Fastest Render Engine for Daz Studio

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  • outrider42outrider42 Posts: 3,679
    edited December 2018
    wowie said:

    Off topic, but here goes.

    That's still driver stuff. Nothing to do with the application. Certainly no render engine has ever cared about sli. As you helpfully point out it is simply flipping a driver switch, except for some issue with Windows not recognizing that two 20xx cards connected by an Nvlink should have  sli enabled by default.

    No. You miss the bold out statement by Vladimir. "This means that the motherboard must support SLI, otherwise you will not be able to use NVLink with GeForce cards." Just because you have two physical x16 PCI-E slots doesn't automatically mean you can use SLI. No SLI, no NVLink, no shared memory pool. Even if the actual cards used are SLI/NVLink capable.

    Blender is not exactly the most popular render engine for Hollywood, though it has been used in a few films. Meanwhile, Disney Pixar uses their own RenderMan, and Pixar should know what works best for their own render engine. And they are increasingly shifting all of their work to GPU, and so are many others.

    As far as I know, Renderman is still a CPU only renderer, Hyperion too. GPU is only used for denoising. They have a GPU accelerated lighting tool, but that's an in-house app. Renderman with GPU rendering support have only been recently announced, as is Arnold's GPU support. Vray is the only one with GPU rendering support (ever since Vray RT).

    I'm not sure what you are talking about saying low end will not get more VRAM, like ever. History says you are totally wrong. The GPU segment has moved constantly for some time.

    Read my statement carefully. I wrote, "Lower end cards will never offer more VRAM than what's needed for their intended markets." The intended markets for low end cards are not HPC compute, machine learning or even offline CG rendering (where it makes sense to have lots of RAM to be used with large datasets). They are for games and games hardly uses more than 4 GB for 1080p right now. Will that change? Most likely when 4K displays is the norm, but low end will always be on the far end of the stick - make them as cheap as you can get away with.

    The engine that renders the most samples is going to be GPU, if the engine is properly optimized in any capacity for GPU.

    I'd say you're missing the whole point of rendering. Read up Matt Pharr's presentation - Real-Time rendering’s next frontier: Adopting lessons from offline ray tracing to real-time ray tracing for practical pipeline - http://advances.realtimerendering.com/s2018/index.htm

    The most important reason you need more samples is to cut down variance (noise). As he outlined, there are algorithms that minimizes variance using the same amount of samples (moving from uniform, to cosine sampling, light/BRDF sampling, combining light/BRDF sampling via MIS, making extra use of BVH info etc). So, a renderer employing those variance reducing techniques don't need as much samples as a pure brute force renderer. Just because a hardware is generating more samples doesn't automatically mean it will converge faster. Look back in the early days of Luxrender, where the CPU has bidir and the GPU don't. Even with less samples per sec, the CPU based bidirectional path tracer mode converges faster than the non bidir GPU one.

    Dude, Pixar has been using GPU for several years. Pixar was using Nvidia OptiX ray tracing before RTX came along. The movies Coco and The Incredibles 2 both feature GPU rendered animation. No, it wasn't the entire movie. But they are moving towards using GPU even more now. I am not making this stuff up.

    "Over the past several years, and predating the RenderMan XPU project, Pixar’s internal tools team developed a GPU-based ray tracer, built on CUDA and Optix. An application called Flow was built around that renderer to deliver a real-time shading system to our artists. To date, Flow has helped artists shade hundreds of assets across several feature films like Coco and The Incredibles 2."

    From here:

    https://renderman.pixar.com/news/renderman-xpu-development-update

    They talk about the limits of VRAM here, but remember this was back in March. Nvidia has released far larger VRAM specs since then, as well as the DGX-2 which has 512GB VRAM.

    And again, check actual history. How many 4GB 650's existed? I count...0. In 5 years the low end cards went from 0.5 to 2 or 4GB of VRAM. In five more years we may see more. It doesn't even matter what the users are doing, it matters more what the competition is doing. To suggest otherwise is very short sighted. To suggest that 1080p will only ever need 4GB is also short sighted. You cannot predict what new features game studios come up with that require more VRAM. And again, look at future consoles to predict where this segment goes. The moment consoles make more than 4GB a mainstream thing is the moment that GPUs will do the same. The only reason 4K games use less than 8GB of VRAM is because 99% of all GPUs in gaming have less than 8GB. It is a chicken and egg thing, studios are not going to make games that need more until we get more GPUs that have more. It is pretty simple, really. 

