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#1 2008-12-11 05:32:04
final gathering quick tutorial (maya 2009, 3dl 8.0.1)
I figure there must be other people like me looking to switch from mentalray to 3dl, so off we go. any corrections or advice appreciated!
Scene Setup
1. Create a poly room, a sphere in the corner, a torus on the wall to act as a fluorescent light
2. Assign a white lambert material to the room, a nice colourful ramp to the ball, and a lambert with incandencence around 2 for the flouro light
3. Add a spotlight, depthmap shadows on, point it at the ball
4. add a render camera, frame everything
so thats the set done, so far identical to setting up a scene in mentalray. Now for 3dl stuff. We need to tell 3dl which objects to include in its FG calculation, and create an indirect light to do the final-gathering itself.
3Delight Setup
5. create an empty group, from the main menus choose 3delight->attrib node manager, click create to get a new attr node, click assign to add it to the group
6. open the AE for the delightGeoAttribs node you just created, click and hold on add/remove attributes, and add visibility->diffuse rays (occlusion)
7. once the attribute appears, set its mode to shader color and opacity
8. drag the room, torus and ball into the group, they'll now inherit the diffuse property you just made
9. create an ambient light
10. 3delight->shader manager change shader type to light, double click indirectlight to add it to your scene, then attach it to your ambient light with the attach button
11. open the AE for the indirectlight shader, set finalgathering to 1, and samples down to 8 for now.
12. render globals, set your renderer to 3delight, create a new renderpass, set your rendercam, dimensions etc
13. render
you should get something like this:
the number of fg bounces is driven by your raytrace limit in the renderpass tab, which by default is 1. here its set to 2:
Here I've upped the indirectlight samples to 32, and lowered the renderpass shading rate to 0.1. Better, but still grainy, and took 11 minutes to render.
I know this is the incorrect 'brute force' approach, but I'm not having much luck with the pointcache method. Emitting photons and writing out files is fine, but I can't get 3dl to read them. Will keep trying...
Last edited by matt (2008-12-11 07:34:22)
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#2 2008-12-11 09:50:39
- wurp
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- Registered: 2008-05-09
- Posts: 12
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Nice tutorial, but slow rendertimes as you say.
I am pretty curious to see one of the more experienced 3delight artists render your typical "vray/mr interior" in 3delight, or anything with indirect lighting and glossy/blured reflections, I see people like Mauritius saying 3delight is faster than mental ray given a complex enough scene even with raytracing and to be honest the testing I've done shows that statement to be hard to believe for me at least, I already know 3delight shines when it comes to the usual things REYES renderers are good at, but for example here at work we tend to use a ton of raytracing, we work in ads mostly, doing stuff like cars, and I have yet to see that sort of thing being rendered better in 3delight or any reyes renderer.
Also lets not get into another flamewar, thats not why I'm posting, I'd just like to see more complex scenes than the one you have posted featuring indirect lighting/raytracing with decent rendertimes in 3delight
Last edited by wurp (2008-12-11 09:58:14)
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#3 2008-12-11 15:08:19
- elvis75k
- Member
- From: Italy
- Registered: 2007-12-04
- Posts: 105
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
wurp wrote:
I am pretty curious to see one of the more experienced 3delight artists render your typical "vray/mr interior" in 3delight,..
Well, start your countdown and wake me up when this happend (sarcasm)
Computer-generated imagery
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#4 2008-12-11 15:42:37
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Hello,
The two reason of slowiness here:
1) Setting bounces to 2. You should instead use the final gathering technique by enabling photons (no need to save them to disk) and setting the number of bounces to 1.
2) Shading rate of 0.1! This ammounts to shade *10 polygons per pixel*. which is huge. I shading rate of 1 or (0.5 at most) will do the job just fine. Instad of lowering the shading rate you better higher the samples.
-- aghiles
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#5 2008-12-11 16:32:20
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
I was waiting for someone from dna or moritz to leap on that, cheers. :) that dates back to my first exposure to prman several years ago, the internal docs for that show said 'final shots need shading rate of 0.1'. even for an inexperienced td like myself that seemed excessive...
