Show Us Your Iray Renders. Part III

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Comments

  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    I thought 'hmm, I wonder if I can sidestep using LAMH and just use displacement maps to make object furry.' And, in other cases, it's worked decently well.

    So, hey, gold goblet! FURRY!

    Yeah, well, it's still a very complicated object (I needed subd 5 on the displacement for the fur to look convincing), so it took 1 hour to get to 50%. I stopped it there, because life is short.


    ...looks like this might be useful for making a decent grass texture as well (more for use in distant settings)
  • SickleYieldSickleYield Posts: 7,644
    edited December 1969


    My current rig has two GTX 960's with 2048 cores each.

    1024 CUDA cores each, with 2048MB VRAM each. So 2048 CUDA cores altogether but still with 2GB working space.

    The numbers make one go blind. ;-)

    .

    Nope. The error I made was that I actually have two 980's, not 960's. Derp. It's two of these.

    http://www.newegg.com/Product/Product.aspx?Item=N82E16814487079

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    what about short fur for clothing ? the length of each fiber can be controlled here with displacement maps so don't have to look like a tooth brush, different colors of monotone noises will do that trick

    Kyoto Kid said:
    I thought 'hmm, I wonder if I can sidestep using LAMH and just use displacement maps to make object furry.' And, in other cases, it's worked decently well.

    So, hey, gold goblet! FURRY!

    Yeah, well, it's still a very complicated object (I needed subd 5 on the displacement for the fur to look convincing), so it took 1 hour to get to 50%. I stopped it there, because life is short.


    ...looks like this might be useful for making a decent grass texture as well (more for use in distant settings)
  • barbultbarbult Posts: 24,878
    edited May 2015

    That's only 96 CUDA cores and 1 GB VRAM. The GT 620 will quickly run out of video memory and your render will get shunted over to your CPU. It will still get done but it will be quite slow.

    My current rig has two GTX 960's with 2048 cores each. It can handle a small scene (one or two characters with hair, no big sets, no HD morphs) in about ten to twenty minutes at the 2000x2600 size I do for my deviantart promo versions.

    I thought you had 980s.
    Edit- Oops. I see you already corrected it.
    Post edited by barbult on
  • Peter FulfordPeter Fulford Posts: 1,325
    edited December 1969

    The error I made was that I actually have two 980's, not 960's.

    Ah, OK. 4096 CUDA cores with 4GB working space. Very nice!

    Given what some folks are fitting into 4GB in Octane I'm a bit puzzled by your description of your Iray limits.

    Is 6GB going to be enough for Iray?

    .

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    The error I made was that I actually have two 980's, not 960's.

    Ah, OK. 4096 CUDA cores with 4GB working space. Very nice!

    Given what some folks are fitting into 4GB in Octane I'm a bit puzzled by your description of your Iray limits.

    Is 6GB going to be enough for Iray?

    .

    It just depends on what size scenes you want to do. I cannot reasonably use an entire Andrey Pestryakov set, ever. I can do most of Stonemason's (including big ones) in a couple of hours provided there's not an SSS cube being used for atmosphere or something else that adds significantly to time (20 minutes or less at 1000/x1300 promo size). I did not significantly use HD morphs before anyway because most have subtle effects except when seen in extreme closeup, and Iray is not slowed by hairs the way 3Delight is. It IS slowed by massive amounts of geometry or transmissive objects.

    Octane is a lot faster than Iray, just as Iray is a lot faster than Luxrender - it is on my long-term "get" list along with Marvelous Designer.

  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    Kyoto Kid said:
    ...well, some bad news for those waiting on the 8GB GTX980 TI, Apparently, due to production issues, the planned release has been moved back until sometime in 2016 (no specific quarter mentioned). This is the third schedule slip since it was announced last year.

    Also, unlike the Titan X which saw only a modest price increase over the Titan Black,, the projected price for the 980TI is to be somewhere in the 800$ - 1,000$ range. For comparison, the 12 GB Titan X is currently available through Newegg for 1049.99 USD.

    So it's either go with 4GB or pony up the extra 500$ for a Titan X (Still much more affordable than a Quadro K5200 or K6000).


    Just catching up with the thread and somewhat surprised to see the above as the latest mention of the 980 Ti.

    The GTX 980 Ti is tipped to launch within a couple of weeks. That's a cards in shops launch, not just an announcement.

