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No. Source? Unless there is an official announcement I don't buy that
Nvidia support openCL 1.2 spec and don't seem to be willing to go further yet
They have the lead in stream computing with Cuda as it is superior to OpenCL right now
Khronos Group published OpenCL 2.0 last year, which could help catch up with Cuda. Intel published a SDK two month ago and ATI just implemented OpenCL 2.0 drivers but no SDK. On the discrete GPU side only ATI could eventually threaten Nvidia but that is not before they are able to publish a good SDK and better drivers. Intel's GPU are not even to mention. In HPC market the only threat can come from Intel's Xeon Phi but that is also proprietary and you'd have to rewrite your whole application. I haven't seen any High end renderer implementing that yet and switching from a well established hardware to one other new, costs money. Not viable if there is no gain.
Phone and Tablet? These are not used for High performance computing and I have seen no device with OpenCL 2.0. So Nvidia can stay with 1.2 for mobile device as other manufacturers are not doing better. And if that ever was the case, Nvidia could update their OpenCL on mobile device only so as to keep the Cuda advantage on Desktop and HPC
Nvidia has the market share and until there is a real threat to Cuda, OpenCL is stuck.
There are some moves from ATI to eventually provide a performant SDK but there's no warranty they'll succeed and they need time. Once they got it you'll have to convince the industry to switch from Cuda. I don't see that coming anytime soon. Have to wait and see
PS The only thing I know Nvidia is dropping is Cuda Support for Video Encoding http://forums.guru3d.com/showthread.php?t=391269
....however from what I have read here, straight GPU and GPU assisted rendering though Reality/Lux will make use of Open CL.not CUDA.
Sad, that once again it seems desktops and workstations are taking a back seat to mobile devices where further OpenCL development by Nvidia is concerned.
Think I'll stick with my Radeon 7950 crossfire setup as I at least have 3GB and over 3,500 stream processors for full GPU based or GPU assisted rendering..
It's worth repeat one important thing about this OpenCL/CUDA diatribe. We are talking about software interfaces, not hardware implementation.
If you have an nVidia card that was made in the last two years, it has OpenCL drivers. It will be recognized by Lux as an OpenCL device and it will be, likely, usable.
CUDA, the API, is most likely on the way out but that doesn't preclude anything. It just means that nVidia will be providing better OpenCL drivers for their hardware.
Hope this helps.
Paolo.. you're in Santa Cruz?
Mind if I swing by the office sometime?
I am in Santa Cruz but the "office" is at home :) Give e a buzz if you are in the area.
Cheers.
Hi. Does it mean that there are presets available for Genesis 2 Female and Genesis 2 Male too, or only for Genesis?
Both Genesis and Genesis 2.
Cheers.
I know :D So it technically would have been a double waste of time to create presets for Genesis /Genesis 2 in Reality 2. Cannot be used in Reality 4. And would have been redundant anyway :D
Just working on a render in 3Delight. Lighting sucks, can't figure out why, would probably be easy in Reality....why isn't it December yet? :D :D :D
One more week...almost there :)
Look forward to the release of Reality 4. My question is does LUX or Reality have a shadow catcher material yet, I haven't used either in quite a while.
O.K. silly question, or not.
Assuming I got Daz Studio 4.6 (4.7 pending), and nothing else. Assuming I'm just barley able to do a render that almost looks good in 3delight (without getting lost in tabs).
Assuming a MSI GeForce 8600GT (512mb) GPU, and a much better CPU.
What would I need to Get Reality doing something from Daz Studio. Is it like 3deling where all I need is the render engine, or is there other stuff I need (like the morph kits needed for most G2F/G2M figures)?
Would Reality Pass the "Reflective Pillar test", or not? If so How?
http://www.daz3d.com/forums/viewreply/702264/
All you need for it is a copy of Daz Studio, a converter like Luxus or Reality and the render engine itself, Luxrender. The latter is a free download on the Luxrender.net website.
...by the way, is anyone else noticing how December suddenly seems so far away, despite it being so close?