I had tried a few variations before writing up this tutorial, including emitting photons from the spotlight, and with render/write photons enabled and disabled. The renders look identical whether i cast photons or not, and the render time is about the same (38s with indirect samples on 32, shading rate 1). By 'setting the bounces to 1', you're referring to the raytrace limit in the pass settings right?
Enyhoo, here's shading rate 1, single bounce, 256 samples, about 4mins30. I also made the spotlight have quadratic falloff as recommended in another post:
Any pointers for getting point-based stuff to work? Reading through older posts implies it wasn't that straightforward from the maya gui, but a lot of those messages reference older builds of 3delight. Not sure if its changed for the latest release.
thanks for replying btw!
-matt
Last edited by matt (2008-12-12 05:04:39)
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#6 2008-12-12 06:27:05
- boofa
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- Registered: 2008-10-28
- Posts: 27
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
elvis75k wrote:
wurp wrote:
I am pretty curious to see one of the more experienced 3delight artists render your typical "vray/mr interior" in 3delight,..
Well, start your countdown and wake me up when this happend (sarcasm)
it won't happen. That same challenge was laid down in the pixar forum. A lot of people said they would download the provided scene and come up with something, but a year later, nothing.
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#7 2008-12-12 09:21:40
- wurp
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- Registered: 2008-05-09
- Posts: 12
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
No kidding, I find that there is a lot of talk but not much is being backed up by actual images..
3delight has its place, and so does prman and all the other reyes renderers but they really don't seem to be a serious replacement for mental ray or vray etc in many cases.
boofa wrote:
elvis75k wrote:
wurp wrote:
I am pretty curious to see one of the more experienced 3delight artists render your typical "vray/mr interior" in 3delight,..
Well, start your countdown and wake me up when this happend (sarcasm)
it won't happen. That same challenge was laid down in the pixar forum. A lot of people said they would download the provided scene and come up with something, but a year later, nothing.
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#9 2008-12-12 10:30:22
- daddysauce
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- Registered: 2007-01-21
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Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
https://renderman.pixar.com/forum/showt … genumber=3
scroll to the bottom.
Last edited by daddysauce (2008-12-12 10:36:21)
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#10 2008-12-12 11:38:52
- boofa
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- Registered: 2008-10-28
- Posts: 27
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
matt wrote:
can you guys setup your own bitchy thread and stop polluting this one? ta.
jesus quit your complaining. It's along the same lines of your original post, so deal with it. It looks like things picked up on the pixar thread regarding FG indoor lighting, etc. You should check it out instead of bitching at us for bringing it up AFTER you did in YOUR own thread.
Last edited by boofa (2008-12-12 11:44:14)
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#11 2008-12-12 11:59:12
- Sifis
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- From: Thessaloniki, Greece
- Registered: 2007-04-27
- Posts: 109
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Boofa is right.. Maybe we could use some useful information from Pixar's forum about scenes like this.. Maybe we should start a similar thread on interior scenes and how we could render them using 3Delight.
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#12 2008-12-13 01:13:37
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
boofa wrote:
elvis75k wrote:
wurp wrote:
I am pretty curious to see one of the more experienced 3delight artists render your typical "vray/mr interior" in 3delight,..
Well, start your countdown and wake me up when this happend (sarcasm)
it won't happen. That same challenge was laid down in the pixar forum. A lot of people said they would download the provided scene and come up with something, but a year later, nothing.
Philippe from DNeg did a pretty nice GI render of that scene last year and posted in the thread your're talking about. And there were several others with decent results.
Do you ever make any positive and/or useful contributions to threads? Saying "it won't happen" serves no purpose to anyone.
Is 3Delight a proper replacement for VRay or metal delay? Yes it is. As is PRMan. It all depends who's driving. These renderers are not pushbutton black box solutions.
Check out "Batman -- The Dark Knight" for some GI stuff (Gotham City) done at DNeg with PRMan 13.5.
You people always bitch about no GI images but contemporay films are full of images created with these renderers that proove you wrong.
I just setup a GI pipeline for archviz & set extensions in Tokyo. Getting that to work smooth & fast requires a lot of work (looking back, 6 man weeks, I'd say).
The "fast" also requires making your own shaders that do the right thing when called for diffuse or specular ray hits. If you don't do that, the renderer will run the entire shader on ray hits. We're talking speed improvements of >200% on average here.
