Tag: bunkspeed

Future of Bunkspeed

Today this email came from the folks at Bunkspeed, and as someone who has used in the past but doesn’t really use it any more, it doesn’t affect me much.

Dear Bunkspeed Client:

We want to make you aware of an important and very positive change for Bunkspeed. This notification is intended to provide you sufficient notice to understand your options, evaluate your needs and take any required action during this change.

As a valued client, we first and foremost want to thank you for your continued support. We also want to ensure that you have the best experience possible with our brand at all times.
We are proud to announce that following the acquisition by Dassault Systèmes, Bunkspeed is now part of Dassault Systèmes SOLIDWORKS and will be renamed SOLIDWORKS Visualize. We are excited about this change which includes the merge into the renowned infrastructure of SOLIDWORKS and team growth. We are using this opportunity to streamline our product offering, rebrand and focus efforts on more concise and valuable solutions based on your feedback and interests. SOLIDWORKS Visualize products will still support other CAD packages alongside other exciting things in the works.
Please Note:
  • If you are on an active maintenance subscription for Bunkspeed SHOT, you will be eligible for SOLIDWORKS Visualize Standard upon availability.
  • If you are on an active maintenance subscription for Bunkspeed MOVE, PRO, ZOOM or DRIVE you will be eligible for SOLIDWORKS Visualize Professional upon availability. (Yes, this means you get some exciting new functionality historically only available in our premium products for free!)
  • If you are not on an active maintenance subscription, we will honor the usual upgrade process to the new SOLIDWORKS Visualize products as well.
  • After December 31st, 2015, no Bunkspeed products prior to 2014 versions will be supported. License transfers, provision of installers and individualized support for legacy versions will come to an end. This change applies to both standalone and network (floating) licenses.
  • Products impacted by this change include: Bunkspeed HyperShot®, HyperMove® and HyperDrive®, Bunkspeed SHOT® 2012 and older, Bunkspeed SHOT PRO®, Bunkspeed MOVE® 2012 and older, Bunkspeed PRO® 2012 and older, Bunkspeed DRIVE® 2012 and older and Bunkspeed POWERBOOST® 2012 and older.
  • If you are on an active maintenance subscription plan, you will retain access to your benefits (which will be better than ever now) and you can stay up-to-date including access to SOLIDWORKS Visualize by renewing your maintenance plan now.
To learn more about SOLIDWORKS Visualize (formerly Bunkspeed) please visit:
To learn more about these changes or if you need further help understanding your options, please contact your Bunkspeed representative/reseller or email: Bunkspeed.NAM.info@3ds.com
Thank you for your continued loyalty and we look forward to serving you with renewed vitality.
Best Regards,
The Bunkspeed Team

For others who use it on a daily basis, this struck me as a far from great piece of news.
It explains how Dassault Systèmes have acquired Bunkspeed, and how as of the end of this year essentially all connection with existing seats of Bunkspeed will end. So you are forced in to paying out for an upgrade or be cut off. Now it’s not all bad news as the news release states. If you are paying an ongoing maintenance subscription you’ll shuffle up to the nearest appropriate version of the new SolidWorks Visualise. Cool. If however you were running a stand alone seat you’re on your own. May not be a problem, but it could be.

I had initially thought that Bunkspeed was become part of the Solid Works CAD system, but clearly it’s really the name that has changed primarily, and so only the upgrade deadline is the potential kicker. Will we see a migration of users to Keyshot? I think it is quite likely, but not in numbers that will be a problem to Solid Works Visualise, so largely, everyone will be a winner, including Luxion!


Busy Busy Busy!

There was a period of time where freelance work had all but petered out completely, which at the time was a complete disaster as I was working (or trying to) full time freelance. The unreliability and pressure of it resulted in some pretty drastic changes in my life. One was a return to full time employed work, coming by way of a design studio in Blackburn called Quarry Fold Studio. Lightwave positions are like hens teeth at the best of times, so this one was a gem. The type of work certainly took some time to get used to, as work is generally very fast turn around. There is certainly not the time to tweak and fiddle with shaders and textures. It’s bish, bash, bosh, its done. In theory at least, somethings just can’t be done like that, but it’s the aim.