In theory all you'd need in addition to Reality is the free render engine LuxRender, links to which are found on Paolo's site. To make the best use of LuxRender you'd need to think differently about lighting that you would for a 3Delight render, and also check (and possibly tweak) textures a little (usually to reduce how glossy they are).
In theory all you'd need in addition to Reality is the free render engine LuxRender, links to which are found on Paolo's site. To make the best use of LuxRender you'd need to think differently about lighting that you would for a 3Delight render, and also check (and possibly tweak) textures a little (usually to reduce how glossy they are).
Luxrender can be found on the Luxrender site.
http://www.luxrender.net/en_GB/index
http://www.luxrender.net/en_GB/download
Luxrender can be found on the Luxrender site.
http://www.luxrender.net/en_GB/index
http://www.luxrender.net/en_GB/downloadThanks y'all, and for the links chohole. That sparked a memory cell somewhere, horid memories of being lost and confused. lol.
Reality is an Interface for Other Render Engines? Dose it work with 3delight? Much to try to comprehend at that LuxRender sight.
So long as I don't need to place lights in "Higher-dimensional space" instead of these four dimensions I should be able to adjust to whatever different lights Reality has to replace the UE2 and Uber things. Or am I completely lost, lol.
So when I buy something at the store, I need to redo the UV maps or is that something different? I'm not sure I like the sound of that last bit. Can it not use native Das Studio surfaces as is, without turning them inside-out? For example, How much would I need to pay FW Art to make a new set of skin shaders for FWSA Wachiwi to work properly in Reality? Or FW Eve for that mater, not to mention OzyChick, E-and-J, etc for there figures?
:-/ (EDIT)
What about Lee6? How far off is the shaders in reality?
There is no such thing in Luxrender so there is nothing that can be done about it in Reality. As HeraldOfFire says, Lux being physically based, it can't cast shadows unless there is a solid mesh object in the scene to cast them against. I can't imagine there ever being a material in Lux that is invisible yet still catches shadows as that wouldn't be "physically based".
The workaround is to do a separate render with a ground plane to "catch" the shadows and use "render as a statue" which is an option in Reality. This sends a scene to Luxrender where everything has a matte white material. This produces an image that can be layered in an image editor using a blend mode (I think only "multiply" will produce the desired effect).
If you fiddle with the contrast and brightness of the "statue" render layer and erase everything in it except the shadows you can get a good result. Of course, it's time consuming to have to do two renders and all the postwork, but I think it's the only way.
I did a quick example which you can see below, showing the "statue" render and the finished thing. The final result is crudely cut out and the lighting doesn't really match as it was done for a different kind of environment, but the shadow itself is pretty convincing, I think.
The background I used is a stock render by Ecathe at deviantArt.
Reality is a converter. It takes your awesome Daz project, automatically changes the materials, lights and format to Luxrender compatible ones and gives you tools to tweak it to your liking. Reality 2.5 is very, very good at this. It stands to reason that Reality 4 is going to be even better at it, so you shouldn't need to fiddle around too much as a beginner. Intermediates and experts will want to tweak them to perfection though.
Luxrender is the engine which does the actual rendering.
Luxrender uses REAL WORLD lighting physics. That means reflections, refractions and all the shades of grey in-between are calculated as they would happen in the real world. Light colours change as some of it is absorbed by one surface and bounced onto another, which in turn will change how the scene will look to a small degree. Because of this, you need to think more like a photographer when setting up lighting in your scenes and less like a 3D artist.
Reality also has something called ACSEL, which is a neat little idea wherein users of the plugin can create their own custom material settings for various skins, props or etceteras and post them in an online database accessible by other Reality users. The practical upshot of this is that if there exists an ACSEL shader for your figure, you can set it to always use that preset whenever it loads up. This saves time tweaking materials later on.
Reality uses whatever UV maps are in use in Daz Studio. If you're using Belle, it'll use Belle's UV map. If you're using Victoria 5, it'll use V5's UV map. Basically, if it looks right in Daz Studio it should look fine in Reality, since Reality doesn't alter the UV's at all.