    And that Matt Pharr presentation...The dude works at Nvidia. The place where they make GPUs. His presentation is about making use of real time ray tracing, with GPUs. You are not doing this with CPUs, are you? The denoisers, these are not CPU based. Nvidia has dedicated Tensor cores for this task, while others use the normal core GPU. You can denoise on CPU, but the speed is much, well, slower. That would seem to not support your fastest render engine argument. OpenGL is a bit of troll response. In your own link, Vray beats the other engines consistently and by a fair margin. Just think if those renders were very complex with hours long renders. What was just a 5 minute advantage becomes 20, 30, 40 minutes or more. Certainly there may be considerations for converting a shader to another engine. But this is not totally fair, either. A plug in could release to change all of that. Octane and Vray are constantly updating their software, and they can always add new features. If Daz Studio becomes super popular, who knows, maybe other places will support it more. The issue at hand is that Daz uses its own DUF format. As the name suggests, the format was created by Daz and as such is not an industry standard. But there are plug ins and add ons in other programs that are starting to support Daz exports, so who knows. Things could change, partnerships could be struck, anything could happen. This can be a fast changing business, so I would never bet on it standing still for too long. That is why the conversion process is not something most people are talking about here. There is no doubt though that Iray is used more often for the simple reason that it is included with Daz. Simplicity often wins.

    But if you want to talk about conversion processes, Iray has some advantages here. It is very easy to convert 3DL shaders to Iray in most cases, while the reverse is a bit tougher, though a product exists to help with that. Also, Iray has another advantage over 3DL, it renders the entire image, which allows you to see what you are getting sooner. 3DL on the other hand runs its scans in lines that fill out from the top to the bottom. The problem with this is that you might find you screwed up and want to fix something. But this is a problem if that issue is near the bottom of the render. You might not see it for quite a while, and then you have to start all over again. Meanwhile Iray is much easier to spot any such mistakes, especially with the denoiser. Plus Iray has a preview mode, which can help spot issues before you even hit the render button. Additionally, because of how 3DL renders, you cannot end the render early. However you can choose to end Iray before it reaches its convergence, potentially saving a ton of time. Again, the denoise feature in 4.11 can potentially make what you consider "done" far quicker than before, especially for backgrounds and inorganic things. Now this is what I call a time saving feature, and 3DL cannot compete with this. It is totally possible to render a building in seconds, stopping the render with it at just a few percent converged, thanks to denoising, and it might look fine. The denoiser is indeed a game changer, and GPUs do it best.

    I once had major concerns over Nvidia's workstation clause in its EULA. However since that time it has been determined that rendering is not considered a workstation use unless you do certain specific things, like sell cloud rendering services with GTX cards in your cloud machine. This has actually happened, a Japanese cloud render service was asked to shut down a server run with GTX Titans. But there is no case of Nvidia cracking down on people rendering in their homes. And if you look at some rendering forums, Octane or Vray, I forget which, got a response from Nvidia on the subject to clarify things up more.

    Nvidia knows that people are buying GTX (or now RTX) for rendering. I personally believe this is why the new Titan RTX is what it is. One thing people might not have noticed about the new Titan RTX is that it actually stripped out some of the features the Titan V has, one being Double Precision. The new Titan RTX has a fraction of the double precision of the Titan V. So there are tasks that the Titan V still does better. However, with 24GB VRAM, RT cores and Tensor cores, the Titan RTX is a GPU rendering dream. One could even argue the inclusion of ray tracing and Tensor as being features that creative users would want more than gamers do. But hey, we got ray tracing and Tensor in consumer cards! People who debated me before said that including 24GB in the Titan would undermine the Quadro line. Well...Nvidia just did it. I don't think Nvidia is concerned, nor should they be. The Titan RTX still lacks many Quadro features.

    Chaosgroup, the people behind Vray, say they got memory pooling to work on the 2080ti. They did not write new code to make this happen. All they did was enable Nvlink. How they did it is all outlined on their page covering 2080 and 2080ti tests. They did note that current GPU monitoring software do not properly report the correct amount of VRAM available. So they do not know how much VRAM is actually pooled. However, they were able to render a large scene that would not fit on a single 2080ti, nor even the Nvlink enabled 2080's.

    https://www.chaosgroup.com/blog/profiling-the-nvidia-rtx-cards

    Post edited by outrider42 on
  • wowiewowie Posts: 2,029

    Dude, Pixar has been using GPU for several years. Pixar was using Nvidia OptiX ray tracing before RTX came along. The movies Coco and The Incredibles 2 both feature GPU rendered animation. No, it wasn't the entire movie. But they are moving towards using GPU even more now. I am not making this stuff up.

