We all love to have your favorite artists on our Facebook friend list, now imagine seeing them in p...
We all love to have your favorite artists on our Facebook friend list, now imagine seeing them in person and asking your questions face to face. The CG community is a fairly small community but its members are smart, talented, and passionate and the best ones are very down to earth.
The focus of the event this year is around Creativity, SOA team have gathered some of the very wellknown professionals in CG Industry from Branding professionals such as Uniform, to the VFX rofessionals Such as Ars Thanea, to the Architectural Visualization Professionals Such as Bertrand Benoit & Peter Guthrie, as well as The Software Previews of Chaos Group V-Ray by Vlado, Itoo Software by Paul Roberts, Maxwell Render By Dario Lanza, makes it a very valuable & informative workshop. The event is very well organized, the names of the attendees are recorded on a list and while registration you will receive a pass, a cute bag, a notebook, a pen, and a T-shirt, the program details plus a coupon with 25% discount on purchasing itoo software valid for 10 days. You are also asked if you would like to join to a pizza party, dinner time.
Every one is excited looking around to find familiar faces, networking has already stated before the registration at 9 am. After introducing the speakers to the cheerful crowd, the first presentation starts.
LuxigonThe first speaker is Christopher Malheiros from Luxigon, his presentation is fun, informative & generous.
When everybody was doing this:
We thank Christopher and Luxigon team for their fun and brilliant presentation.
Chaos Group V-Ray
• The great news of Brute Force Rendering speed Improvement, by adding the support for intel’s Embree raytracing kernels which makes the rendering 2.5 times faster. The DMC system in V-Ray 3.0 has been modified to allow for more efficient brute force path tracing, especially where many GI bounces are used. In particular, V-Ray 3.0 makes much heavier use of a technique known as Russian roulette for probabilistic sampling of many material and lighting effects. This technique was also used in previous V-Ray versions, but V-Ray 3.0 makes a much more extensive use of it. The Russian roulette technique may introduce some extra noise in the result, but allows many more samples to be computed. For this reason, some scenes may appear slightly noisier when rendered with V-Ray 3.0 compared to previous V-Ray versions and may need to be readjusted.
• Introducing Maxray Intensity to avoid fireflies-the excessive noise artifacts that appear due to reflective or refractive caustics with brute force rendering method-which in current versions to avoid such over bright pixels, excessive sampling is required therefore longer render times. The option is similar to Subpixel mapping + Clamp output & only appears on secondary GI Rays, This allows fireflies to be effectively suppressed but without loosing too much HDR information in the final image. Similar to the Subpixel mapping option, the Max ray intensity introduces bias in the rendered image, as it may turn out to be darker than the actual correct result.
• Hair Rendering with a specialized hair shader which is optimized for semi-transparent hair, a requirement for soft & natural looking hair, it also supports 3dsmax and Maya’ hair engines.
• Vismat editor with a Python & QT based UI which is a standalone material editor
• Probabilistic light, a very exciting feature everyone had so many questions about. This option enables optimized sampling for scenes with many lights. When this option is disabled, for each hit point, V-Ray goes though each scene light and evaluates it. In scenes with many lights and lots of GI bounces, this leads to a lot of shadow rays being traced, to the point that the whole rendering becomes extremely slow. When this option is enabled, V-Ray will choose randomly the specified number of lights and will evaluate only those. Lower values will make the rendering faster, but potentially more noisy. Higher values will cause more lights to be computed at each hit point, thus producing less noise, but increasing the render times. This option introduces some additional noise but it makes it possible to render images that would otherwise take a very long time. When loading scenes saved with V-Ray 2.x, the option is turned off in order to produce the same result.Below is an example rendering of a scene with 1089 sphere lights with their Cutoff threshold set to 0.0. Both images were rendered with the Progressive image sampler and ran for the same amount of time. When probabilistic lights are enabled, the image is much cleaner as V-Ray manages to compute more GI rays (which are the main source of noise in this scene).
• Integrated Embree
• Vertex merging
• New UI Scheme
• V-Ray Quick Setting
• Integrating V-Ray lens effect in VFB
• OpenColorIO Support in V-Ray VFB
• Render Mask/Render Subset
• Reflection/Refraction trace sets in the V-Ray Object settings dialog
• Deep Image Output (OpenEXR 2)
• Support for object-based custom tags in file names in VRayHDRI
• Support for Mari-style
• VRayMetaballs Object
• VRayClipper Object and etc.
Tobe continued... Sneak preview of Part 2
Related and Credited:http://vray.info