However, the Reality 3 and the upcoming Reality 4 also include support for procedural shaders. Which is mindblowingly awesome. Essentially it means you can create your own surface using maths rather than textures or presets, giving you a huge amount of customization options.
Hopefully that clears up some of your queries, but feel free to ask if something specific stands out.
Immensely so, thanks HeraldOfFire. I was worried that contrary to the 2-dot-something Daz Reality manual (I understood very little months ago), there was a glitch or something that required monumental work to function with daz studio stuff.
So I can leave the daz default shader "Reflectivity" at 100 percent, and Reality will know to make that a mirror (of sorts)? And it is up to the render engine weather it will reflect light, not just illuminated surfaces. The later part being beyond Reality's control?
Been a really long day, night y'all. And Thanks.
You don't need to do anything. Reality converts most materials automatically. That's why it takes me some time to make it :)
The whole point is that you work in Studio as you are used to. At some point you call Reality, review the setups and then render. End of story. The only time when Studio shaders can't be converted is when they use 3Delight-specific scripted shaders, which are a very small minority of what is in the market.
Even in that case, you can recreate most of the effects because Reality includes a material editor. So, whatever doesn't come through by the automatic conversion can be added manually.
With Reality 4 I have added a whole group of procedural textures, including fractal noise, bricks, marble, cloud and so on, that can be used to create all kind of effects.
Hope this helps.
Luxrender has a specific 'mirror' material for this, which does exactly what you'd expect. So in your example, it would simply be a case of changing the material to mirror and moving on. Mirrors don't really have any options, so the're incredibly easy to set up with just a few clicks.
Now... a common misconception. All surfaces in Luxrender will reflect light. Or should at least. It's how we see objects in the real world, after all. Light bounces off an object and into the fleshy orbs we like to call eyeballs. In the case of Luxrender, the 'eye' is the camera, and light which isn't caught by the camera is effectively wasted.
The degree at which they'll reflect light will depend very much on your settings. Reality 2.5 has a glossiness setting which simplifies the otherwise more complex Lux 'roughness' settings and basically asks "How shiny do you want this shiny thing?". Low gloss makes surfaces seem rough and flatter, with light scattering around in crazy angles and no real sheen to it. High gloss makes surfaces smooth and shiny, and can even give visible reflections. Perfect gloss is basically the same as a mirror. It's also impossible in real world physics, so can cause some weird effects when used in Luxrender.
This is the setting most people should play around first with when trying to get a nice surface as it will have a big impact on the feel of the material. Note that all of this information is based on the Reality 2.5 plugin. I don't own Poser 9 or higher, so I've been unable to use Reality 3 and haven't had the chance to play with the newer toys.
Not quite. The reflectivity channel is ignored because it usually attaches a reflectivity map, which is an artificial concept that would ruin the realism of the scene. With biased renderers like 3Delight people often use a reflectivity map to "paint" fake reflections on the surface.
With Reality the default material type is Glossy, which is a material that can go from completely dull to mirror-like finish. You decided what to do with it. Glossy will reflect anything in the scene like it happens in the real world. Place objects in front of your object and they will be reflected accordingly to what they are. Working with Reality is much, much simpler than when you use a biased renderer. Those distinctions about lights and object vanish. You just have to think in terms of real-life.
You can, if you want, convert the material to type Mirror.
Observe your real-life experience and that's how you can expect your Reality scene to render.
Hope this helps.
I have been waiting since early last year I think it was for this thing to come out but it has taken about a year and a half more than I expected! that is a LONG time. Anyone know if this thing will ever come out? I have a feeling by the time it does it will be pretty much obsolete.
According to this thread, we're skipping straight to Reality 4 on December 1:
http://www.daz3d.com/forums/discussion/48860/
So, the answer to "when does reality 3 come out for Daz?" is "never". ;-)
Edit: whoops missed a whole page a replies, so everything in here is sort of redundant :D
Think of Reality as a translator. You set up your scene in DS - and Reality helps you translating it into something LuxRender can actually work with.
In my limited experience, the two things that you'll spend most of your time on for Reality specifically is a) Lighting and b) Materials.
