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What's New in Iray Render Plug-in v1.2 & 1.21

Posted By Tony (RL) Last Year
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raxel_67
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I just did a quick export to test if subdivision  would take days or not, and it doesn't, it just takes more memory to build the shared resources, by shared resources i mean meshes, textures, etc, that will be repeated every frame. I used 4 planes, quad meshes, with displacement and subdivision set to 1, an avatar with 4k texture and sudivision set to 1, i added some trees and grass. Two directional lights and ibl and a sky dome. It took 10 minutes to export 3 seconds at 30 fps.  97 frames in total


I used AOL and minimal mode in iclone. I used minimal mode to prevent memory swapping. Remember swapping slow things down and iclone's main memory source is your gpu. If your exports take that long it is because you are swapping memory. Set iclone to minimal mode and hide any objects not visible in the shot.  Also there is no need to subdivide a mesh that is already high poly.
4u2ges
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I never used Indigo subdivision smooth because it produces horrible results:

Here is Jade tessellated in scene manager:

https://forum.reallusion.com/uploads/images/24afb709-f1a7-4f30-88ab-3a89.png

And here is he same Jade with Subdivision Smooth (High) applied from Indigo settings:


https://forum.reallusion.com/uploads/images/7b09a233-85eb-4d27-af69-2403.png

I never bothered to investigated this problem deeply, nor compare the export time.
Although it seems export time with Subdivision Smooth (High) is longer than Normal and even Tessellated in scene manager.

Even if Iray has some *miracle* routine in place to subdivide on the fly, it would probably take toll on the render time and the quality might be questionable.

RL might have final answer anyway...





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Ascensi
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I don't know how it is for you but if you don't enable smoothing in minimal mode iclone doesn't export the subdivision. I produce models with displacement and know how they should look in iClone as well as in Iray. One of my other fixes for meshes with cracks from using displacement textures with tessellation is to add one level of subdivision. The water in my scene is not only subdivided it's also tessellated with animated Uvs and displacement.  

There is a need to subdivide a model that is hi poly - it really depends on what it's used for, in my case physics.
I brought the discovery about reducing iClone's rendering mode exporting to Indigo and presented it to them as a work around for the doc as I've previously mentioned - it just makes sense that iclone wants to use the GPU and memory at the same time. It should be noted in the doc that if people switch iclone to min mode but also want to export subdivided content to render that they have to enable smooth mesh in the real-time settings otherwise it doesn't get exported to the Iray project.. maybe it was fixed in the last patch.. I can't tell at the moment because I'm currently rendering.
I understand that you're just trying to help! thanks!  Maybe I needed to bake the water physics first? (switch from "real time" to "by frame" for export?)


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Ascensi
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The reason why the character didn't subdivide correctly for Indigo could be because of quad meshes.. it may depend on what Indigo Subdivision surfaces was compatible with at that time. I see the same kind of problem in 3DCoat preparing meshes to paint using hi subdivision. In 3D coat the ribbed look will show when smooth UVs is not enabled. It would be interesting to see what iClone's subdivision exported on a character would look like in Indigo.. I've only used Indigo subdivision on meshes with tris.

 Indigo was still maturing when Reallusion supported it with a plugin. If I was getting that kind of result I would of contacted the Indigo Render team.

Did you have it set to subdivision with level 1, 2 or 3 first then exported or did you increase the subdivision in Indigo Render itself?
I would export with subdivision at 0 then increase it in indigo.. they did release an update for iClone at one point.



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4u2ges
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if people switch iclone to min mode but also want to export subdivided content to render that they have to enable smooth mesh in the real-time settings otherwise it doesn't get exported to the Iray project.. maybe it was fixed in the last patch.. I can't tell at the moment because I'm currently rendering.
I understand that you're just trying to help! thanks!  Maybe I needed to bake the water physics first? (switch from "real time" to "by frame" for export?)


I see what you mean. This is actually a bug and must be fixed. Indeed, rendering from any mode other than High does not apply subdivision.
I don't think it can be moved into stand alone render and be applied after the export, but subdivision must be applied regardless of the viewport real-time mode during export.

As someone posted examples of the difference in Physics applied with real-rime and Iray renders, I'd say for now it is better to bake, otherwise there might be some discrepancies in physics.
(did not have much time to investigate that).




raxel_67
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Ok, now i'm lost, i no longer understand what your problem is regarding iray. Why are we even speaking of indigo? That plugin is the worst piece of sh...software i have had the misfortune of buying. Even remembering it makes my blood boil.
TonyDPrime
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raxel_67 (11/13/2019)
Ok, now i'm lost, i no longer understand what your problem is regarding iray. Why are we even speaking of indigo? That plugin is the worst piece of sh...software i have had the misfortune of buying. Even remembering it makes my blood boil.

Laugh
I love Indigo and discussions about it....but that is too FUNNY
4u2ges
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Ok, now i'm lost, i no longer understand what your problem is regarding iray. Why are we even speaking of indigo? That plugin is the worst piece of sh...software i have had the misfortune of buying. Even remembering it makes my blood boil.


lol, I still like Indigo.. in some ways.
But I finally understood what Ascensi meant. See my previous post. There is one definite bug in Iray not allowing subdivision into Export with viewport mode other than High. And also Physics in Iray is not consistent with the real-time renders. There is a substantial difference.



@Tony Smile


Update:
Did you have it set to subdivision with level 1, 2 or 3 first then exported or did you increase the subdivision in Indigo Render itself?
I would export with subdivision at 0 then increase it in indigo.. they did release an update for iClone at one point.


I missed your questions. I turned off real-time subdivision and used Indigo subdivision before export for the second image. But where the settings in Indigo itself to turn subdivision ON after the export?







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Ascensi
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I haven't used it in a long time but I believe it's on the object model in the list, not in material settings. So if you didn't do that, you didn't actually use Indigo Renderer's subdivision.. sounds like it was iClone's subdivision carried over and potentially corrupted the model.
This would explain the crashes between iClone and Indigo when trying to send over heavy displaced and smooth mesh by subdivision.. Indigo probably didn't convert the model smoothly.  Overall it seems like both programs Iray and Indigo Renderer will crash if normals are flipped without double sided texture render. Sometimes extremely displaced meshes will cause pinching on the verts and flip the normals.

Our first product "Photorealistic Water And Wave Maker"  Store Page Link 
New 8K Desert/frost landscape theme pack Store Page Link (also available individually)
https://forum.reallusion.com/uploads/images/906a14b0-c792-4382-99ee-7dfe.jpg
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4u2ges
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OK, I found it. But it the same as enabling Indigo subdivision in Render settings before export. Subdivision Smooth (Low) would bare level 2 on object in Indigo and (High) - level 5.
The smoothing is desired to be better though. It may be fine for some abstract mesh, but still no match to the actual iClone mesh subdivision smooth or tessellation.

So does Iray have the same feature to subdivide on the fly during render time?
I am not sure, but I wish to hear it from RL. If it is possible, they could easily add it as mesh settings as it was done in Indigo.
It might suit well for certain types of renders saving export time and disk space.






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