In parallel with this, freelance work has picked up again. I’ve done five magazine articles recently, including an overview of designing, modelling, and rendering a vehicle using Lightwave and Keyshot (see issue 57 of 3D Artist for that), and another software review coming soon in the form of the latest release of Bunkspeed Pro, more on that in due course.

In addition to these I have cemented working relationships with two new clients, with whom repeat work occurs. The numbers quote I am providing has increased, though as has always been the case, the majority never become active projects. Many though don’t ever come back to you to confirm one way or the other, and if there is one thing I am hot on, it’s being professional, and that folks is not professional. However, it goes with the turf.

And in a good deed situation, I passed on a project with a prestigious company to another artist because the client required the use of Cinema 4D.

So 2013 has been a decent year in terms of work so far. Lets hope it keeps it up!

A Tale of Two Softwares

Bunkspeed and Luxion

Back in my days at Ark, I modelled and rendered a mechanical dragonfly in Lightwave, which many people have seen. I recently got around to bringing it in to other renderers, namely Bunkspeed Pro Suite, and Luxion Keyshot Pro. This has been a slightly torturous process, namely because there seems to be several ways of getting the export and import process done, but there is always a caveat that catches you out.

[image_frame style=”framed” align=”left” title=”Dragonfly in Lightwave” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/lightwave1.jpg[/image_frame]

I had been playing with FilmBox, because the Lightwave scene is pretty complex, and exporting the individual components as OBJ files and then saving each transformed from Layout was just too laborious to consider. FBX seemed like the perfect tool for the job. Indeed getting the actual geometry out of Lightwave and into Keyshot for ProSuite worked flawlessly, however it seemed that materials were being re-assigned so that only one was created per model layer from Lightwave. The only solution would be to split surfaces in to separate layers, but that would then require a lot of reloading and parenting in Layout. Again, not really an option.

Just as an exercise in interest, I thought I’d show a little comparison of how it looks in, and render with both softwares.

Bunkspeed Pro Suite

[image_frame style=”framed” align=”left” title=”Dragonfly in Bunkspeed ProSuite” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/bunkspeedprosuite1.jpg[/image_frame]

The interface is very dark (black actually!) with all the main elements nicely integrated (should you wish you can moce and detach elements). This includes all the property panels for materials and cameras, as well as the main scene tree explorer. In addition there is the library of materials, textures, environments, and backplates. As well as locally stored assets, when logged in to your Bunkspeed account you have access to cloud based assets. This is a very strong feature as Bunkspeed update the cloud library with new assets. When selecting to use cloud assets, they are downloaded and integrated in to the local library for speedier access in future.

[image_frame style=”framed” align=”left” title=”Dragonfly Rendered in Bunkspeed ProSuite” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/bunkspeedprosuite2.jpg[/image_frame]

By default ProSuite switches automatically between performance preview mode and full quality iray render. It’s a system that keeps things moving quite nicely and usually doesn’t need changing. You can however force the use of preview or quality modes full time as required. This screen shot shows the performance preview mode. When it comes to rendering there is a definite lower threshold to the weight of geometry that can be rendered, which I believe is owing to the use of the GPU and GPU Card Ram (my nVidea Quadro4000 is 2gb). ProSuite definitely loves you more if you have multiple big CUDA compatible devices.


Luxion Keyshot

[image_frame style=”framed” align=”left” title=”Dragonfly in Keyshot Pro” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/luxionkeyshotpro1.jpg[/image_frame]

Keyshot has had a very similar interface for quite some time, and to be honest it’s not a bad thing. It differs to Bunkspeed’s product in having separate floating panels. It’s a very clean and simple interface as a results. Like Bunkspeed ProSuite, Keyshot comes with a very comprehensive library of materials, environments, and backplates. Unlike Bunkspeed, it’s purely local, with no cloud library to call on. One thing I find easier in Bunkspeed is a tablet rather than a mouse. ProSuite has specific tools for camera rotate, bank, dolly, and pan. A small matter, but noticeable all the same.