    Check again. Optix is a lot of things. There' the Optix ray tracing framework and there's the Optix denoiser. The one shipping with Renderman 21 and 22 are the GPU Optix denoiser.

    "Over the past several years, and predating the RenderMan XPU project, Pixar’s internal tools team developed a GPU-based ray tracer, built on CUDA and Optix. An application called Flow was built around that renderer to deliver a real-time shading system to our artists. To date, Flow has helped artists shade hundreds of assets across several feature films like Coco and The Incredibles 2."

    From here:

    https://renderman.pixar.com/news/renderman-xpu-development-update

    Have you bothered looking at the actual application?

    It's an interactive look dev application - not meant for final renders. Hence why the talk is called - Pixar's Fast Lighting Preview with NVIDIA Technology. Shading artists and lighters uses it to tweak their setup in Katana. Final renders, the one that actually get sent to post production, are still done using Renderman RIS for Coco and Incredibles 2. I actually mentioned Flow, though not by name, in my post.

    "They have a GPU accelerated lighting tool, but that's an in-house app."

    And again, check actual history. How many 4GB 650's existed? I count...0. In 5 years the low end cards went from 0.5 to 2 or 4GB of VRAM. In five more years we may see more. It doesn't even matter what the users are doing, it matters more what the competition is doing. To suggest otherwise is very short sighted. To suggest that 1080p will only ever need 4GB is also short sighted.

    There's a difference between allocating 8 GB and actually using 8 GB.

    Using 4K Ultra settings. 1080p will much likely be lower.

    And that Matt Pharr presentation...The dude works at Nvidia. The place where they make GPUs. His presentation is about making use of real time ray tracing, with GPUs. You are not doing this with CPUs, are you?The denoisers, these are not CPU based. Nvidia has dedicated Tensor cores for this task, while others use the normal core GPU. You can denoise on CPU, but the speed is much, well, slower. That would seem to not support your fastest render engine argument.

    laugh You miss the point completely. Matt Pharr goes to length to explain how realtime raytracing have a lot to learn from offline path tracers. Namely, how to get variance down using better algorithms, not just brute force sampling. The same algorithms, whenever applicable, will lower variance using the same number of samples per pixel. Hence I said, "The fastest renderer will be the one that resolves variance with the least amount of samples." As an example of this behaviour, I cited the difference between GPU path tracing compared to CPU bidir in Luxrender, proving that just using brute force sampling will not give you faster convergence.

    The less variance you have, the less dependent you are on denoising. Denoising isn't a full proof solution either.

    https://www.chaosgroup.com/blog/experiments-with-v-ray-next-using-the-nvidia-optix-denoiser

    • The OptiX denoised image is only an approximation. It may be a very close guess to the final result, but an actual rendering will be more accurate.
    • OptiX denoised images are clamped. Currently, the denoised image is clamped at 1, and you won’t get the same range as an HDRI.
    • OptiX denoising refreshes after each V-Ray pass. V-Ray's progressive rendering is done in passes. In simple scenes, passes can take milliseconds and in more complex scenes, passes can take minutes. With the OptiX denoiser you’ll only see the denoised result after each pass.
    • OptiX denoising is very good during the early stages of rendering when there’s more noise. In later stages with less noise, OptiX denoising may be less advantageous.
    • OptiX may not be ideal for animation. For animation we suggest using V-Ray’s denoiser with cross-frame denoising.

     In your own link, Vray beats the other engines consistently and by a fair margin.

    Hmm, OK. Can you point me to where I posted results comparing vray and 'other engines'? What I posted was Mike Pan's Cycles results and Vladimir Koyzalov Vray results - using completely different scene and very likely settings, so they are not directly comparable.

    Also, Iray has another advantage over 3DL, it renders the entire image, which allows you to see what you are getting sooner. 3DL on the other hand runs its scans in lines that fill out from the top to the bottom.

    3delight - render settings - Progressive mode. cool

    The problem with this is that you might find you screwed up and want to fix something. But this is a problem if that issue is near the bottom of the render. You might not see it for quite a while, and then you have to start all over again. Meanwhile Iray is much easier to spot any such mistakes, especially with the denoiser. Plus Iray has a preview mode, which can help spot issues before you even hit the render button.

    Aux viewport - IPR.blush

    Lol. I'm done with this. Check with AMD. They flat out require it in the spec. If some board vendor doesn't pay for the sticker is again irrelevant.

    Doesn't matter to me. wink I'm not the one saying NVLink will work with non certified SLI boards. laugh

  • Closed.

    It really should be possible to discuss these issues in a civil manner, for soem reason hardware and GPU threads seem to be particularly inclined to go off the rails.

This discussion has been closed.