Tag: nvidia

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).

 

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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.

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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.

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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:

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[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/Material-Model-2.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/Material-Model-3.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/Material-Model-4.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/Material-Model-5.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/Material-Model-6.jpg[/image]
[image]http://www.scorpiocgi.co.uk/wp-content/uploads/2012/01/Material-Model.jpg[/image]
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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.

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[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]
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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!

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