
Posted 29 September 2010 3:34 pm
Shane Griffith
Posted 29 September 2010 4:14 pm
displacement, yes (need to confirm but am pretty sure)
I'll get more information on the materials here shortly, the help docs should be coming online and will help a lot with this.
Samab
Posted 29 September 2010 4:22 pm
Regarding hair, what if it's mr prim hair with a supported mr shader applied? I would have thought that would work, but I really don't know.
Shane Griffith
Posted 29 September 2010 4:41 pm
c0cllc
Posted 29 September 2010 5:50 pm
Not working Object Properties is also a little sad, as i often use some shadows from hidden objects.
c0cllc
Posted 29 September 2010 5:53 pm
Phil Miller
Posted 29 September 2010 6:18 pm
The output image size impacts the time it takes to render and does not impact the memory used to render it.
PiXeL_MoNKeY
Posted 29 September 2010 8:53 pm
resolution / memory used (logged with GPU-Z)
500x500 / 284 MB
1000x1000 / 301 MB
2000x2000 / 376 MB
3000x3000 / 500 MB
4000x4000 / 674 MB
4500x4500 / 652 MB (render artifacts due to hitting card memory limit)
5000x5000 / *154 MB (application crashed while trying to load scene into GPU memory)
-Eric
Shane Griffith
Posted 29 September 2010 9:24 pm
c0cllc
Posted 29 September 2010 9:44 pm
Phil Miller
Posted 29 September 2010 10:53 pm
My mistake - and thanks for running the test. I was only thinking of the image buffer (which is small) and not the allocation which is behind the scenes. You're showing about 24 bytes/pixel and that makes sense.
c0cllc
Posted 30 September 2010 5:40 am
render artifacts? Die you disable the CPU for this test, or why are there artifacts when reaching the card memory limit?
By the way, what happens, if the GPU memory is filled with Data (for example because of the Viewport Data). Is iray only using the memory, which is FREE on the card, or can it use the full amount of MB for the scene?
Samab
Posted 30 September 2010 9:46 am
Jonathan de Blok
Posted 30 September 2010 10:01 am
And I did see these in any of the previews as well.
Jonathan de Blok
Posted 30 September 2010 10:02 am
c0cllc
Posted 30 September 2010 10:14 am
Jonathan de Blok
Posted 30 September 2010 10:14 am
Anyways I dont think it's caustics since the specks end up in dark areas as well, far away from the object. So the distance from the light to the speck is shorten then via the reflection of the teapot. So that cannot go from a near dark to a full bright do to a stray caustics ray.
Samab
Posted 30 September 2010 11:03 am
Jonathan de Blok
Posted 30 September 2010 11:18 am
But I did some test and brigth pixels showup on places caustics connot be so brigth, so maybe its a bug in the caustics calculations.
That pixel the arrow is pointing to cannot be a legit value I think:
http://www.jdbgraphics.nl/clients/iray_speck.jpg
Samab
Posted 30 September 2010 11:26 am
Jonathan de Blok
Posted 30 September 2010 11:47 am
www.jdbgraphics.nl/clients/iray_speck2.jpg
Look at those in the left/back.. no way those are proper caustics.
This happens in both 32 and 64bit, CPU and/or GPU.
Shane Griffith
Posted 30 September 2010 1:01 pm
c0cllc
Posted 30 September 2010 2:42 pm
c0cllc
Posted 30 September 2010 3:13 pm
c0cllc
Posted 30 September 2010 3:19 pm
BadBullet
Posted 30 September 2010 3:31 pm
Bitmap
Mix (a mix within a mix doesn't seem to work properly either)
Noise
Normal Bump
Output (limited use)
RGB Multiply
The new Substance maps are not compatible and there is no composite material either. Only Arch and Design and Autodesk Materials. Basically any material for architectural visualization. It should work great for just that. But for product design and characters...it is pretty much useless.
c0cllc
Posted 30 September 2010 4:41 pm
I'm trying iray with an english Version of 3ds max Design within a trial period of 30 Days. I mus say i loaded one of my scenes with a lot of composite Material and...It works. So i guess you were wrong on that one.