Finally, believe it or not, most people who use these renderers in production work very hard. I worked constanty +14 hour days for the last 2 months. When I got out of work at night and had the energy, I went to a bar or club to relax. What I didn't do was go home and write tutorials (and/or shaders) for people who come from a mental delay or VRay bg and want to render radiosity kitchens by pressing a button in 3Delight.
And why don't I do this? Firstly I think I go better things to do in my spare time.
Secondly, using a renderer like 3Delight means having the flexibility to do things you can never do in VRay or mental ray. Interestingly, the company that hired me in Tokyo were using exactly this combo. Mental ray from Maya and VRay from Max. And they wanted to use 3Delight because of all the issues they had with the other two renderers. In real feature production, involving animation. Not rendering stills of radiosity bathrooms; where proper filtering, memory use or multi-threading performance don't matter.
Frankly, if the latter is what you want to do with 3Delight, then just keep using mental ray or VRay.
Beers,
Moritz
Last edited by Mauritius (2008-12-13 04:45:28)
Render faster, get to the party earlier — /*jupiter jazz*/
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#13 2008-12-13 03:11:09
- Sifis
- Member
- From: Thessaloniki, Greece
- Registered: 2007-04-27
- Posts: 109
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Hi Moritz
I generally agree with the most things you've said. It's true that most of the free license users of 3dfm here are x mental ray users but I don't think that we are all people that expecting to push a button and boom.. "Behold, a nice living room with perfect GI!!
Personally when I decided to try 3Delight I knew where I was getting involved to and I knew that I should study hard in literature and forums and would be hard to follow. I tried though and I don't regret it a bit. 3delight is much superior than any raytracer in most rendering tasks and gave me fast solutions that I couldn't achieve with mental ray when it comes to displacement, fur, motion blur, depth of field, programmable aov and the flexibility to achieve virtually any look I want.
But, do you believe that anyone here looking for a solution is a lounger having no better work to do than fooling around in the forums expecting a one button solution for everything? Do you believe that we are all so dump expecting form a Reyes renderer (3Delight) to behave exactly like a raytracer (mental ray, Vray)? We already know that. I ensure you that if we were happy with mental ray or Vray we wouldn't be here wasting our time in the forums. We also know that most contemporary films are created with Renderman compliant renderers and that they are capable of producing perfect GI renders. The big difference is that most of us here are not experienced TD's like Philippe from DNeg. Unfortunately except from books and the internet there's no other way to master Renderman especially in Greece where I live.
I understand that You and the other TD's in this forum are working hard and I don't except you to write a tutorial or anything but I think someone could help us a bit on this. Someone could point us to relative literature or anything that would help. Personally, I study RSL everyday in books and the internet and I 'm happy writing and using my own shaders, but I still can't make any shader that uses raytracing render fast. I still can't make my shaders do the right thing as you said. I don't know, maybe I've missed something. I think we're all here willing to try hard to learn more on this but we need a starting point. Regards!
Last edited by Sifis (2008-12-13 07:03:14)
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#14 2008-12-13 04:42:46
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Hey Sifis, my reply was not directed at you but at boofa (alias cheebamonkey @ CGTalk).
If you post some of your shaders, I'm happy to have a look & comment. :)
.mm
Render faster, get to the party earlier — /*jupiter jazz*/
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#15 2008-12-13 06:56:04
- Sifis
- Member
- From: Thessaloniki, Greece
- Registered: 2007-04-27
- Posts: 109
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Mauritius wrote:
Hey Sifis, my reply was not directed at you but at boofa (alias cheebamonkey @ CGTalk).
If you post some of your shaders, I'm happy to have a look & comment. :)
.mm
Thank you Moritz I really appreciate this. I'll finish some tests first so I can figure out what works and what doesn't work for me before I bother you with a ton of silly questions..In the midtime if you already know any source where we could find some useful info about how to make our shaders do the right thing when called for diffuse or specular ray hits, would be great!!
