Interactive and Production Rendering with V-Ray GPU Blagovest - - PowerPoint PPT Presentation

interactive and production rendering with v ray gpu
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Interactive and Production Rendering with V-Ray GPU Blagovest - - PowerPoint PPT Presentation

Interactive and Production Rendering with V-Ray GPU Blagovest Taskov, Lead developer, V-Ray GPU Faster updates MDL Additive Blend Particles Irradiance Map Material Lower CPU memory usage Better Light Cache Aerial perspective Denoiser


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Interactive and Production Rendering with V-Ray GPU

Blagovest Taskov, Lead developer, V-Ray GPU

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MDL

Denoiser Forest Color

Aerial perspective Faster updates

Atmospheric render element

Composite Map Lower CPU memory usage

NVLINK

Lower texture memory usage

Less host memory usage

Matte shadows

Irradiance Map

Particles

MDL

Rect light directionality

On-demand mip-maps

Physical camera distortion Additive Blend Material

Adaptive lights

Gradient texture

VFB Object Picking

HDRI Ground Projection

Cleaner Maya materials

Procedural bump maps

VFB Focus Picking Faster startup

Render time lens effects

Render time resolution change Disc light directionality

Layer transparency

Better Light Cache

PART OF THE FEATURES IN V-Ray GPU 3.5

Clipper

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V-Ray GPU automated render engine pick

  • There is just V-Ray and V-Ray GPU
  • V-Ray GPU will automatically use CUDA for NVIDIA GPUs
  • Both can work in Production or IPR
  • Results between Production and IPR always match
  • There is no Active Shade, nor V-Ray RT
  • Single set of settings for Production and IPR

Ufuk Pamuk | CG Artist

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V-Ray GPU dedicated UI

  • New simple and easy to use V-Ray GPU UI
  • Pick noise level and hit “render”. V-Ray GPU will do everything else.
  • Sampling settings are for render engines, not for artists.
  • V-Ray GPU will be faster, because it can pick optimal sampling

settings for different rays.

  • Everything that can be seen in the UI works and is supported in V-Ray

GPU.

  • New public API to query V-Ray GPU features from V-Ray.

Ufuk Pamuk | CG Artist

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Change light intensity and color in post (VFB2, Nuke, PS, etc)

Moxels

GI in Light Select with Light Cache

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VFB2

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Switching camera from manual to automatic

RENDER WITH AUTOMATIC EXPOSURE ENABLED: 4 MINS 4 SECS RENDER OVEREXPOSED BY 1 STOPS: 6 MINS 7 SECS OVEREXPOSED IMAGE WITH EXPOSURE LOWERED BY ONE STOP IN POST.

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Adaptive dome light

Moxels

  • No more light portals
  • No need to adjust light samples
  • More accurate rendering
  • No user controls. V-Ray does it all.
  • Up to 2x faster rendering
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Better sampling of area lights

Andre Matos

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New Rendering Architecture

Andre Matos

  • Designed with for the future GPU

architectures in mind.

  • Up to two times faster than 3.6

today

  • More improvements in the future
  • Technical details on the “Total

Chaos” conference in May

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Better displacement (auto bump)

  • >3 times faster startup time
  • Much better quality with low-quality settings and less memory

V-Ray GPU 3.6 | 157 MB V-Ray GPU Next | 11 MB

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Fausto De Martini

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Bercon noise

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Edges tex

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VRscans

Dmitry Ten

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Moxels

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New hair shader

Based on the paper ”A practical and controllable hair and fur model for production path tracing”

Ian Spriggs

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Environment Fog

Dabarti

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Volumetrics

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NVIDIA OptiX AI denoiser

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V-Ray denoiser for render elements

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Automated online driver version check

Dabarti

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V-Ray for Unreal

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Later this year

  • Bucket rendering
  • Deep images & Cryptomatte
  • Faster sampling of homogenous volumes
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Ease of use Speed Features

  • Dedicated UI
  • No light/material

sampling settings

  • Auto Exposure
  • Auto White Balance
  • No Light Portals
  • GI in Light Select
  • VFB2
  • Adaptive dome light
  • Better sampling of area

lights

  • New rendering

architecture

  • Faster displacement

updates

  • Volumetrics and env

fog

  • VRScans
  • Glossy Fresnel
  • New hair shader
  • Bercon noise & edges

tex

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chaosgroup.com blagovest.taskov@chaosgroup.com facebook.com/groups/VRayRT