Lighting works differently for Reality because it follows real-world-physics, so you can set up your lights more similar to what one might do in the real world. You best friend in Reality - I would say - are Mesh Lights, their closest DS relative would probably UberAreaLights. But all of this is best explained in the Reality User Guide. Once you roughly understand how Reality Lights work, it becomes rather intuitive.
Materials is what, in my experience, is going to take up most of your time, since usually you'll have to hand-edit every single material in your scene. Reality will try to calculate ideal settings on it's own, and sometimes that's enough, but - again in my experience - for the best results you will have to edit stuff yourself. Although the same is often true for DS materials :D Also, some artists, unfortunately, really set up their material zones in completely unreasonable ways which can make things harder - again in both DS and Reality. Of course things get easier if you have content that comes with Reality presets of have a bunch of presets you made on your own. With the new Acsel and Paolo's initiative to prepare more content creators for Reality things may get a lot easier, but for that we'll have to wait and see. Personally, though, I always found editing materials in Reality a lot easier and more intuitive and comfortable than in DS, but that's just me.
There is no such thing in Luxrender so there is nothing that can be done about it in Reality. As HeraldOfFire says, Lux being physically based, it can't cast shadows unless there is a solid mesh object in the scene to cast them against. I can't imagine there ever being a material in Lux that is invisible yet still catches shadows as that wouldn't be "physically based".
The workaround is to do a separate render with a ground plane to "catch" the shadows and use "render as a statue" which is an option in Reality. This sends a scene to Luxrender where everything has a matte white material. This produces an image that can be layered in an image editor using a blend mode (I think only "multiply" will produce the desired effect).
If you fiddle with the contrast and brightness of the "statue" render layer and erase everything in it except the shadows you can get a good result. Of course, it's time consuming to have to do two renders and all the postwork, but I think it's the only way.
I did a quick example which you can see below, showing the "statue" render and the finished thing. The final result is crudely cut out and the lighting doesn't really match as it was done for a different kind of environment, but the shadow itself is pretty convincing, I think.
The background I used is a stock render by Ecathe at deviantArt.
Thank you for sharing this work around.
There is also an easy way of making things work with IBL and shadows. This technique depends on the IBL map so it's not always applicable, but when it is, it leads to great results.
You can add your own floor prop to the scene. It's as simple as that. Add something that fits the scene. As a real piece of geometry it will provide the surface for the shadow. You will see that technique in action in one of the promos for Reality 4. Remember to look for the orange car :)
Cheers.
I'm super excited!! I can't wait to be blown away by all of the amazing renders I know are being hidden away until the release date! Also keen to get my grubby mitts on it! :)
Thanks for the patience with my complete confusion, I think I understand, the concept of the Studio/Reality topology.
So I can place lights like I wanted to and cant with 3Delight, where real light fixtures would go for real. Real, Reality, yeah reality dose not have shadow-catchers, except possibly black holes, lol.
So this new version will have some improvements (possibly) to lessen the burden of converting surfaces that before did not go threw correctly (needed minor adjustments).
So I don't need to beg Saiyaness for a 'Reality' shader for Ziva. Figure surfaces should be fine? I have a small collection of stuff, and am likely to not be able to mention ALL the PA's I have purchased stuff from.
http://www.daz3d.com/gallery/#images/41199
Done with 3delight, not reality.
On that note, using a map, to determine reflective areas of a surface. Like the skirt in the background of that render (former post).
http://www.daz3d.com/forums/viewreply/659628/
Will that work the same or differently with reality?
I'm not giving a map of "What" to reflect, it is a Specular map, to determine "Where" the reflective areas are. (EDIT, in the default Daz surface shader, possibly others as well).
In fact, I used this technique several times for different things. Mixing glass with mirror, for example, for added reflectivity, and blending a glossy and mirror material for a certain fairy's dress.
Now, while none of this is possible using Reality 2.5, I believe that Reality 3 has support for mix materials. I'm sure a certain someone will correct me if I'm wrong, however. So it may be perfectly possible to do what you want.