    The card has 6GB of VRAM (not 8) but is otherwise a slightly clipped Titan X. Only one SMX unit is disabled, so there are 2816 CUDA cores - only 256 fewer than the Titan X (and 768 more than the 980). No official price as yet, but rumours are suggesting it will be competitive because it is designed to undercut AMD's soon to be launched 390x. I think this will be a cracking card for Iray GPU rendering. Two will be storming...


    The arrival of the Titan X didn't impact the used prices of Titans and Titan Blacks very much, since it was in a sufficiently different market segment. But with the 980 Ti info firming up, I see Titan Blacks suddenly being offered for hundreds less than a week ago.

    New or used, this should be a good time to pick up a video card for Studio+Iray with more than 4GB of VRAM.
    .
    ...interesting. What I read comes from a fairly recent article

    Looking at a couple sites I am seeing the both the Titan 6G and Titan Black as listed being "out of stock" or no longer available. Even the card vendor sites no longer list it.. Seems the only place to find them is on eBay. Prices for a Black run between 599$ and 699$ and for a Titan 6G 400$ - 599$. The one issue though, most are used.

    While searching around I also found a new Quadro 6000 for 500$ however it only has 448 cores so not a big boost for render speed (though it would be compatible with a Tesla compute unit to boost the number of cores)

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    I first tried the 'furry clothing' element with a supersuit outfit, for sections meant to use the Furify shader pack (which I don't have, and doesn't work in Iray, I assume)

    http://willbear.deviantart.com/art/Tortuga-532560014

    I was very pleased how well it comes out.

    Now, it takes up a lot of cycles, and it's surprisingly poor with primitives -- you want complex regular stuff.

  • kyoto kidkyoto kid Posts: 41,260
    edited December 1969

    sheedee3D said:
    Just for the record folks...

    I dont have a notebook...as a matter of fact i dislike notebooks all together!...

    I have a normal desktop pc:

    MEDION
    CORE i7 CPU 2.93 GHZ
    4.00 GB
    64 BIT OS

    AMD RADEON HD 7800 SERIES

    I am planning on getting myself a complete new rig though one of these days...

    Currently i have my eyes on this one...( see attached image) what do you guys think...will it suffice?...or does the graphics card have to be more powerfull then this?...

    i am still window shopping...nothing is certain yet.


    ...interesting, most i7 64 bit systems I've seen come with at least 8GB memory. Somewhat surprised you are able to render anything with only 4GB (well, 3GB as Windows and system utilities take up about 1GB).

    Have you considered simply upgrading the memory and swapping out the AMD GPU for say a GTX970 or 980? Would cost less than an entirely new system, especially if you are not into home building. The workstation I built three years ago for about 1,450$ would have cost close to twice that if prebuilt.

  • jag11jag11 Posts: 885
    edited December 1969

    Kyoto Kid said:
    sheedee3D said:
    Just for the record folks...

    I dont have a notebook...as a matter of fact i dislike notebooks all together!...

    I have a normal desktop pc:

    MEDION
    CORE i7 CPU 2.93 GHZ
    4.00 GB
    64 BIT OS

    AMD RADEON HD 7800 SERIES

    I am planning on getting myself a complete new rig though one of these days...

    Currently i have my eyes on this one...( see attached image) what do you guys think...will it suffice?...or does the graphics card have to be more powerfull then this?...

    i am still window shopping...nothing is certain yet.


    ...interesting, most i7 64 bit systems I've seen come with at least 8GB memory. Somewhat surprised you are able to render anything with only 4GB (well, 3GB as Windows and system utilities take up about 1GB).

    Have you considered simply upgrading the memory and swapping out the AMD GPU for say a GTX970 or 980? Would cost less than an entirely new system, especially if you are not into home building. The workstation I built three years ago for about 1,450$ would have cost close to twice that if prebuilt.
    I'd follow Kyoto Kid's advice.
    As for the graphics card, depending on the case:
    Married with children buy GTX 780 - $299 <- my case:-/<br /> Married without children buy GTX Titan X - $1050
    Not married buy GTX Titan Z - $1999

  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Quick experiment with grass. Yeah, looks ok from a distance. Heh.

