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Webinar: Easy to Use Photorealistic Rendering with Iray for Maya PHYSICALLY BASED RENDERING FOR MAYA [0X1] IRAY ® FOR MAYA ® CASSIE THIBODEAU - NVIDIA PETER DE LAPPE – NVIDIA CHRISTOPH BERNDT – 0X1 SOFTWARE

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Page 1: Webinar: Easy to Use Photorealistic Rendering with Iray ...on-demand.gputechconf.com/gtc/2014/webinar/gtc-express-easy-to-us… · Webinar: Easy to Use Photorealistic Rendering with

Webinar: Easy to Use Photorealistic Rendering with Iray for Maya

PHYSICALLY BASED RENDERING FOR MAYA [0X1] IRAY® FOR MAYA ®

CASSIE THIBODEAU - NVIDIA PETER DE LAPPE – NVIDIA CHRISTOPH BERNDT – 0X1 SOFTWARE

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Fully Scalable & Interactive

a simulation of the world as you see and understand it

Built for Designers

Intuitive & Easy to Use

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What is Iray?

•  Photorealistic 3D renderer

•  Physically based lights and materials

•  Full floating point Path Tracing

•  Progressive

•  Interactive

•  MDL – Material Definition Language

•  Hybrid rendering on GPU and/or CPU

•  Scales with additional CUDA devices

Start fresh and think like a photographer with a new digital camera !

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•  Physically-Based Path Tracing with a strong parallel to photography

•  You know what to expect and adjust, we know what to program – it all just works

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§  Think in terms of the physical world; assign Lighting & Materials; add Iray

Physically Based Workflow

§  Physically Based Materials with BSDF Elements and Functions

§  Physically Based Lighting with Emissive Distribution Functions

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•  Physically based materials •  Renderer independent material description (Iray, mental ray, ....) •  Exchangable between applications (0x1 IFM, 3dsMAX Iray+, ...) •  Support for measured materials •  BRDF, BSDF, Layered materials, Thin Film Coatings, Chromatic disperrsion, ...

Shared Materials MDL - The Material Definition Language

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Shared Materials MDL - The Material Definition Language

Diffuse Reflection Diffuse Transmission

Specular Pure Reflection

Specular Reflection & Transmission

Measured BSDF

Simple Glossy

Glossy

Bidirectional Scattering Distribution Functions

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Anisotropic Absorption & SSS

Diffuse Spot IES Profile

Anisotropic w/ Light

Emissive Distribution Functions

Volume Distribution Functions

Anisotropic + IOR & Internal Scattering

MDL Materials – EDF and VDF

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Layering Materials

1.  Blood

2.  Mask

3.  Diffuse-Glossy Paint

4.  Glossy reflection

5.  Glossy reflection

6.  Base component

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Lighting – Emissive Materials §  Photometric light (Photometric Lights with IES Profiles) §  Self illumination (Controls are similar to a Photometric Lights)

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Accurate realism with HDR IBL

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Caustics Caustics sampler

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Architectural Sampler

For many complex light setups converges render solutions faster, employs Metropolis Sampling

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Light Path Expressions

L.P.E. – what is an LPE? —  A new method for selectively collecting ray types to named buffers —  A Regular Expression language or REGEX

—  Write your own custom LPEs

—  Many examples available —  0x1 Iray for Maya exposes LPE with handles. . . .

—  Visit blog.irayrender.com for ongoing discussion and examples

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Light Path Expressions

LPE’s – How do they work? —  LPEs are REGEXs that “grep” for rays by type and interaction —  LPEs output to a buffer at render time

—  Buffers can be composited to achieve variations of the original result

With and without the reflection buffer layer

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Examples…. I want the whole “beauty pass”:

BP = <L .* E>

I want to “grep” for environment rays only: Env = <Le .* E>

I want to only indirect illumination (two plus bounces) : Indirect = <Le .{2, } E>

I want to only reflections: Reflections = <Le <RS> E>

more examples here: blog.irayrender.com

Light Path Expressions

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Light Path Expressions - Handles

( * color ) + = Rays that interact with back wall Rays that do not

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Light Path Expressions in action

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Light Path Expressions in action

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Which is Iray and which is a Photograph?

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Iray on VCA On Demand Rendering Power

Interactive Image Stream

VCA in Data Center via LAN or WAN

Persistent Storage for Rapid Updates

and Minimal Uploads

Incremental Updates

Iray Client App

+10Mbit Down

Preferred

Ethernet or Internet

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•  Dual GPU workstation = 45 seconds/frame (2x Tesla M2090 GPUs) •  30 seconds = 900 frames = 11.25 hours = overnight

•  NVIDIA VCA = 9 seconds/frame = 2.25 hours = several per day •  16 VCA Cluster = 0.6 seconds/frame = 8.5 minutes = a coffee break

Renault Production Example

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See the VCA in action

Visit NVIDIA Youtube Channel: www.youtube.com/user/nvidia

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Iray

for

May

a in

pro

duct

ion About us

Iray® For Maya®

Christoph Berndt

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[0x1] Iray®ForMaya®: Webinar

•  Global UI introduction •  ifmMaterialTools

•  Displacement

•  Light Path Expression

•  Motion Blur

*Material  Descrip.on  Language  

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[0x1] Iray®ForMaya®: Live-Demo

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[0x1] Iray®ForMaya®

•  Special offer: •  Floating license 550 € •  Incl. 5 render resources

•  Special offer for education: •  10 floating licenses for 250 € •  Incl. 50 render resources

•  Check our free 30 day trial: www.irayformaya.com

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Webinar: Easy to Use Photorealistic Rendering with Iray for Maya

Thanks for Attending! Questions?