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iClone 7 - 2018 Roadmap

Posted By Grace (RL) 2 Years Ago
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wildstar
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grabiller (2/17/2018)
wildstar (2/17/2018)
grabiller (2/17/2018)
wildstar (2/17/2018)
Iray shader system:   https://www.nvidia.com/en-us/design-visualization/technologies/material-definition-language/
and not its not pbr , what i can see use same concepts but its a "exclusive" technology .
and i believe you undestand what means "working on material conversion from iclone to iray" 
and i believe you undestand what PBR is.

I believe you should get some sleep Wink

From the link you gave me, first sentence:
"THE NVIDIA MATERIAL DEFINITION LANGUAGE (MDL) gives you the freedom to share physically based materials and lights between supporting applications../.."
Second paragraph:
"../..Different renderers and tools interpret the light behavior and create the best possible image, whether it's an OpenGL-based application or physically based renderer like Iray../.."

I believe you understand that PBR means "Physically Based Renderer".

Regarding converting shaders, not all PRB renderer use the same PBR shaders parameters, one can use the Disney Principled Shader but there are other types of PBR shaders, yet there are at least two major PBR workflow: Metal/Roughness or Specular/Glossiness which imply different shader parameters. So shader conversion does not mean one is PRB and the other one is not.

Computer programs, do not understand "principles" or "concepts"
as I said material definition language seems to use the same PBR concepts but, it is not PBR, so the reason for the need for conversion. why work on a "conversion" when there are "true" renders like you friend say, ready to work with the PBR that Iclone uses? Cycles and Pro render use the same PBR shaders from substance. I've been very hopeful with iclone 7, and now 7.2 is totally bug free, in my opinion it would be time for the reallusion to try to understand because iclone 7 does not achieve the same results as the marmoset toolbag or unity, and I'm not talking about the work of others. I'm talking about my work, I've been using iclone since version 5.5, and I started using unity / marmoset toolbag a year ago, and I just can not seem to get the same quality I need for my movie rendering using iclone 7.2

Really, you are stubborn and clearly don't know what you are talking about, I'm sorry. I've just explained to you why the need of conversion between PBR shaders from different applications.

It is not because you don't get the same quality using iClone than using Toolbag that one is PBR and the other is not PBR. Clearly you don't understand what PBR means and what PBR implies in terns of shader coding.
Yet, PBR does not define all the aspects of your final rendering.

So please, stop spreading false information. Iray is PBR, period.


I'm not blaming "PBR" for not getting the same results on the iclone I get. in other software,

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wildstar (2/17/2018)
PBR is not a render lol , its a shader concept and shader standard :O

Yeah try to play with words now.  Yourself said iRay is not PBR so stop playing idiotic. You forgot lighting actually.
PBR implies shading system, lighting AND a renderer capable of giving the needed information to the shading and lighting system.

But we can play all days like this.

You are trying to spread false information about iRay, on purpose or not I don't know.

You claim iRay is not PBR and you give me a link as an argument to support your sayings where NVIDIA themselves write black on white "../.. or physically based renderer like Iray ../..". Do you realize how stupid you look then ?

So please, stop this. Thanks.

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wildstar
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ok sorry Smile bye
SeanMac
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Thanks for the roadmap good idea to let us see a little further than just tomorrow.

But I would like to ask a question?

iClone Python APIs

"The adding of Python Scripting to iClone will bring extensive design power for those who seek to create custom controlers and unique feature enhancements.

The first stage we will open the animation API for iClone such as: RTS for props, cameras and devices for animation or mocap control.  "

RTS to me means Real Time Strategy.I guess that is not it, here.

 

So tell me, what does RTS stand forwhen you are talking about props and the rest?


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2 Years Ago by SeanMac
GOETZIWOOD STUDIOS
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SeanMac (2/17/2018)
Thanks for the roadmap good idea to let us see a little further than just tomorrow.

But I would like to ask a question?

iClone Python APIs

"The adding of Python Scripting to iClone will bring extensive design power for those who seek to create custom controlers and unique feature enhancements.

The first stage we will open the animation API for iClone such as: RTS for props, cameras and devices for animation or mocap control.  "

RTS to me means Real Time Strategy.I guess that is not it, here.

 

So tell me, what does RTS stand forwhen you are talking about props and the rest?



I believe it means Rotation/Translation/Scaling.
What's worries me is there are no mention of data management, like creating, deleting items, settings their parameters, parenting, etc..

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SeanMac
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@grabiller
Thanks for that. I did consider Rotation Transform Scale  but we can already do all that.
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SeanMac (2/17/2018)
@grabiller
Thanks for that. I did consider Rotation Transform Scale  but we can already do all that.

Yes, but not through scripting, that's the point.

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Ok I guess that might be useful for interaction, More useful IMHO for game engines.
Kelleytoons
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No, it's *real* useful, but only a very tiny part of what we need Python for.

As to what it can do -- you could program a traffic system (so moving vehicles around intelligently), or even just such simple things as when you move a prop the wheels rotate automatically correctly.  I can think of several hundred fairly neat programming things that would make animation better but that leaves a TON of stuff on the table -- light controls (how about scripts to flicker lights on/off or in sequence, or when something approaches?  Or material consolidation?  Or changing materials when things happen -- how about a sensor that turns a beam on when someone approaches?  Or... there are a zillion things we OUGHT to be able to do, and them exposing ONLY the RTS stuff is just ridiculous.  So silly I won't even test it.)



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justaviking
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wildstar (2/17/2018)
for good, AMD pro render is FREE ! to implement in any software, and reallusion preffer  pay to put iray
inside iclone? https://pro.radeon.com/en/software/prorender/


My understanding has been that "Iray" is free, although people charge for for various products build around it, such as plug-ins to connect to it.  So the AMD Pro Render shouldn't have any advantage in that regard.  I'm double-checking this.  I'm not immediately finding anything that supports my claim, but on the other hand, I also do not see any where you can "buy Iray - with prices" so I'm going to look some more.




Interesting quote in this article:  https://www.engineering.com/Hardware/ArticleID/13177/What-Is-Iray-Anyway.aspx

"Iray is a physically based render engine..."




Regarding Python and RTS...

I had hoped for more, naturally, but always assumed the first release of "Python support" would be limited.  But I didn't know it would be limited to only RTS.

Way back in the first "WIP" teaser videos, they showed a series of objects (like piano keys arranged in a circle) that animated as you moved sliders and stuff.  Who knows, maybe you can write a script that will help the avatar play a piano.

In spite of the limitations, I definitely welcome this first step.  Those of us who are interested can start learning what the Python environment in iClone will be like.  Hopefully the reach of Python in iClone grows with each release that follows.



iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
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2 Years Ago by justaviking



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