Home Page › forums › Autodesk/Discreet › Flame and Smoke › Inferno’s rendering engine
- This topic has 9 replies, 4 voices, and was last updated 16 years, 8 months ago by eltopo.
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November 6, 2003 at 10:29 pm #199229eltopoParticipant
What type of rendering (scanile, raytracing etc) does Inferno 4 use?
November 7, 2003 at 2:37 pm #207306kubanParticipantinferno* renders via OpenGL, all the layer transformations, image blending, etc. Blur’s, keys, etc are rendered with CPU.
But to disable “texture” feature in inferno. Just go, and toggle “setup-texture” button. This way, transformations, and blending of images will be rendered with CPU only.
Hope this helps
November 8, 2003 at 4:41 am #207308eltopoParticipantThank you very much.
November 8, 2003 at 9:45 pm #207301AnonymousGuestInterestingly…
If you were at the user group meeting in Las Vegas this year you would have seen that Discreet had a technology showing of a flame rendering using Mental Ray.No commitment was made to release this or when such a release might happen – but it was extremely interesting.. especially when you combine it with a BURN render farm.
mike
November 9, 2003 at 2:16 pm #207303CerebrosParticipantHmm…
I remember JFP dropping a blurb on flame-news sometime ago that even with texture off, OPENGL was still being used to render within FFI. The path through the GFX hardware was just different. There’s just no getting around it,in a certain way OGL (and the numerous multithreading performance issues associated with it) has some limitations that migh be the biggest thing slowing the FFI software down. Its also the thing that makes client supervised sessions viable, a two sided comment actually…Mr C
November 10, 2003 at 3:30 pm #207307kubanParticipantmseymour7 wrote:Discreet had a technology showing of a flame rendering using Mental Ray.I think that MR technology, within flame*, is a big power. 3D and 2D are getting close. Let’s see where it will go.
November 11, 2003 at 11:19 pm #207309eltopoParticipantMaybe Steve Jobs could mix Shake and Renderman into one…
December 9, 2003 at 11:47 am #207305kubanParticipantI think the technology is evolving. And we go somewhere, where the 3D and 2D jobs come together a lot. Like 3D tracking, etc.. 2D post processes became also part of 3D jobs. So why not do these post processes, even render the 3D scenes in a compositing environment?
February 21, 2004 at 8:16 pm #207302CerebrosParticipantPersonally I would hate FFI to use MR for rendering inside action (as shown at NAB in 2k3).
Inferno’s typically have a 4x 400mhz R12K cpu spec. running MR on this is slow, very slow… The MI translation alone would take to long, Inferno is great for interactivity and the speed with which it accomplishes this. Don’t add MR on the main operating station.
What could be interesting is to have MR on the FFI burn nodes for that special kind of MR visualisation that occurs after the host has submitted the scene to be rendered (true area shadows, reflections, refractions, etc…). 2x 2.8/3.02 Ghz Intel Cpu’s scream with MR and plenty of RAM, but please no MR on the main FFI station..
So, Martin, if you’re reading this by chance, or Maurice, please no MR on big Iron, it will show them to be even slower CPU spec wise than they already appear to be.
Enjoy
C,.
February 23, 2004 at 10:02 am #207304kubanParticipantI also never thought that MR would be used with MIPS processors. Since MR is very good for network rendering, burn* is a very good product to run MR. So we will just tell action to render using MR. That would be a very nice option.
And also shaders, I also want to see how to edit shader within action. That would be very interesting. And something like IPR would also be nice, to fine tune the shading parameters.
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