    (But wow, had to crank subd up to 7 and tiling to 512... and very very slow)

    Grassy_pit.jpg
    2000 x 1500 - 1M
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Only one card you own can handle around 32 millions of poly (without textures) the problem are texture maps , no matter jpg or bitmap Iray will take around 3 bytes per pixel and you are killing the memory very fast with the bigger resolution that is not needed , using color maps for bump maps in place of 8bits also take more memory and once the limit is reached Iray switch totally to CPU only , resulting in slow rendering . That why is important to have all materials converted to Iray, for faster calculation and reducing the size (resolution) of the maps as much as possible as compressing the jpg does not matter here as memory are taken by pixel and not size of the image

    The error I made was that I actually have two 980's, not 960's.

    Ah, OK. 4096 CUDA cores with 4GB working space. Very nice!

    Given what some folks are fitting into 4GB in Octane I'm a bit puzzled by your description of your Iray limits.

    Is 6GB going to be enough for Iray?

    .

    It just depends on what size scenes you want to do. I cannot reasonably use an entire Andrey Pestryakov set, ever. I can do most of Stonemason's (including big ones) in a couple of hours provided there's not an SSS cube being used for atmosphere or something else that adds significantly to time (20 minutes or less at 1000/x1300 promo size). I did not significantly use HD morphs before anyway because most have subtle effects except when seen in extreme closeup, and Iray is not slowed by hairs the way 3Delight is. It IS slowed by massive amounts of geometry or transmissive objects.

    Octane is a lot faster than Iray, just as Iray is a lot faster than Luxrender - it is on my long-term "get" list along with Marvelous Designer.

  • StonemasonStonemason Posts: 1,197
    edited December 1969

    trying out the flint glass shader..

    dfsdfff.jpg
    1878 x 1025 - 457K
  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Aha, delicious Romulan ale. :D Pretty. Nice lighting.


    MEC4D said:
    Only one card you own can handle around 32 millions of poly (without textures) the problem are texture maps , no matter jpg or bitmap Iray will take around 3 bytes per pixel and you are killing the memory very fast with the bigger resolution that is not needed , using color maps for bump maps in place of 8bits also take more memory and once the limit is reached Iray switch totally to CPU only , resulting in slow rendering . That why is important to have all materials converted to Iray, for faster calculation and reducing the size (resolution) of the maps as much as possible as compressing the jpg does not matter here as memory are taken by pixel and not size of the image

    The error I made was that I actually have two 980's, not 960's.

    Ah, OK. 4096 CUDA cores with 4GB working space. Very nice!

    Given what some folks are fitting into 4GB in Octane I'm a bit puzzled by your description of your Iray limits.

    Is 6GB going to be enough for Iray?

    .

    It just depends on what size scenes you want to do. I cannot reasonably use an entire Andrey Pestryakov set, ever. I can do most of Stonemason's (including big ones) in a couple of hours provided there's not an SSS cube being used for atmosphere or something else that adds significantly to time (20 minutes or less at 1000/x1300 promo size). I did not significantly use HD morphs before anyway because most have subtle effects except when seen in extreme closeup, and Iray is not slowed by hairs the way 3Delight is. It IS slowed by massive amounts of geometry or transmissive objects.

    Octane is a lot faster than Iray, just as Iray is a lot faster than Luxrender - it is on my long-term "get" list along with Marvelous Designer.


    So it really is just the textures? I'll have to look at the Pestryakov forest set and see what its jpgs look like.

  • BeeMKayBeeMKay Posts: 7,019
    edited December 1969

    MEC4D said:

    Nice set and light , did you used the Architectural sampler?

    Thanks. :-)

    The set is http://www.daz3d.com/a-bright-loft

    The light was a pain in the rear (as usual :P)...
    I really wished that we could use sun-sky with a hdri, rather than using that wishy-washy blue sky!
    For the light, my time setting was 7.15 am on 10th of May, lat&long; at default. I then rotated the set rather than changing any dome settings, until the sunlight shone through the windows as desired.

    About the architectural sampler, no this was rendered using the default sampler. I had set it earlier, but between all the tweaking and frequent render-stops, my DS crashed on me... and I hadn't saved the settings yet. :roll:
    When I reloaded the scene and started tweaking again, I forgot about the architectural sampler.

  • BeeMKayBeeMKay Posts: 7,019
    edited May 2015

    trying out the flint glass shader..