[image_frame style=”framed” align=”left” title=”Dragonfly Rendered in Keyshot Pro” height=”150″ width=”270″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/03/luxionkeyshotpro2.jpg[/image_frame]

Keyshot uses two distinct display modes. Full preview render, or simple performance render. You toggle between the two modes. Less elegant than Bunkspeed’s method, but in some respects more responsive in action. My screen shot of Keyshot shows the performance mode rather than full traced mode. Ram is less of an issue with Keyshot as it uses your system CPU and Ram meaning larger scenes are easier to handle. the GPU is utilised for added bloom and vignettes (useful as these can be toggled on and off without the render being interrupted).


On Balance

This little comparison covers just using the main software on the most basic level, and doesn’t touch on the off-line final rendering. On general usability, there actually isn’t much to choose between the two packages, and that is one of the things I really love. They effectively originate from the same ethos. Luxion developed Hypershot and ceased licensing it to Bunkspeed, at which point it became known as Keyshot (v1.9). Bunkspeed subsequently licenses iRay from nVidia while Luxion progressed the development of Keyshot.

There are some things that I find easier in each package. Automotive rendering I find easier in Keyshot, and jewellery rendering I find easier in Pro Suite. The joy of having both is being able to be selective. So do I have a preference? Actually, not really, I’d be hard pushed to recommend one over the other. I will follow up soon with a little more detail on each package.

Digital Jewellery

Here are a few renders of CGI diamond jewellery created over the weekend. The models were created in Lightwave 3D, and the rendering handled by Bunskpeed Pro Suite.

[image_frame style=”framed” align=”left” title=”Diamond Ring” height=”300″ width=”172″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/02/DiamondRing_01.jpg[/image_frame]

[image_frame style=”framed” align=”left” title=”Diamond Ring” height=”300″ width=”172″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/02/DiamondRing_021.jpg[/image_frame]

[image_frame style=”framed” align=”left” title=”Diamond earrings” height=”300″ width=”172″]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/02/Diamond-Earrings.jpg[/image_frame]

Let us know what you think!


Bunkspeed Pro Queue Renders

[image_frame style=”framed” align=”left” height=”183″ width=”300″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/10/Generic-Coupe2.jpg[/image_frame]

Well in amongst my work I have been continuing to render stuff with Bunkspeed Pro, and aside from limitations caused by my system, the software has continued to be very stable. The car render was edging towards the limit of my workstation, tipping in just over 5 million polygons (I really should do a more carefully frozen version rather than blanket freezing the whole thing at the same level).


[image_frame style=”framed” align=”left” height=”183″ width=”300″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/10/Cuffz.jpg[/image_frame]

The second render was one I did to give the renderer a work out, with lots of refractions and reflections, as well a depth of field. The render is really nice, though expectedly slower than many of my previous renders.




Rendering with the Queue

[image_frame style=”framed” align=”left” height=”300″ width=”183″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/10/render.jpg[/image_frame]

As well as rendering in Bunkspeed Pro’s main application, you can also send it to the render queue. Even though I am running on a single workstation, the queue can still be used to render a local queue of jobs, so you can stack up your renders and then leave the queue to render overnight. You just need to stick a check mark in the send to queue option, job done.






[image_frame style=”framed” align=”left” height=”300″ width=”183″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/10/queue.jpg[/image_frame]

Then load up the Bunkspeed Pro Queue application, see your jobs, and start the queue. I still need to play more with this as it archives everything when the job is completed, but the archive is in the system set temporary folder.

Bunkspeed Pro Suite – First Impressions

I recently received my nVidia Quadro 4000, so having installed it, I was supplied with a licensed seat of Bunkspeed Pro Suite. I decided to work with a model I have been working on for a while on and off.

I exported an OBJ via Deep Exploration, and set about importing it in to Pro. Needless to say there were no major issues with that. All the surfaces assigned in Lightwave come through intact, which is essential for assigning shaders in Pro.

[image_frame style=”framed” align=”left” height=”183″ width=”300″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/09/Clip_2.jpg[/image_frame]

Shaders initially at least is a very simple drag and drop affair from the library directly on to the model in the main view-port. Pro has both an off-line and on-line library for materials, which is an excellent idea. The library covers a vast number of categories, and should be sufficient for a competent start on any subject matter.



