مشاهدة النسخة كاملة : شركة Nvidia تشتري Mental images ...
Nour Almasri
14th December 2007, 05:28 AM
http://www.xsiarabia.com/vb/../mkportal/templates/Forum/images/newsimage/MentalImagesandNVIDIABig.jpg (http://www.nvidia.com/object/mental_images.html)
قامت شركة Nvidia الشركة المشهورة بإنتاج بطاقات العرض GPU بشراء شركة Mental images الشركة الألمانية المصنعة لمحرك الريندر الشهير Mental Ray ولا يخفى على أحد أن الـ Softimage مبني على المينتال راي منذ يدايته وحتى الأن وهو محرك الريندر الافتراضي في البرنامج ... لذا لا أحد يعرف ماذا تحمل هذه الصفقة في طياتها من نتائج .... بالنسبة لـ XSI .... على قولة المتل :smile: بكرة بيدوب التلج وبيبان المرج ....
labwizard
14th December 2007, 09:33 PM
it is good that Autodesk didn't buy it first it would have been lethal for XSI
but now i am not worried as long as new renderers come up supporting XSI
in fact i am crossing my fingers for 3Delight it is integrated directly into xsi render reagion and supports all the shaders and nodes .
I apologize for writing in english my laptop has no arabic on it
Nour Almasri
14th December 2007, 11:31 PM
it is good that Autodesk didn't buy it first it would have been lethal for XSI
but now i am not worried as long as new renderers come up supporting XSI
بالفعل خبر جيد أن Mental Ray أصبح لـ Nvidia وقد نجا من زحف الـ Autodesk .. لو أن Autodesk أشترت Mental images لكان XSI في وضع حرج ... وأتوقع أن الـ Mental Ray سيدعم بشكل أكبر أمور الـ Real Time الأن , وأتوقع أن تقوم Nvidia بدعم تقنيات تسريع الـ Raytrace وغيرها في بطاقات العرض القادمة التي ستصدرها ...
المستقبل سيظهر كل شيء ..لقد أصبح سوق الـ 3D كالغابة في كل صباح تسمع بخبر شراء شركة ... لا أعلم ماذا تخطط Avid في هذه الناحية بعد شراءها CAT ... هل من المعقول أن تشتري Avid برنامج Zbrush بعد أن أشترت Autodesk برنامج Mudbox من يعلم .. كل شيء ممكن .... لأن Avid شركة عملاقة وليس بالأمر الجديد علينا شراءها أيضاً للشركات فهي أشترت مؤخراً Cat وقبلها Pinnacle Systems وقبلها Softimage وقبلها M-Audio و Digidesign ...
in fact i am crossing my fingers for 3Delight it is integrated directly into xsi render reagion and supports all the shaders and nodes .
I apologize for writing in english my laptop has no arabic on it
بالنسبة للـ 3Delight والـ Render Man كان يجب على Softimage العمل على هذا الموضوع منذ زمن بعيد لأن الـ Render Man مهم جداً ومستخدم في الأفلام كثيراً بجانب Mental Ray أطوق شوقاً لتجربته بشكل فعلي في الانتاج ....
الجميل بالموضوع أنه سيكون مدمج بشكل جيد في XSI ... الـ Render Tree والـ Shader Ball والـ Render Region... الخ ... مراحل تطوير الـ Plugin لـ XSI حالياً تمشي بسرعة كبيرة جداً ووصلت للاصدار v1.04 أنا أتابع أخباره بشكل دائم وعلى مايبدو أنه سيصدر في وقت قريب جداً وقت تم عرضه في أكثر من مؤتمر .. ولمن يهمه الأمر هذه أخر التطورات الحالية عنه.... وهذا الكلام مقتبس من DNA Reaserch ....
3Delight For XSI v1.04
Plug-in Features
<LI class=level1>Subsurface scattering can now operate on XSI render tree materials. There is no need to use RenderMan shaders anymore. Additionally, many preset values (such as skin and marble) are available form the interface.
<LI class=level1>Adding “RIB Boxing” feature: one can attach arbitrary RenderMan API calls to XSI elements (advanced).
<LI class=level1>Render Tree compilation is now “animation friendly”: all animated material plugs are extracted and passed to the generated RenderMan shaders as parameters. This means that shaders will work for the entire animation and per-frame recompilation is not necessary. This also means that XSI can be used as a shader authoring tool more easily: if you want to generate a shader with some specific parameters just tag them as animatable.
<LI class=level1>Added diagnostics and statistics: it is now possible to get statistics from the 3Delight renderer, and in three different formats: html, text and Script Editor. Additionally, we added profiling stats to the plug-in itself.
<LI class=level1>Shader compilation errors, if any, are now saved in a log and printed in the Script Editor. This should no happen but will be useful for shader developers and eventual bug reports. Additionally, shaders are compiled with the “–embed-source” flag which makes shaders cross-version compatible (shaders compiled with one shaderdl version will still work with a newer, incompatible, version).
