Dimitri over at the Tube project posted some nice render tests of their Gilgamesh character, showing the new cycles renderer in its early stages, as well as some impressions on using it.
Dimitri over at the Tube project posted some nice render tests of their Gilgamesh character, showing the new cycles renderer in its early stages, as well as some impressions on using it.
12 Comments
seems very nice and unique character. btw, can i use my old geforce 9500 for cycles?
I would say Yes, 9500's Nvidia works with Cycles, just check that the card supports CUDA, but it won't be as fast as you would expect cause it's an old card.
BTW, cycles render really fast even on my CPU (Phenom 955) w/o any GPU suport. Try yourself, http://wiki.blender.org/index.php/Dev:2.5/Source/Render/Cycles/Building. Cannot wait including it to main tree.
@jalik: i've tried my 9500 with latest driver last year to test octane, but octane said that my card doesn't support CUDA, although i'm pretty sure nvidias site says that it's support CUDA
@storm_st: yes it is. i've tried it on my lappy using intel i3, its blazing fast and the emission material was so good. unfortunately my lappy is using radeon.. anyway, me to can't wait for cycles in main tree :) *cross finger
mmm... since 8 series nvidia support CUDA. You just need to UPDATE the drivers. I have an old 8600GT... with CUDA enabled thanks to a recent driver WHQL. Check it!
http://www.nvidia.es/Download/index.aspx?lang=es
Lips, eyes and collarbone area are terrific!
Simply can't wait for Cycles to get production ready. I'm a hobbyist animator and I think Cycles will help me render a short or two. I was trying to use Octane - and yes, it's good but rendering animation is really painful and quite time consuming (the script restarts Octane for each frame, and it takes a while). Having Octane-like renderer inside Blender will be something I dream of.
Cycles is very promising, but I hope it will NOT simply replace the standard renderer (rather than being added to it(. Physically accurate renderers are for specific purposes only, i.e. photorealism. They won't work (not yet) for animation, games, etc., or even the odd realistic, fast, non-grainy render. Because, unless you're prepared to spend hours on each more complex render, such renderers mean mainly one thing: GRAIN.
@Pawel, when cycles is finished it will be able to do anything BI can. It's not going to be a strict raytracer for photorealism. And the main goal is to get it working for animation. It WILL replace BI sometime in the future.
P.S. Cycles already can render like BI. Just get bounces to 0. And it'll render without GI, and the result will look like BI, just faster.
Just that it doesn't do glasses without bounces :/
I wait in anticipation for Tube's completion....