Last edited by Sifis (2008-12-13 06:57:16)
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#16 2008-12-13 07:42:15
- wurp
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- Registered: 2008-05-09
- Posts: 12
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Mauritius, thank you for taking the time to write a reply, i understand you don't have time to render examples for this yourself, my point was that not everyone has the time to spend writing custom shaders and stuff like that, push-button solutions are needed and infact most of the 3d work i believe is being produced that way.
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#17 2008-12-27 03:41:28
- Andrew.R
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- Registered: 2008-10-19
- Posts: 27
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
I agree to a certain extent with having long pipeline workflows being counter-productive to the efficiency of the rendering engine. I've found this to be the case when trying raytracing stuff with Renderman. It's great for non-raytraced stuff but it's hard to get the speed up on say raytraced occlusion etc.
For example, there could surely be a way to simply interpolate raytraced samples to smooth out noise, but how? Write the samples to a point cache and then do some sort of custom DSO lookup? It takes a lot of time figuring these steps out. As Mauritius points out he spends a lot of time working these things out and when it's figured out, it's great but only for that one person's workflow, not for everyone using 3delight. This is the difference with Mental Ray and Maya integration because when people figure out the workflows, they can post an easy tutorial and everyone can benefit.
I don't want to stop using 3delight but when I see how much time I waste programming for ages to get simple effects and basic lighting working right, I wonder if it's worth just using Maya + Mental Ray for the majority of the work and then keep 3delight for the times when the easy workflows don't cut it.
The fake ways of doing things using DSOs and shader programming is great in terms of the flexibility, I wouldn't want to lose that but it takes time and the thing is, I know that a lot of the effects and techniques have been done before but major companies don't seem to share their methods or they use a pipeline that is hard to map to your own, like they may be using MTOR with slim templates.
Finding material online for Renderman is difficult and the documentation is sparse. I found what seems to be a really good source of documentation for some techniques here:
http://facultypages.scad.edu/~mkesson/AppNotes/
but they use PRMan again and some things like soft area shadows using multi-sampled DSMs look great but it requires a shadeop built into PRMan. In 3delight, you'd presumably have to write your own. I don't like to reinvent the wheel when long hours have been spent by someone else getting the job done already.
This is why I like the example scenes provided with 3delight as well as some of the shader source code but 3D work covers so many effects and techniques that it becomes too much to do. An individual can spend months getting volumetric smoke effects just right and then someone else comes along and they have to figure it out for themselves. In Maya, Autodesk can bundle a quick setup for it so that people new to it don't have to start from the beginning again.
The 3delight documentation is pretty good as a reference manual and it helps a great deal but as people have said already, it's all about results and the results you see from major studios are impressive. From individuals, it's mainly test renders. How many gallery pieces done on CGTalk are done using a Renderman engine? Most of the time it's the two main ones: Maya + Mental Ray or 3DS + VRay. It doesn't matter what reasons this is the case, that's the way it is unfortunately.
It would be nice to see some really tight integration between a major 3D package and a Renderman package but do they need to offer one? Even if 3delight beats others in certain cases, it only needs to be there for those cases as an extra. Mental Ray is now going to be getting developments in the area of GPU computing as the Gelato team are working on it (Larry Gritz etc who originally worked on BMRT/Entropy).
I can understand the point that people make about it doesn't have to be easy because it's understood that you need to know what you're doing to get the best of Renderman and it's a fair point. But operating systems don't have to be easy either. We could all be still using command-lines. In practice though, everyone can see how much time is saved by having simple workflows for the majority of the work you do and this is generally missing from renderman.
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#18 2008-12-27 09:06:01
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Andrew.R wrote:
Mental Ray is now going to be getting developments in the area of GPU computing as the Gelato team are working on it (Larry Gritz etc who originally worked on BMRT/Entropy).
Gritz left Nvidia after they bought mental images. Now at imageworks I believe.
I've been trawling through the forums over the past month or so, I'm sure I read several times that dna are planning to make a user-friendly version of point-based rendering for the next major release. Nevertheless my plan during the xmas break is to work this out. Daddysauce has a post on his blog that I'm gonna have a stab at, see if its easy/hard/impossible to wrap it into a GUI-ised pass setup ala rfm. We'll see.
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#19 2008-12-27 12:23:25
- Andrew.R
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- Registered: 2008-10-19
- Posts: 27
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
matt wrote:
Daddysauce has a post on his blog that I'm gonna have a stab at, see if its easy/hard/impossible to wrap it into a GUI-ised pass setup ala rfm. We'll see.