<LI class=level1>Softimage’s PIC file format as output is now supported (it was only supported as input before).
<LI class=level1>Shadow Maps should give less bias; the result is now closer to what you obtain using XSI’s renderer.
<LI class=level1>Hair archiving, when enabled in the Rendering Mode property, is now more intelligent in the sense that it produces chunks that are better distributed in 3D space. This could accelerate the rendering and reduce memory use when rendering large fur/hair patches.
<LI class=level1>Compilation of shaders can be disabled using a toggle. This is useful when working on a scene without varying materials’ parameters.
A new “Extreme Motion and DOF” control lets you improve the rendering quality when large motion blur and depth of field are combined together.Bug Fixes
<LI class=level1>The hair shader produced results that are too dark. Fixed.
<LI class=level1>Slow compilation on some win32 platforms should be fixed. If you encounter this problem again, please report your system id.
<LI class=level1>Some 3Delight error/warning reports were not correctly shown because they contained the “%” character. This has been fixed.
Subsurface was not functional in some cases because of a glitch in the way we specified the parameters to 3Delight. Fixed.3Delight For XSI v1.03
Plug-in Features
<LI class=level1>XSI Ambience is now considered.
<LI class=level1>Exporting XSI Hair to RIB, in archived mode, creates efficient delayed RIB archives. “Freezing” the archives (through the 3Delight Property page) enables rapid lighting process for hair scenes.
<LI class=level1>Implicit projections on polygons and NURBS are almost fully supported. Lacking is the correct local transformation for the projection support.
The plug-in now correctly deals with polygon Vertex Color Properties (this enables the implementation of some previously unavailable shader nodes).Shaders
<LI class=level1>Material shaders now support the “incandescence” parameter.
<LI class=level1>Particles → Sprite (sib_sprite)
<LI class=level1>Toon → Toon Paint Highlight (sitoon_highlight)
<LI class=level1>Toon → Toon Paint Rimlight (sitoon)rimlight)
<LI class=level1>Toon → Toon Paint Ambient (sitoon_ambient)
<LI class=level1>Toon → Toon Paint Rounded (sitoon_rounded)
<LI class=level1>Map Lookups → Vertex RGBA (sib_vertex_color_alpha)
<LI class=level1>Bump → Normal Map (XSINormalMap)
Correcting Texture Space Generator → Generators (mib_texture_vector).Bug Fixes
<LI class=level1>Point light shadow maps are now rendered properly (translated lights were giving wrongs shadows).
<LI class=level1>Oversampling was passed as a filter width to 3Delight, leading to incorrect filter settings, fixed.
<LI class=level1>Periodic textures now render correctly.
<LI class=level1>A crash bug in shader translation was fixed.
<LI class=level1>There was an arbitrary limit on the total nubmer of hair renderable, fixed.
Shader nodes with an “-” in their names didn’t render properly, fixed.3Delight For XSI v1.02
Plugin Features
<LI class=level1>Implemented associate model for lights. Shadows are not cast correctly yet.
<LI class=level1>RenderMan light shaders can now be attached to XSI light sources
<LI class=level1>Quadratic and Cubic curves now supported
<LI class=level1>Added “off core” rendering mode where objects are written to RIB archives prior to rendering. A “freeze” mode enables re-rendering without scene parsing. Efficient, for curves.
<LI class=level1>DOF parameters are now animatable.
Camera motion blur is now supported. Additionally, “motionblur” properties set on cameras and objects are considered.Bug Fixes
<LI class=level1>Fixed the rendering of concave polygons (such as Text converted to polys)
<LI class=level1>Renderer’s options were incorrect when enalbing shadow maps. Fixed.
<LI class=level1>Fixed UV ordering on meshes altered by topology operators.
Fixed a render tree conversion: some surfaces were sometimes disappearing.Shaders
<LI class=level1>Hair → Hair Renderer
<LI class=level1>Color Channels → Color Matte (sib_color_transparency_matte)
<LI class=level1>Math → Boolean Logic (sib_boolean_math_logic)
<LI class=level1>Math → Color Smooth Range (sib_color_smoothrange)
<LI class=level1>Switch → Color (sib_color_switch)
<LI class=level1>Blinn, Phong and Cook-Torrance now support reflection.
