New GPU Renderer - Octane
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 From:  Michael Gibson
3233.30 In reply to 3233.24 
Hi Phr0stByte, also you wrote:

> This may allow us poor linux users to enjoy MoI in a VM

Actually this may already be possible - there are several Mac users that run MoI in a VM on Mac OSX using Parallels or VMWare.

I think that VMWare is also available for Linux so you can try that.


> or better yet, natively

Actually, you can already do that as well at least for basic stuff by using WINE.

You do have to set up IE6 or IE7 under wine though, look for something like "wine tricks" to find out how to get IE installed and then you can actually launch MoI running the code directly in WINE. Not everything works, like a couple of little menus don't show up but for the most part it appears to be ok:
http://appdb.winehq.org/objectManager.php?sClass=version&iId=7383

- Michael
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 From:  Samuel Zeller
3233.31 In reply to 3233.30 
Paq >>>> but having 4 of them dont give you 8 gig, as the card can't share memory

Ok. That's bad but not so much because 4gb cards are coming soon :)
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 From:  anthony
3233.32 
Michael, could MoI use CUDA to speed up slow operations -- like booleans?
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 From:  Brian (BWTR)
3233.33 In reply to 3233.29 
3D Coat has an option for Cuda, and combined with DX, operation in both 32 and 64 bit versions.
The speed up of calculating is excellent.

Brian
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 From:  Michael Gibson
3233.34 In reply to 3233.32 
Hi anthony,

> Michael, could MoI use CUDA to speed up slow
> operations -- like booleans?

No, it's not really feasible to do that - things that are suited for CUDA are more when you have a very large quantity of somewhat more simple individual tasks.

Booleans don't particularly fit into that category - although it would be theoretically possible (with quite a lot of work to rewrite some chunks of the geometry library) to separate booleans into some list of individual tasks, each of those tasks is fairly complex and involves the intersection between 2 NURBS surfaces.

It's not easy to make more complex individual functions run on the GPU, and it is also not very easy to take existing program code and automatically turn it into CUDA, the GPU is a fairly different environment for processing things than the CPU and you cannot just push a button and automatically run the same kind of process on it.

See here for some information: http://en.wikipedia.org/wiki/CUDA#Limitations

It wasn't even too many years ago that shader programs on GPU did not even have any branching (like if/then) instructions available to them...

I can't really think of any particular area of MoI that would fit into the massive parallel processing of more simple individual calculations that would fit well with CUDA. In general the things that MoI does have more potential for multi-core CPU processing, and there has been a big step forward with that already in MoI v2 with the mesh generation at export making use of multiple CPU cores.

- Michael
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 From:  Michael Gibson
3233.35 In reply to 3233.33 
Hi Brian, re: 3D-Coat - yup the kind of data that 3D-Coat works on, with a huge number of simple individual voxel elements, is well suited for CUDA.

That is a very much different kind of geometry than the NURBS surface data that MoI uses though.

- Michael
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 From:  Frenchy Pilou (PILOU)
3233.36 In reply to 3233.35 
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 From:  Michael Gibson
3233.37 In reply to 3233.36 
Hi Pilou,

> Maybe this can http://blog.renderstream.com/?p=442 enlight you ;)

Yup, but just keep in mind that it is generally referring to rendering there.

That does not apply so much to MoI because as you know MoI is not focused on rendering, but instead on NURBS modeling calculations.

Rendering is a kind of thing that can be more easily split up into a very large number of fairly simple individual tasks, it's well suited for GPU processing.

- Michael
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 From:  Frenchy Pilou (PILOU)
3233.38 In reply to 3233.37 
yes :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Mark Brown (MABROWN)
3233.39 In reply to 3233.38 
I hadn't read this thread until just now but I'm glad I did. This looks a bit special, particularly at the 99 Euro price.

One of the things which caught my eye was that it imports RIB as well as OBJ. Does anyone know how compliant it is with the Renderman Spec? One of the things I would like in my current renderer (Kerkythea) is the ability to use displacement shaders, particularly for ocean water. I've never been able to get a satisfactory looking ocean surface in any of my renders. It makes me very sad to see excellent *free* ocean shaders available for outrageously expensive software like Max.

---
Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

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 From:  Brian (BWTR)
3233.40 In reply to 3233.39 
Mark
For example, the "Ocean" primitive in Carrara 7 Pro is quite brilliant.

The versatility--built in, of Carrara really does make it an ideal app in conjunction with MoI Modelling

Brian
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 From:  Mark Brown (MABROWN)
3233.41 In reply to 3233.40 
Hi Brian,

That is quite a nice effect and the buoyancy physics look good. I've actually downloaded the Carrara trial but haven't had a chance to check it out yet. I could probably do something similar in trueSpace using a deformed mesh and have managed some OK results in the past using that method. What I really want though is something like the sort of output that can be had from free shaders for Max or XSI like these:

http://www.warpedspace.org/aa_ocean.html
http://charles.hollemeersch.net/oceanwaves

---
Mark
http://www.homepages.ihug.com.au/~mabrown/index.html

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 From:  Brian (BWTR)
3233.42 In reply to 3233.41 
The Carrara Ocean primitive.
(The buoys in my little movie was made in MoI)

Brian

COME with Carrara--bad spelling day
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