Shane Griffith
Posted 30 September 2010 4:53 pm
and so how did you get the subscription extension if you don't own the product?
others, the material and lighting limitations are described in detail in the help docs i now linked in.
c0cllc
Posted 30 September 2010 5:14 pm
http://usa.autodesk.com/adsk/servlet/pc/index?id=14022754&siteID=123112
where i can enter my Subscription Data and download the english Version of the Pack. Don't tell me this is illiegal?
Shane Griffith
Posted 30 September 2010 5:26 pm
PiXeL_MoNKeY
Posted 30 September 2010 7:18 pm
- Yes, click the View All Comments link you will get a white edit link at the top of your posts.
re:Speckles
- These are Caustics/glossy samples that haven't been given enough time to bake out. Most physically accurate renders can get them, as others have said. Any cheats to prevent them other than giving enough time would make the renderer no longer physically accurate/unbiased.
re:"I still think its a bug, check this image out after a few minutes those specks weren't going anywhere, they get less bright indeed, but remain visible."
- Actually those are valid caustics, since you have a reflective floor and teapot. That mean that any ray that hits the objects will generate a caustic ray.
-Eric
Sevensheaven
Posted 30 September 2010 8:14 pm
PiXeL_MoNKeY
Posted 30 September 2010 8:18 pm
-Enable Depth of Field (mental ray) on your camera and adjust the f-stop value.
-Eric
Jonathan de Blok
Posted 30 September 2010 8:34 pm
I understand that, what I had a hard time figuring out is why pixels far away get to be bright in the first place. The distance traveled from the lightsouce, via a reflective objects, is way longer then the direct route. the direct route gives a dark value, the long way around, via a spherical surface the should diverge the ray even further, gets calculated as bright?
I'm sure there must be a reason for that to happen, I just want to understand it better.
Other then this little thing it's brilliant! I'd love to have some more dails and buttons to adjust, esp in the caustics area and how the sampler does its thing. Sometimes photorealism is not what I'm after and I want to tweak things a little.
BadBullet
Posted 30 September 2010 10:35 pm
Here's the error code straight from the Render Message window, which I recommend you keep open so you can debug which materials and lights are not compatible. (Rendering menu, Render Message Window)
IRAY 0.11 warn : unsupported shader max_CompositeMaterial, defaulting to grey diffuse
PiXeL_MoNKeY
Posted 1 October 2010 12:58 am
What graphics drivers are you using? How do you know the GPU isn't being used? What errors are you getting in the mental ray message window?
-Eric
Dom2207
Posted 1 October 2010 1:06 am
Thank for trying to help me
My drivers are 258.96, and when I launch a render, I saw all cpu at 100% in the task manager, the PC slow down during the render, but nothing in message windows, I have this notification : Num CPUs:12 Cuda device : 1
PiXeL_MoNKeY
Posted 1 October 2010 1:16 am
mental_ray_string_options.addoption "iray devices" ""
OK
mental_ray_string_options.addoption “iray devices” “”
AddOption()
-- Syntax error: at bad, expected
-- In line: mental_ray_string_options.addoption “i
-Eric
PiXeL_MoNKeY
Posted 1 October 2010 1:22 am
You may want to download a GPU monitoring application, Shane listed one in his Blog but I have been using GPU-Z: http://www.techpowerup.com/gpuz/
If you aren't given an error in the message window then iray is using all CUDA GPU(s) and CPU(s) to generate the result. You can also use the maxscript command Shane posted (once he fixes it) to disable the CPU(s) and only use the GPU.
-Eric
Dom2207
Posted 1 October 2010 1:35 am
Thank you,
it work, with the command I can activate or deactivate GPU rendering
c0cllc
Posted 1 October 2010 7:43 am
IRAY 0.7 error: CUDA device 0: unknown error
IRAY 0.7 error: CUDA error on device 0, cannot use this device for rendering
IRAY 0.7 error: image read failed on device 0
IRAY 0.7 error: CUDA device 0: unknown error
IRAY 0.7 error: CUDA error on device 0, cannot use this device for rendering
IRAY 0.7 error: z-buffer read failed on device 0
IRAY 0.7 error: rendering fragment failed on device 0
Bernard Lappe
Posted 1 October 2010 10:39 am
PiXeL_MoNKeY
Posted 1 October 2010 1:01 pm
You need to switch and enable the multi-pass Depth of Field (mental ray) effect in the camera (forgot the multi-pass part last post) . That is where you will get the f-stop control and be able to use it.
