Anyone want to help Bring Radeon ProRender To Daz Studio

paulbungardpaulbungard Posts: 52
edited April 2018 in Daz Studio Discussion

So I'm putting together a team of Developers to help make a Radeon ProRender Plugin to Daz. I have a contact at AMD who will be providing this team the ProRender SDK as well as Radeon Rays SDK to integrate into a plugin.Which will be distributed for free and the best part is ProRender works on OpenCL and will work with both AMD and Nvidia GPU's  Here is a Discord link https://discord.gg/vxAkAuN   for communication and If you want to be a part of the team PM me Your E-mail and Name so I can forward that to my AMD contact thanks. Oh and this is a project for the Daz community so it's all volunteer just in case anyone was wondering.     

Post edited by paulbungard on

Comments

  • Well,  you know I'm interested, of course.

  • nicsttnicstt Posts: 11,715

    interested.

    No open CL programming, so there is that. :)

  • This would be amazing. If I any skill in dev I'd help, Unfortunately I don't, but there's a hell of a lot of us who's be eternally grateful for something lik ethis!

     

  • nonesuch00nonesuch00 Posts: 18,288
    edited April 2018

    Since it uses openCL it will make intel HD GPU renders faster I think, although I'm not 100% what is called a iRay CPU render doesn't involve intel HD GPU processing via openCL. I don't think it does.

    I'm a programmer and could help if it's not over my head by now. I don't program much anymore and I don't know openCL. The extent of my 3D & 2D computer graphics programming is only a university computer graphics course in 1991 where we created various data structures for building simple 2D & 3D geometries & different types of shading from that time.

    I think this project will be meticulously going though the DAZ rendering API and hooking it up with the AMD Pro Renderer API and doing catches? Does that sound right?  

    Does your team have a copy of the DAZ API that this renderer is going to plug into? 

    I'll give it a qualified whirl and if I don't become productive helping your team I'll drop out.

    ...OK, I signed up on the team you made.

    Post edited by nonesuch00 on
  • Silver DolphinSilver Dolphin Posts: 1,614

    This will be a great plugin. You have my vote for most usefull thing for Daz ever. I hope to see this soon.

  • hphoenixhphoenix Posts: 1,335

    I'd be happy to help out, though we need the DAZ render plugin API information.  I've not done any OpenCL (yet) though I have done CUDA, so the API for it should be similar.  My environment is Windows, VS, and I'm a professional developer.  Not sure how much time I'll have to dedicate to it, though.....

     

  • will2powerwill2power Posts: 270

    I am mildly interested in such a project from a consumer prospective, but there are a couple of things that cause me not to desire to pursue it until it's a much more polished product. ProRender Ports to Cinema 4d and Modo are missing SSS components for human skin and do not support rendering curves at this time. Maxon says they are working to add features. That right there is enough to make me not consider it. To me, ProRender is just like those developers that release games that aren't complete promising to fix it on the fly. If I'm going to pursue spending my own money, then I want a product that has features that are at lease equal to the options I have now. 

  • nonesuch00nonesuch00 Posts: 18,288

    I am mildly interested in such a project from a consumer prospective, but there are a couple of things that cause me not to desire to pursue it until it's a much more polished product. ProRender Ports to Cinema 4d and Modo are missing SSS components for human skin and do not support rendering curves at this time. Maxon says they are working to add features. That right there is enough to make me not consider it. To me, ProRender is just like those developers that release games that aren't complete promising to fix it on the fly. If I'm going to pursue spending my own money, then I want a product that has features that are at lease equal to the options I have now. 

    It is Maxon that hasn't done the work as the Prorenderer/Radeon Rays is there for them and ready, courtesy of AMD and AMD customers (don't forget where the money comes from). Maxon has a professional business stream of income with which to fund their integration. Nevertheless, examples like Maxon's incomplete work reinforce the magintude of the task for those that have volunteered know that this isn't a trivial project and we volunteers are greenhorns as to probably close to 100% of the science and algorithms used in PBR & associated technology; so how far we get, well, who knows, we are going to try. LOL, let us volunteers hope that the documentation is exceptionally good, concise, and complete. laugh

  • wolf359wolf359 Posts: 3,834
    edited April 2018

    It is Maxon that hasn't done the work as the Prorenderer/Radeon Rays is there for them and ready, courtesy of AMD and AMD customers (don't forget where the money comes from). Maxon has a professional business stream of income with which to fund their integration.

     

    Well in addition to two native internal render 
    engines ( A progressive PBR and a standard GI IIRC)
    C4D Already has " Cycles4D" a fully realized Cycles with 
    Blender style nodes (sans the princpled shader).


    Redshift is ported to C4D


    Arnold is ported to C4D


    Vray is ported to C4D


    Maxwell is ported to C4D


    And Corona is ported to C4D

    Alot of quality options already exist for C4D
    so any shortcomings of the ProRender port
    are  probably not a matter of great concern to most nor a 
    matter of high priority for Maxon.  