[image_frame style=”framed” align=”left” height=”183″ width=”300″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/09/Clip1.jpg[/image_frame]

With some nice shaders set-up (by no means perfect, they will need tweaking and adjusting), the camera can be tackled. As you’d expect, you can set your focal length, distance to subject, and where to look at. You can also enable Depth of Field, and set a corresponding f-stop number. The image below shows some settings to replicate a 90mm macro lens.



[image_frame style=”framed” align=”left” height=”183″ width=”300″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/09/Clip_7.jpg[/image_frame]

While working in Pro, the interactive rendering can be tailored to your workstation spec. Mine is a model Q6600 quad-core with a Quadro4000. This is a set-up that is not geared up to using full-time raytracing only for the interactive view. It’s set to automatically switch to a fast preview showing basic reflections and such, and when the view port is left undisturbed for a second or two, blending in to an iterating raytrace render. It’s a fast and efficient way to work. If you have much higher end CPU and GPU hardware, full-time raytracing would be the way to go.


Final Renders

I proceeded to render this shot of the turntable, which took about 32minutes to render (set to render 2000 passes). I’ve shown the raw render from Pro Suite, and my graded final version.

[image_frame style=”framed” align=”left” height=”250″ width=”620″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/09/Marlux-MX-56_1.jpg[/image_frame]

[image_frame style=”framed” align=”left” height=”250″ width=”620″]http://www.scorpiocgi.co.uk/_old/wp-content/uploads/2011/09/Marlux-MX-56_2.jpg[/image_frame]

First impression is therefore very favourable. The software is intuitive, and the render produces great results. The interactive feedback is excellent. I’ve barely scratched the surface yet, so expect many more updates!

Bunkspeed Pro Suite and the Veyron GT

I have had some time to get back to Bunkspeed’s Pro Suite, and thought I would write up a little about it. I recently showed some examples of materials in Luxion’s Keyshot, so here is a similar example for some of the materials included in the Pro library. One key difference to point out is that Bunkspeed Pro has a two system library. It uses an on-line library which Bunkspeed will update with new materials, and a local library (you can switch between on-line and local, or just local). If you select a material from the on-line library, it is downloaded and saved to the local library, so things are quicker as time goes by owing to your local library being stocked from on-line. Here are a few examples:

[fancy_images width=”175″ height=”175″]

Getting the Veyron in to Pro Suite has been more of a challenge than I expected. My system really creaked with the same OBJs I used for Keyshot. I had to export at a lower subdivision level for Bunkspeed Pro, because in using the GPU it has less ram than the main system Ram I believe. The end result is very similar with the exception of having to keep the camera a little more distant to make sure segmentation isn’t easily visible.

I have an nVidia Quadro 400 which is around the £800 level for cost just for the display card, and it is really entry level for what Bunkspeed Pro really needs to work well.

[fancy_images width=”285″ height=”200″]
[image title=”Veyron GT in Bunkspeed Pro Suite”]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/bunkspeed_pro_veyron.jpg[/image]
[image title=”Veyron GT in Bunkspeed Pro Suite”]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/bunkspeed_pro_veyron_0021.jpg[/image]

The first screen shot above shows the initial import in preview mode, simply to make it usable. Even in preview mode you get a good preview of basic shaders and reflection. You don’t get any AA, shadows, or refractions. For heavy scenes it’s great though. The second screen shot shows the real-time preview render working easily with a much reduced model (notice the polygon count has dropped from just under 7 million triangles to under 2.5 million).

The render below was funny, because before heading out for the evening, I set-up this render using the sun & sky environment (created real world sunlight environment based on a specified location, date, and time) intending it to render for 3 hours, but in my haste it was set for 3 minutes. For 3 minutes at what was 1080HD it’s pretty good!

[fancy_images width=”600″ height=”250″]
[image title=”Veyron GT in Bunkspeed Pro Suite”]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/BugattuVeyronGT2-1.jpg[/image]

Bunkspeed Pro Renders

Well in amongst my work I have been continuing to render stuff with Bunkspeed Pro, and aside from limitations caused by my system, the software has continued to be very stable. The car render was edging towards the limit of my workstation, tipping in just over 5 million polygons (I really should do a more carefully frozen version rather than blanket freezing the whole thing at the same level).

Generic Coupe
Generic Coupe

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