-Eric
Shane Griffith
Posted 1 October 2010 1:22 pm
For those not being able to see the Advantage Pack in the subscription account, this is most likely occurring because you have purchased a non English version of the product and there is an issue on our side with these entitlements right now we are working on fixing this issue. Also the localized version of the Adv Pack should be released October 15th.
I'll work on the other updates later this weekend, thanks everyone for the feedback
Sevensheaven
Posted 1 October 2010 7:25 pm
Sevensheaven
Posted 3 October 2010 10:29 am
loran
Posted 6 October 2010 10:41 am
loran-cg.blogspot.com/2010/10/iray-manager-maxscript.html
loran
Posted 6 October 2010 10:41 am
loran-cg.blogspot.com/2010/10/iray-manager-maxscript.html
Sevensheaven
Posted 6 October 2010 3:15 pm
Dom2207
Posted 8 October 2010 3:45 pm
I made a test with a NVIDIA 460 1GO + CPU I7 980X 6 cores 3.3 Ghz - 12 GO RAM
à scene with 3 millions poly, 3000 objects an 84 lights - output 480*270 - clayrender
- CPU+GPU 480*270 - 100 passes - 4 light bounces :
rendering time : 48 sec - translation time 4 sec - total 52 sec
- GPU only 480*270 - 100 passes - 4 light bounces :
rendering time : 76 sec - translation time 4 sec - total 80 sec
- CPU only 480*270 - 100 passes - 4 light bounces :
rendering time : 67 sec - translation time 4 sec - total 71 sec
Sevensheaven
Posted 10 October 2010 8:44 am
The problem looks familiar to a V-Ray problem when using reflective GI caustics and bright, shiny materials.
Sevensheaven
Posted 10 October 2010 9:02 am
I guess it's a matter of too much light energy bouncing around in a scene, combined with caustics.
Shane Griffith
Posted 10 October 2010 5:39 pm
Rik72
Posted 10 October 2010 6:01 pm
In addition to a possible quadro I think 2 x 2gig 460s is probably the best option.
Jonathan de Blok
Posted 10 October 2010 6:02 pm
(btw the top Quadro has less cores and is clocked slower the a standard 480 so unless you need more the 2GB of mem a 480 will beat a Quadro-6000 on iray rendering )
Rik72
Posted 10 October 2010 6:32 pm
BTW, does iray work faster with an outside, directly lit scene as opposed to an indirect interior?
Jonathan de Blok
Posted 10 October 2010 7:09 pm
The whole quadro accuracy thing is about 32bits/channel for the colors, you'll need a special monitor for that and even then it will need a trained eye to spot the difference. Those features are great when you're a doctor working on X-rays images and you need a zillion grayscale levels to spot tiny differences, 3dsmax viewport will work just fine without that.
c0cllc
Posted 10 October 2010 7:34 pm
Dom2207
Posted 10 October 2010 10:08 pm
I've tried the latest beta drivers, 260.61, and effectively, it's much faster, with the old drivers, my CPU ( I7 980 ) was faster than the GTX 460, but with this last one, the 460 is faster.
CPU only : render time : 1 min 54 sec + 4 sec setup = 118 sec
GPU only : GTX 460 render time : 1 min 02 sec + 3 sec setup = 65 sec
CPU + GTX 460 : render time : 47 sec + 4 sec setup = 51 sec
c0cllc
Posted 11 October 2010 7:36 am
are these results with the same setting as in your previous post? In your previous post your CPU+GPU was 52sec, with new drivers 51sec. So not much of a difference. The GPU became faster, but the CPU became MUCH slower (nearly doubled the time with the new drivers)???