Thanks for posting that link, I had a two pass point-based workflow setup and I was happy that it was rendering much quicker than raytracing but the shadows don't come out the same and I was getting really noticeable white creases appearing:
"set bias in shader low to avoid white creases"
I'll try following that workflow through too and see if it improves. I also kind of expected the performance of point-clouds to be faster given that it's all pre-computed. A 6 minute render for ptc vs 30 minute for raytraced is ok but surely it should be extremely quick if it's just iterating points.
There are all sorts of settings you need to figure out to get the results and best performance. There's a setting in the ptc lookup called clamp or something that's supposed to get you closer to the raytraced look and it didn't improve the render at all for me.
I think that the point cloud workflow is the one needing to be detailed the most. It should allow pretty much every effect you'd need but quicker than raytracing and without the memory issues and it's a workflow Renderman renderers should excel at.
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#20 2008-12-28 09:17:08
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
You need to set your geometry to double sided and your "hitsides" to "both" in the ptc occlusion() call. This should rid you off any white edges, w/o the need to tune bias too much.
.mm
Render faster, get to the party earlier — /*jupiter jazz*/
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#21 2008-12-28 15:12:54
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Hey Andrew,
I read your post and I understand that there is some frustration with RenderMan renderers and usability in general. There is many reasons for that but for us, integration and usability is the current main concern. We chose (more than a decade ago) to build a system that is robust first, and solve the "bells and whistles" later. It is a painful choice but one that had to be done.
If you follow the development on 3Delight For Maya and 3Delight For XSI, you will see that the user experience is getting better and better. GI and Ray-tracing will soon be as easy in 3Delight as they are in other packages.
-- aghiles.
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#22 2008-12-29 09:05:53
- Sifis
- Member
- From: Thessaloniki, Greece
- Registered: 2007-04-27
- Posts: 109
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
aghiles wrote:
GI and Ray-tracing will soon be as easy in 3Delight as they are in other packages.
-- aghiles.
I don't know about you guys but I 'm very happy to hear that. Thanks Aghiles!
Last edited by Sifis (2008-12-29 09:09:07)
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#23 2008-12-29 17:53:40
- boofa
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- Registered: 2008-10-28
- Posts: 27
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Sifis wrote:
aghiles wrote:
GI and Ray-tracing will soon be as easy in 3Delight as they are in other packages.
-- aghiles.I don't know about you guys but I 'm very happy to hear that. Thanks Aghiles!
yes. Hopefully it'll bring 3Delight to more people as they won't have to fear as much with regards to coding and do more through the UI. To give people who use Vray that same warm and fuzzy feeling about 3Delight, it needs to be in a way they can easily understand and impliment w/as less pain as possible.
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#24 2008-12-30 08:26:41
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Great news!
aghiles wrote:
GI and Ray-tracing will soon be as easy in 3Delight as they are in other packages.
Do you have a scale on 'soon'? 6 Weeks? 6 months? Just curious if I should invest time in learning the hard way now, or wait for the new stuff. I can only shout 'RnD' for so long before I gotta get on with shots... :)
-matt
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#25 2009-01-14 04:21:32
Re: final gathering quick tutorial (maya 2009, 3dl 8.0.1)
Andrew.R wrote:
Mental Ray is now going to be getting developments in the area of GPU computing as the Gelato team are working on it (Larry Gritz etc who originally worked on BMRT/Entropy).
Hi Andrew,
I missed this nice occasion to do some mental bashing :)
So, just to clarify the truth behind the marketing spoofs that can be read in press releases and that confuse the userbase:
mental ray is NOT getting ANY development in the area of GPU computing, until very *today* not even 1 line of mr is CUDA accelerated and I do not see this happening soon.
Additionally not only Larry has left NV (and as it has been said he is now working on Sony's renderer - and BTW Sony does not use mental ray, the press release about Sony being the biggest installation base of mr worldwide is 100% fake, put up for political reasons) but basically the whole team of Gelato has left (pissed, and they were right to be).
p
paolo berto
/*jupiter jazz*/ — visual research
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