    Post edited by wolf359 on
  • nonesuch00nonesuch00 Posts: 18,288
    wolf359 said:

    It is Maxon that hasn't done the work as the Prorenderer/Radeon Rays is there for them and ready, courtesy of AMD and AMD customers (don't forget where the money comes from). Maxon has a professional business stream of income with which to fund their integration.

     

    Well in addition to two native internal render 
    engines ( A progressive PBR and a standard GI IIRC)
    C4D Already has " Cycles4D" a fully realized Cycles with 
    Blender style nodes (sans the princpled shader).


    Redshift is ported to C4D


    Arnold is ported to C4D


    Vray is ported to C4D


    Maxwell is ported to C4D


    And Corona is ported to C4D

    Alot of quality options already exist for C4D
    so any shortcomings of the ProRender port
    are  probably not a matter of great concern to most nor a 
    matter of high priority for Maxon.  

    One gets the feeling though the AMD ProRenderer is likely for have more portbility, bug fixes, and enhancements than those others renderers but yes, how many renderer engines do they need really, especially if one of those other are using openCL 1.2 to interface with the GPU then that gives them an accelerated renderer for the 3 major GPU suppliers and even ARM GPUs.

  • JD_MortalJD_Mortal Posts: 760
    edited April 2018

    It would be nice to see more options available for rendering. Other than 3DeLight. Provided that, dollar for dollar, the output is similar, "at the wall" and "on the screen". (Meaning that it would consume less or equal power at the wall-outlet. While producing a similar or better result to what IRAY spits-out on the screen.)

    Honestly, the "math" that IRAY does, with CUDA, can also be done with AMD hardware. Just not as fast, at the floating-point precision-levels they use, and it is not "allowed", on a comercial level. (For resale.)

    NVidia will actually disable CUDA if it detects an AMD card in your system. So you can't use it to play games faster, using the CUDA cores and PhysX, from the NVidia card, while using the AMD card to render the actual game-screens.
    (Need a special hacked driver to use both. But it is possible to use both, for potentially faster gaming.)

    AMD actually released code that converts "CUDA code", into C++ code, that can be used on AMD GPU's (OpenCL). Someone, or AMD, used it to make "HIP".
    https://github.com/ROCm-Developer-Tools/HIP

    Post edited by JD_Mortal on
  • Seems like this is dead? What a shame as I would really liked to have seen AMD throw some money into this.
  • I'm like 110% behind this initiative. Unfortauntely I don't have any experience developng but I would love to test it while it's in the works.
    I use AMD ProRender & cycles with Blender 2.80 so I am atleast familiar with the node setup and support.

  • Is this still going? Amd users definetly need a plugin of sorts to utilise amd cards. I have no programming clue but if this product comes out it will be an instabuy for me and for all amd users for sure

  • cain-xcain-x Posts: 195

    TBH - I would go with more OpenGL options or a type of game like render engine. That would be good enough for me as I do mostly animations.

    The Open GL render options have not changed in over 15 years.

  • Is this still going? Amd users definetly need a plugin of sorts to utilise amd cards. I have no programming clue but if this product comes out it will be an instabuy for me and for all amd users for sure

    Much agreed.

  • Silver DolphinSilver Dolphin Posts: 1,614

    I don't think this is going to happen and I will tell you why. First you would need programmers that would just get some sort term money from a plugin in a small nitch market. Padone of Reality tried this and he walked away because there is not enough money for the amount of work! I own his plugin great work Padone! Daz could do this but it would take away from work on studio and iray and that is alot of work already, and have you seen all the bugs and issues for this program! Studio gets support because it is tied to the sale of 3D content at daz site so it is the bread and butter program for daz the company. Consequently, daz studio is worked on more than anything else at daz. I honestly think that if you want more options for rendering I would move on to Blender and start learning that program and move you assets in and clean up the textures for cycles and evee. I use daz studio for 2D stills and they tend to be Opengl stills which I further alter in Photoshop. I do animation in Iclone7 with assets I import via 3dexchange, or I use Unity. Iray is pretty but uses too many resources for my tastes and needs!  I use Iray with Windows 7 and 2 Nvidia TitanX's and it is still is a resource hog. I see people trying to do this with Win10 and 6 to 8gb vram Nvidia cards and I grimace. My suggestion is simple just save up and buy a Nvidia card that supports Iray if you want to do rendering in Daz studio. If you don't want to do this there is a free script in free section that will help change most iray stuff over to 3delight and you can use your cpu to render. There is also a nice script for using daz stuff in blender but it is still work getting stuff looking good. Good luck and happy rendering.

  • wolf359wolf359 Posts: 3,834
    Agree completely!! Pro Render in Daz studio does nothing for the current Daz business model..... If you insist on using non NVIDIA hardware you should be seriously looking at exporting &rendering elsewhere...... I animate in Iclone. ..retarget in 3DX to Daz figures and export to Blender 2.82 via FBX to render where I have EEVEE, cycles and pro Render.
  • 3drendero3drendero Posts: 2,027
    In case you missed the news, Reality the Luxrender plugin for DS and Poser is open source now. Useful for rendering on AMD GPUs and studying the source code for updating to Luxcorerender or AMD Prorender. http://preta3d.com/reality-now-open-source-software/
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