    Nice! :-)
    Though, the crisp-sharp interior and the somewhat washed out exterior take a bit away from the realism, but the glass is turningour really well. :-)

    Post edited by BeeMKay on
  • kyoto kidkyoto kid Posts: 41,260
    edited May 2015

    ...the only benefit of the Titan-Z is the extra CUDA cores as you will only have 6GB of video memory, not 12 for rendering (it's a "dual card" - basically two Titan Blacks each with 6GB permanently connected).

    The one possible issue with the Titan-X on an older system is the card is large so not sure how much room your case allows. My case is full height so would have no trouble handling one (older board with two PCI 2.0 x 16 and one PCI 2.0 x4 slots - the Titan-X is a double width card so it would effectively take up both the x16 slots)

    Post edited by kyoto kid on
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I made test, I have only GTX 760 2GB but I can render 192 untextured genesis with it
    now if I use full textured 2 genesis I run in trouble thanks to maps
    I render all my images with maps 1000 x1000 and for normal maps 2000x2000 as more important here

    bellow quick test with 24 genesis without textures, see the speed ? my clock is 1159 and 1152 cuda cores only

    Aha, delicious Romulan ale. :D Pretty. Nice lighting.

    MEC4D said:
    Only one card you own can handle around 32 millions of poly (without textures) the problem are texture maps , no matter jpg or bitmap Iray will take around 3 bytes per pixel and you are killing the memory very fast with the bigger resolution that is not needed , using color maps for bump maps in place of 8bits also take more memory and once the limit is reached Iray switch totally to CPU only , resulting in slow rendering . That why is important to have all materials converted to Iray, for faster calculation and reducing the size (resolution) of the maps as much as possible as compressing the jpg does not matter here as memory are taken by pixel and not size of the image

    The error I made was that I actually have two 980's, not 960's.

    Ah, OK. 4096 CUDA cores with 4GB working space. Very nice!

    Given what some folks are fitting into 4GB in Octane I'm a bit puzzled by your description of your Iray limits.

    Is 6GB going to be enough for Iray?

    .

    It just depends on what size scenes you want to do. I cannot reasonably use an entire Andrey Pestryakov set, ever. I can do most of Stonemason's (including big ones) in a couple of hours provided there's not an SSS cube being used for atmosphere or something else that adds significantly to time (20 minutes or less at 1000/x1300 promo size). I did not significantly use HD morphs before anyway because most have subtle effects except when seen in extreme closeup, and Iray is not slowed by hairs the way 3Delight is. It IS slowed by massive amounts of geometry or transmissive objects.

    Octane is a lot faster than Iray, just as Iray is a lot faster than Luxrender - it is on my long-term "get" list along with Marvelous Designer.


    So it really is just the textures? I'll have to look at the Pestryakov forest set and see what its jpgs look like.

    power.jpg
    1311 x 853 - 378K
  • CypherFOXCypherFOX Posts: 3,401
    edited December 1969

    Greetings,

    trying out the flint glass shader..
    Funny, I think I'm rendering the scene on the cover of that magazine right now... :)

    I went through and did a bunch of light conversions for the Contemporary Living space, and am giving that a nice, long render right now, on my 4GB GT 740. I'm really, really loving that set, especially with Iray.

    -- Morgan

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Played with it on a sculptures .. very cool
    nice render Stefan ..

    trying out the flint glass shader..
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    Go for the memory , If I had 12 GB on my GTX 760 I will be happy too lol well 2 more weeks and my Titan X is here

    Kyoto Kid said:
    ...the only benefit of the Titan-Z is the extra CUDA cores as you will only have 6GB of video memory, not 12 for rendering (it's a "dual card" - basically two Titan Blacks each with 6GB permanently connected).

    The one possible issue with the Titan-X on an older system is the card is large so not sure how much room your case allows. My case is full height so would have no trouble handling one (older board with two PCI 2.0 x 16 and one PCI 2.0 x4 slots - the Titan-X is a double width card so it would effectively take up both the x16 slots)

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    You can lower the horizon and have nice blue sky .. I guess pixar campus would give you the nice effect with this scene
    interiors are not easy , if the wall materials are set wrong it will not produce too good light effect as they works as reflectors here .. but anyway good job on this render


    lee_lhs said:
    MEC4D said:

    Nice set and light , did you used the Architectural sampler?

