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IRay プログレッシブレンダーテスト

Land-Y
投稿者: Land-Y | 投稿日時: 2011-12-7 12:50
タグ: , , , , , ,

http://www.si-community.com/community/viewtopic.php?f=10&t=1948

IRay Progressive Rendering Tests

Softimage2012で IRayレンダラーテストです。
GPUレンダーとして非常に高速。

利用するには現在アドオンが必要です。

右クリックして保存 ■ダウンロード

 

 Gtx 480 - about 9min \ si2012 

Image

 


 

Hi!
To get some interest going for the combo IRay+SI, I figured it might be a good idea to start this thread along with some info on how to get started and a place to collect community test renders&tips.

...so without further ado...

To get started...

  • Installl ctrl_ghost_settings from here (IRay is currently unsupported officially, needs this plugin to be activated)
  • Get Primitive->Geometry Shader Primitive
  • Open its render tree
  • Connect a ctrl_ghost_settings node to the Geometry Shader, open properties
  • In the "Progessive Rendering" tab, select IRay and set values at bottom to something like 50/2000/120/0,001.. still figuring out what works best here

Some of the "selling points" of IRay:

  • comes free with every Softimage 8-x
  • pretty fast
  • progressive, means you can test really well, seeing result right away
  • emissive materials
  • IBL for free
  • very fast depth of field effects
  • bump, displacement
  • good integration .. Render Region works

Some drawbacks...

  • no hair, subsurface scattering
  • only GPU rendering, CPU not utilized (there seems to be a hybrid mode, but have no idea how to activate that)
  • limited by GPU RAM. You won't get very far with displacement/large scenes and a 768MB gfx card
  • no motion blur, bokeh type dof
  • no render tree nodes (mixers,lookup etc.).. Everything needs to be done with textures
  • no volumetric rendering
  • only mia_material possible as material

...And some tips:

  • Install something like Real Temp GT to monitor you gfx hw temps. GPU rendering could overheat the card if it isn't properly configured.
  • only mia_material works (not even Architecutral -- event though they're the same internally)
  • For IBL, just setup a Pass environment
  • for textures, use a Projection_Lookup node plugged into a mib_texture_lookup node (results in error, which can be ignored)
  • for bump maps, use a Projection_Lookup node plugged into a mib_bump_map node (plugged into mia_material's bump port)
  • for specular like reflections, use a low refl_gloss value of about 0.2
  • for DOF, use physical_lens_dof in pass or camera, bokeh shaders won't work :(
  • Max Timevalue in ctrl_ghost_settings is the maximum render time in seconds. Quality seems to be controlled mostly by this.

:-bd Please post all your results here! :-bd 
and let me know if I missed something in this short intro

Here's my first test, emissive textures using mia_material's additional_color slot, render time was 5 minutes on a GTX 460. 

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