<LI class=level1>Texture → Rock (txt3d-rock_v3)
<LI class=level1>Texture → Snow (txt3d-snow)
<LI class=level1>Texture → Ripple (txt2d-ripple_v3)
<LI class=level1>Texture → Flagstone (txt3d-flagstone_v3 and sib_texture_flagstone)
<LI class=level1>Texture → Gradient (txt2d-gradient_v2)
<LI class=level1>Environment → Cubic Mapping 6 (sib_env_cubic6)
<LI class=level1>Image Processing → HLS Adjust (sib_color_hls_adjust)
<LI class=level1>Corrected Texture Generators → Gradient (sib_color_gradient)
Environment now supports cylindrical mapping (sib_environment)3Delight For XSI v1.01
Plugin
<LI class=level1>Shaderball preview is now working with 3Delight. NOTE: This is handy to detect which shaders are not supported yet. We are trying to implement them all but if something is missing please report anyway.
<LI class=level1>Fixed handling of UNC paths
<LI class=level1>RenderMan shader interface is improved: one is now able to clear and reload the shaders.
<LI class=level1>Fixed archive export bug: shadow maps RenderMan code was not exported
<LI class=level1>Better progress for point light shadow maps.
<LI class=level1>Better response to render abort function.
3Delight Attributes now have a “RIB Archive” tab which let you attach a RIB archive to any object in the scene. The object itself won’t be rendered but rather replaced by the archive.Shaders
<LI class=level1>Added “Texture Generators → Marble” (sib_texture_marble)
<LI class=level1>Added “Texture Generators → Wood” (sib_texture_wood)
<LI class=level1>Added “Texture Generators → Checkerboard” (mib_texture_checkerboard)
<LI class=level1>Added “Texture → Wood” (txt3d-wood)
<LI class=level1>Added “Texture → Marble” (txt3d-marble)
<LI class=level1>Added “Texture → Checkerboard” (txt3d-checkerboard)
<LI class=level1>Added “Texture Generators → Checkerboard” (mib_texture_checkerboard)
Added “Texture → Fractal” (txt3d-fractal_v2)
وهذا الرابط ....
http://www.3delight.com/en/modules/dokuwiki/doku.php?id=3delight_for_xsi_changelog
k H a L i D
15th December 2007, 11:06 AM
انا بتوقع هالصفقة حتعمل ثورة بعالم الريدنر وخاصة أنو مو أية شركة اشترت Mental Ray .. هي Nvidia ياجماعة
والله يوفق ..
الصاعقة
15th December 2007, 09:50 PM
انا بتوقع هالصفقة حتعمل ثورة بعالم الريدنر وخاصة أنو مو أية شركة اشترت Mental Ray .. هي Nvidia ياجماعة
والله يوفق ..
مثل ما قال اخوي خالد انا احس ان الـ mental ray سوف ينقلب 180 درجة (للاحسن طبعا) وسوف نجد ان هناك امكانيات جديدة فما ظنتي ان شركة nividia تشري المنتج بس كذا اكيد مسوين له تطويرات مالنا الا ننتظر الاصدار القادم...
labwizard
16th December 2007, 06:28 PM
Great link thanks i never new there was a log for 3Delight,
i am excited as you are for this amazing renderer,
they say it is amazingly fast in displacement rendering and it uses very little memory comparing to MR
but i am not sure it is as fast in raytracing though.
BTW is there any official public beta for download or is it still closed.
As for Avid buying other companies, i doubt it this year since its revenues weren't that good this year, especially that Zbrush is personal owned company not like mudbox, which means it cannot buy it unless zbrush's owner wants to sell it, and as far as i know, the owner is doing great working solo :smile:
As for mental ray my friends, i do not agree with you that it will change drastically for few reasons, first nvidia 's interest is on realtime rendering for games and previs, and its main interest of buying mental images, is not mainly for mental ray but for mental mill™ and MetaSL™ language, wich is a realtime shading technology.
mental ray reason comes second, and the only expected change for it will be GPGPU rendering which means the graphic card will have the ability to render the scene with or without the cpu like Gelato
hope mental ray flourishes as you say, we can wait and see hopefully :smile:
Nour Almasri
17th December 2007, 05:57 PM
حالياً لا يوجد نسخة تجريبية .. أتمنى أن يصدروها في أقرب وقت ... كي يتسنى لنا تجربته ....
Nour Almasri
18th December 2007, 04:16 PM
قرأت خبر أن 3DeLight سيصدر للـ XSI في الشهر الأول أو الثاني من السنة الجديدة 2008 ... يعني أيام معدودة ...
labwizard
18th December 2007, 07:41 PM
Wow, when it rains it pours strongly,
kenna natrin renderer wa7ad
faj2a sorna mo7tarin
well i am preparing myself to say Goodbye to Mental ray
and welcome 3Delight and Final render :tongue:
Nour Almasri
18th December 2007, 08:05 PM
هههه ... كلامك صحيح .. لقد انهالت محركات الريندر كلها دفعة واحدة في XSI .... بالنسبة لي ... طبعاً كرأي شخصي ... لا أظن أنني سأستغني عن Mental Ray .. ولكن ربما يصبح استخدام محرك الريندر المناسب للمهمة المناسبة .. أسهل في بعض الأحيان ...
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