    Thanks. :-)

    The set is http://www.daz3d.com/a-bright-loft

    The light was a pain in the rear (as usual :P)...
    I really wished that we could use sun-sky with a hdri, rather than using that wishy-washy blue sky!
    For the light, my time setting was 7.15 am on 10th of May, lat&long; at default. I then rotated the set rather than changing any dome settings, until the sunlight shone through the windows as desired.

    About the architectural sampler, no this was rendered using the default sampler. I had set it earlier, but between all the tweaking and frequent render-stops, my DS crashed on me... and I hadn't saved the settings yet. :roll:
    When I reloaded the scene and started tweaking again, I forgot about the architectural sampler.

  • Midnight_storiesMidnight_stories Posts: 4,112
    edited December 1969

    There seems to be a lot of different info on cards and memory. I ran into a problem with my sci-fi set where Irays would keep crashing when bigger scenes were introducted. Vince played around and came up with turning off the CPU and it stopped crashing. I have 32gig and an I7 CPU on a Win8.1 64bit system. Plus a GTX 960 2Gig and a GTX 750Ti 4Gigs. So in some cases the CPU just is no good for rendering. The only thing I could see was 284 bitmaps were in the scene that could have stopped it from loading.

  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    I wish we could see how much stuff is loaded on the card memory to avoid switches as it is in Octane , I have to monitor my card outside DS to avoid overload
    the other day I keep crashing over and over again found out one UV's face was screwed and DS crashed each time I put in textures and tried to render with Iray..weird but things happen

    There seems to be a lot of different info on cards and memory. I ran into a problem with my sci-fi set where Irays would keep crashing when bigger scenes were introducted. Vince played around and came up with turning off the CPU and it stopped crashing. I have 32gig and an I7 CPU on a Win8.1 64bit system. Plus a GTX 960 2Gig and a GTX 750Ti 4Gigs. So in some cases the CPU just is no good for rendering. The only thing I could see was 284 bitmaps were in the scene that could have stopped it from loading.
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    What does the architectural shader do, exactly?

  • kyoto kidkyoto kid Posts: 41,260
    edited May 2015

    Aha, delicious Romulan ale. :D Pretty. Nice lighting.

    ..."I only use it for medicinal purposes"

    --Leonard "Bones" McCoy

    Post edited by kyoto kid on
  • MEC4DMEC4D Posts: 5,249
    edited May 2015

    It is not a shader it is sampler , you have it above caustic sampler
    it help to calculate some scenes faster and more realistic, other scenes will render little slower but with better results , even if you render a water outside the architectural sampler will make it looking more realistic and so indoor scenes, usually water look too dark, architectural sampler will make it right together with caustic sampler , In general...each scene that is mostly lit by indirect lighting can profit from this .. Indoor scenes will looks more realistic where the light photons bounce from one wall to another


    What does the architectural shader do, exactly?
    Post edited by MEC4D on
  • TJohnTJohn Posts: 11,228
    edited December 1969

    MEC4D said:
    It is not a shader it is sampler , you have it above caustic sampler
    it help to calculate some scenes faster and more realistic, other scenes will render little slower but with better results , even if you render a water outside the architectural sampler will make it looking more realistic and so indoor scenes, usually water look too dark, architectural sampler will make it right together with caustic sampler , In general...each scene that is mostly lit by indirect lighting can profit from this .. Indoor scenes will looks more realistic where the light photons bounce from one wall to another


    What does the architectural shader do, exactly?

    Check among the new shaders. There is one called "Architectural". :)
  • MEC4DMEC4D Posts: 5,249
    edited December 1969

    sorry blonde moment .. where exactly ?

    tjohn said:
    MEC4D said:
    It is not a shader it is sampler , you have it above caustic sampler
    it help to calculate some scenes faster and more realistic, other scenes will render little slower but with better results , even if you render a water outside the architectural sampler will make it looking more realistic and so indoor scenes, usually water look too dark, architectural sampler will make it right together with caustic sampler , In general...each scene that is mostly lit by indirect lighting can profit from this .. Indoor scenes will looks more realistic where the light photons bounce from one wall to another


    What does the architectural shader do, exactly?

    Check among the new shaders. There is one called "Architectural". :)
  • Oso3DOso3D Posts: 15,047
    edited December 1969

    Presets > Shaders > Iray > Uber.

    It has stuff like 'Use Fresnel Term' and '0 deg. reflectivity, 90 deg. reflectivity, curve shape' and a bunch of other stuff that make me go 'wuuuuh?'

This discussion has been closed.