Dom2207
Posted 11 October 2010 12:26 pm
It was the same scene, but I've changed some settings, the position of the camera is different and the most important, there were 500 passes not only 100.I'm sorry, but I've not saved the first test scene with the whole settings.
I've also noticed the max viewport is a bit reactive with this latest drivers.
I will make antother test this evening with old and news drivers and the same setting, so when can mesure the gain.
c0cllc
Posted 11 October 2010 12:58 pm
thanks! I've installed now the new 260.89 drivers which bring CUDA 3.2.1 and did some tests: i notice absolutely no difference compared to the 258.96! That's odd!
Kameleon
Posted 15 October 2010 9:14 pm
Shane Griffith
Posted 15 October 2010 10:20 pm
Unfortunately, I don't know how long the mr example took to render but that's really not the point. You can certainly get mr to render things extremely fast, but will the look be accurate or of the same quality? How much time would you spend tweaking sample settings and various other parameters? and how long did it take to learn those things? One of the goals for iray was to put the easy button on rendering great photo realistic images, the performance benefits you get from using high end graphics HW is really just a bonus (a good one). Over time the HW is only going to improve and thus making the benefits even greater.
Shane Griffith
Posted 16 October 2010 12:05 am
Kameleon
Posted 18 October 2010 6:40 pm
Shane Griffith
Posted 23 October 2010 1:52 pm
Jonathan de Blok
Posted 25 October 2010 4:15 pm
Shane Griffith
Posted 25 October 2010 4:33 pm
Rik, here are some clearer estimates.
Using a Quadro FX 4800 with 1500MB of dedicated video memory:
1000 x 1000 = 425 mb
2000 x 2000 = 555 mb
3000 x 3000 = 750 mb
5000 x 5000 = 1125 mb
6000 x 6000 = 1200 mb artifacts start to appear as memory limits are reached
7000 x 7000 = render fails
Shane Griffith
Posted 25 October 2010 7:12 pm
designrama
Posted 26 October 2010 8:04 am
Shane Griffith
Posted 27 October 2010 3:15 pm
Dom2207
Posted 29 October 2010 6:06 pm
I've some problems with lights and highlights, when I use photometrics lights, there are no highlight on specular surfaces (maybe also on glossy surfaces), the only way I've found to have highlights is making light shape visible in rendering.
Do you know another way to do that, because when you activate the light shape visible in render, it's change the diffusion of light, it's seem to be less powerfull, the render is more grainy.
Shane Griffith
Posted 5 November 2010 3:18 pm
This is "normal"
Path tracing renderers do not allow traditional CG hacks. Specular highlights are really a compositing technique that adds fake illumination based on the viewing angle, which are quick and not physically correct. This also requires that the renderer understand diffuse and specular separation.
Since iray doesn't treat diffuse and specular separately like traditional renderers, this distinction cannot be made. The only way (the physically correct way) to see highlights from lights on surfaces is to make them also visible to the eye, as shapes.
Dom2207
Posted 5 November 2010 7:18 pm
I believe, but I'm not sure yet, that result is better with glow material on a meshe, does it mean I must change the way to light a scene, using glowing material instead of traditional light ?
In fact, in reality, a light source is always visible ( a bulb lamp, projector, etc..), so with IRAY, I must model my lights ?
ps : excuse my poor english, I'm french.
Samab
Posted 4 January 2011 12:27 pm
Many shaders (materials and textures) don't work as yet with iray. Best to stick to A&D or Autodesk/ProMats.
One way to get laquered car-type paint with A&D is this:-
http://mentalraytips.blogspot.com/2008/06/layer-all-your-love-on-me-mymentalray.html
Not tried it with iray though.
Samab
Posted 4 January 2011 12:38 pm
Rik72
Posted 4 January 2011 2:14 pm
It is confusing/dissapointing to see the materials available in slate but not actually working...
Samab
Posted 4 January 2011 2:23 pm
But some shaders I think will never work with iray because they use non-physical hacks that don't fit into iray's physically correct rendering method.
Midge
Posted 20 May 2011 1:16 pm
This gives a good idea of what to look out for in future farm setups when using iray.
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