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 Q&A Matt Taylor
CTO Holomatix Ltd,

June 2008
 

 

One of our principles is that Rendition's "finished product" is always the same image you would get from a production render, whether you're running an interactive session, or rendering a sequence offline. For example, one of our customers has Rendition running on an 100 core render farm, and they get great performance from it. (They tell us it's like having a 500 core render farm for one fifth of the cost)

< Rendition in action

   
Q1 Please give a brief description of Rendition.
A1 Rendition is a raytracing renderer, which is compatible with mental ray files from Maya, 3ds Max and XSI. One of it's main advantages is that it raytraces in realtime, progressively refining an image, allowing an artist to get an instant view of how their final render will look. This eliminates loads of waiting around, and is great for tweaking materials, moving lights etc. In addition, the progressive image will converge to a final production quality image.
Rendition comes with plug-ins for Maya and Max, and an XSI plug-in is planned. The Maya plug-in is the most advanced, allowing edits being made to the scene (lighting, materials, geometry, in fact almost everything) to update in the rendered view immediately, in real time. The Max plug-in is less advanced at present, but still allows a scene to be rendered in Rendition at the click of a button. For the time being in XSI, you need to export an .mi file and just drag it into Rendition's main window, and you're away.
   
Q2 What kind of speed gain can Rendition achieve compared to mental ray?
A2 This varies, but we've seen lots of real world scenes that complete 5 or 6 times faster than they do in mental ray. However this is only half the story, because in addition to that speedup factor, Rendition renders progressively, so if you're just looking to check how something looks in your scene, you might get your answer in 1/100th the time it would take with mental ray.
   
Q3 3d artist who want to take advantage of Rendition should have a very fast CPU or an high-end graphic card?
A3 Fast CPU, definitely. We don't use graphics hardware at the moment (though that may change). Get Rendition fired up on a quad core, and the realtime control you can get really is amazing!
   
Q4 We have made some test with .mi files generated by Softimage XSI 6 and get very fast results with Rendition ; but what are the advantage of using Rendition compared to Softimage render region?
A4 I think it will depend on the scene. If your scene is quick to render anyway, there probably won't be much difference, due to the overhead of exporting the .mi file and dragging it into Rendition etc. However if it's taking a while to render even your sub region, then it's definitely worth using Rendition. We've put loads of effort into getting an image up on screen as quickly as possible, even with "hard" scenes. Of course, if it wasn't for Rendition's lacking an XSI plug-in, it would be a no-brainer, and that's definitely something we'll put right in the future. By the way, Rendition also supports an equivalent of render regions - just hold down shift and drag the mouse over part of the image in Rendition, and it will get prioritized in the rendering, and once completed, the rest of the scene will continue to render to production quality.
   
Q5 Could you please explain how Rendition can help 3d artist enhance their work? What kind of new workflow do Rendition propose?
A5 First and foremost, there's the instant feedback. When you can immediately see the effect of a change, it allows you much finer control. It saves you loads of time, but more than that, it gives you a new level of finesse when you're tweaking things.
Then, of course there are the output channels. These can be a great time saver - Rendition can make you depth maps, normal maps, a shader or object id channel, and split your render into specular and diffuse passes, all automatically. That's actually been a really popular addition with artists we've talked to - it's more time saved from repetitive tasks, really.
Finally, there's the fact that if you are rendering out production images, the artist may be doing this on their own machine, or on a company render farm. In the first case, Rendition provides big savings in the time to complete a render, so you get your machine back sooner. For render farm use, Rendtion integrates well with existing render farms. It exists for Windows, Linux and Mac and in 32 bit and 64 bit versions, it can be run from a single network location on all machines, which makes installation trivial, and is easy to use with standard render farm management tools (plug-ins for Smedge and Deadline already exist).
   
Q6 Can Rendition be used for production images?
A6 Absolutely (see previous answer). One of our principles is that Rendition's "finished product" is always the same image you would get from a production render, whether you're running an interactive session, or rendering a sequence offline. For example, one of our customers has Rendition running on an 100 core render farm, and they get great performance from it. (They tell us it's like having a 500 core render farm for one fifth of the cost).
   
Q7 Rendition brings almost "realtime raytracing" ; do you think that this technology can be used for tomorrow interactive 3d : games, 3d walthrough?
A7 I think raytracing will definitely become the standard technique for realtime applications like games in a few years. For example, Intel's Larrabee, from what I've read, will be a many core x86 CPU with loads of GPU type vector extensions, and that's just a raytracer's dream! Raytracing is an expensive technique, but once it can be done quickly enough, rasterisation and its endless hacks don't really stand a chance.
As far as 3D walkthroughs go, right now Rendition can do them. It's just a question of how much it can refine the image at an interactive framerate. We have plans to co-opt multiple networked machines into generating realtime views of a scene - it's very scalable process, and I think the results will be really exciting.
   
Q8 3D artist can already try for free the beta version of Rendition. What do they say?
A8 I think people are really excited about it. They love the realtime feedback. One artist, for example, had to position his camera view so that a reflected highlight was just so, in a certain place. Now that's a textbook example of where Rendition turns a laborious process of trial and error, into a task that just takes moments - so he was very happy. I'm also grateful that 3D artists have shown a real willingness to work with us on improving Rendition's performance. You need that really, because people need to trust their renderer, and making sure it always produces the right results takes a lot of testing. When we first released a version to the public, we were amazed by all the different things people were trying it with.
   
   
   
 
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