It Gives a long list of unsupported stuff [on the Mac WIP]
[As Nathan wrote, it’s not supported].
Yet your results with the diamond are very nice.
although I couldn’t run the grasshopper plugin on Rhino8. Please don’t remove it, even though Xml doesn’t work correctly on 8 Rhino, but it can be rendered. it’s better than nothing.
I prefer these settings. Realistic glass refrection or crystal shader in blender 3.0 eevee - YouTube my result
I’ve noticed a problem in Rhino 8.
problemUntitled.3dm (356.6 KB)
the render presets were not up to what we envisioned and have been taken out of V8. The hdri environments that were used to create these however, will still ship with V8.
I assume this refers to AMD cards, not nvidia cards, right? I have some render work ahead and I would like to know roughly how big of a speed gain I could expect (rtx3080), if I install the wip8. I’m already happy with the renderspeed when using optix. if the speedup for the 3080 is less than 20%, i would’t care and keep using rh7. though if it’s more, i’d be tempted to give wip8 a try.
It perhaps depends a bit on the scene, but for instance my old Raft from Raft on Sea in Rhino 7 renders 1500 samples at 1600x600 resolution in 4 minute 7. On Rhino 8 it took a little under 15 seconds - granted, there are some errors still that need to be fixed, but it is quite a bit faster.
Time to get first pixel on the screen is also considerably faster since Rhino Render doesn’t do texture baking anymore for procedurals, those are now natively supported. Additionally image loading is blazingly fast for the renderer.
okay, well looks like i gotta give wip8 a try.
the efficiency increase is truly amazing. thank you Nathan!
@andy i overlooked that comment being so hyped about the gpu cores. what options are you investigating regarding caustics, is there anything you can/want to talk about already?
Whatever Cycles offers.
like Zeus throwing lightning…
i did not follow the alternative pathways of cycles too much which were close to 0? i mean there was something cooking but i assumed that would not be considered worth implementing. so is there anything useful on the horizon at all when Andy quoted this ?
Haven’t had time to dive into it myself, but https://www.youtube.com/results?search_query=blender+cycles+caustics&sp=EgIIBQ%253D%253D may give some ideas of what I’d be looking at. Possibly path guiding together with the caustics that already exists in Cycles.
yes that looks interesting. so its kind of a booster which takes snippets from the existing hits and interpolates the path found and multiplies them, or so i understood. so that is something which could be implemented in a relatively short amount of time?
edit: also testing in beta8 i dont seem to even get fireflies where caustics should be. i can remember experimenting in v7 for a while and was unsuccessful. i tried both settings RhinoCycles.NoCaustics true and false.
with blender 4 a new way of calculating colors got introduced. more accurate colors for rendering, called agx. this will also trickle down to rhino cycles?
We don’t use OpenColorIO in Rhino - or any color management for that matter. AGX can already be used in earlier Cycles when you set the COLORIO profile (in Blender at least). But again, we’re not doing color management in Rhino so it isn’t compiled in.
It’ll require involvement of anything color related in the GUI as well.
I don’t understand this. no color management, what does this mean and how does it compare to other renderers in terms of color accuracy and color representation? is that a good or a bad thing?
Actually, we do some color management, at the end of rendering if you select tone mapping. Filmic is what we currently give three profiles for (low contrast, medium contrast, high contrast), and there are a couple of others. But it is only at the very end that the colors are managed, after the rendering.
AgX is, like Filmic, also ‘just’ a view transform at the end.
But Rhino does not do any color management before that in the way of specifying and controling working spaces etc.
Anyway, AgX is something that in theory could be implemented, but it is separate from Cycles though, since it is just a transform of the resulting pixels. You could apply it to any image.
Anyway, here some more text on color management from the Blender manual. It gives you an idea of what it is for Color Management — Blender Manual .
Anyway, logged a feature request: RH-78309 Add AgX color profile to tone mapping