Presto GPU SSS/Volumetrics Support

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JQL
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Sun Oct 27, 2013 9:53 pm

Hi Greenuser...

It seems GPU in Thea is going to be capable of rivaling with a traditional CPU Render Farm for certain render jobs. Is or will Newton Render farm be able to work on GPU renders?

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Sun Oct 27, 2013 10:08 pm

After Presto^2 comes out Newton Render Farm will be able to handle Presto renders no problem. ;)
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Mon Oct 28, 2013 12:57 pm

Hi again Greenuser,

That should lead to impressive renders for sure. Not my game, but if the chance arises I will certainly try it!
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Fri Nov 08, 2013 6:37 am

agreed...got the right engine..
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bmscmoreira
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Tue Nov 12, 2013 11:59 pm

This is great.
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jwiede
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Sun Jan 19, 2014 10:49 am

You mentioned "SSS/Volumetrics" but the examples shown all seemed to focus on the SSS side of things. What volumetric support will be present in Presto? Will it support particles and/or environment fields (ideally, with 3D-texturing of density etc.)?

Just wondering, since didn't see any specific mentions w.r.t. volumetrics, just SSS.
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jwiede
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Sun Jan 19, 2014 10:54 am

Ah, never mind, you were referring to "volumetric scattering" (e.g. translucency), as opposed to volumetrics in the sense of volumetric lights or fog/particle fields.

Still, I'll ask anyway: Volumetrics are very important to my needs, is there any plan for volumetric support akin to that in Maxwell or Vray in the near future for Presto or TR1/TR2? In particular, I find volumetric lights (with 3D texturing) and environmental fields (think fog, also with 3D texturing) are essential to realistic rendering in numerous situations.

Any info appreciated, thanks!
-John W.
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Mon Jan 20, 2014 10:42 am

Particles/hair/volumes are not supported at the moment, all those needs to be converted to actual geometry by the modelling app (before rendering). Particles/hair is on the road map, but unfortunatelly dont recall if volumes where (but it makes sense to have that too)... no idea of release time.
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Mon Jan 20, 2014 11:35 am

@jwiede - I'm not sure if maybe you are just curious about the various global medium effects, which have been available for a long time (though possibly not with 3D volumetric texture maps or whatever). I think this type of effect has been improved or at least speeded up recently. If you search the forum for "god rays", you'll see some good examples of how to put fog in your scene. I'm not sure if the most recent examples use Global Medium or what, but just in case the god ray effect is what you're after...
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Mon Jan 20, 2014 12:51 pm

DavePSB wrote:@jwiede - I'm not sure if maybe you are just curious about the various global medium effects, which have been available for a long time (though possibly not with 3D volumetric texture maps or whatever). I think this type of effect has been improved or at least speeded up recently. If you search the forum for "god rays", you'll see some good examples of how to put fog in your scene. I'm not sure if the most recent examples use Global Medium or what, but just in case the god ray effect is what you're after...
Searching on "god ray" the main practical citation I could find was this thread. However, after a bit of playing, I tend to agree with Javadevil, the effect is pretty limited in usefulness. For example, inability for camera to be in/pass through medium is horribly limiting for environmental uses. It's also anything but quick to get realistic-looking fog/haze-sunlight interactions. I'm not specifically trying to create "god rays", I'm looking for realistic volumetric atmosphere effects (fog/haze, clouds, etc.).

Environmental fog/haze is a must-have for landscape realism, IMO. Post solutions have all sorts of issues, and you can't really control the "edges" or sunlight interaction anywhere near as well as in a 3D-rendered solution.

Volumetric lights are nearly as useful for their cgfx abilities, as well as the aforementioned god-ray-type usage cases (esp. "through glass" and/or with colored rays). They are typically much more direct to configure than using SSS/scattering medium-based approaches, as well.

I really hope Thea adds at least proper entry-capable volumetric functionality to at least the CPU-based unbiased engines, Presto would be great as well (but might be prohibitively costly). I was a bit shocked to discover that it wasn't already present.
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