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Rev up those GPUs, boys.
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Kept you waiting, huh?
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https://www.arnoldrenderer.com/news/press-release-arnold-5-3-gpu/

Other new features in Arnold 5.3 include:

>Major improvements to quality and performance for adaptive sampling, helping to reduce render times without jeopardizing final image quality

>Improved version of Randomwalk SSS mode for more realistic shading

>Enhanced usability for Standard Surface, giving users more control

>Improvements to the Operator framework, including a new Include operator and more artist-friendly way to apply them

>Better sampling of Skydome lights, reducing direct illumination noise

>Updates to support for MaterialX, allowing users to save a shading network as a MaterialX look

for some reason, not mentioned on the press release:
>area lights can be made visible now
>first iteration of Microfacet Multiple Scattering (i'm assuming this is helping with SSS-Randomwalk v2)
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>Subscription only
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>>672533
It comes bundled with Maya and Max you fucking imbecile.
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>>672550
>Maya and Max
>Subscription only
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>>672551
>permanent pirate license
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>>672552
There is no such thing, you unemployed brainlet.
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>>672554
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>>672518
objectively best unbiased renderer
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>>672554
>>672556

HAHAHAHAHA. Who's the brainlet now.
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>>672556
>>672567
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>>672518
Best thing is you can do your work on GPUs and renderfarm it when done.

>>but who is GPU and CPU
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https://autodesk.github.io/standard-surface/

Autodesk wants to make the Arnold standard surface shader The cross-render ubershader standard.

There is a need for a standard uber-shader parametrization with a well-defined set of parameters that can be tweaked to represent most real-world (as well as imaginary) materials. In this proposal we aim to fill this gap; our reference implementation is written in OSL
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From everything I've heard so far: It's slow as shit (for a GPU renderer) and limited in feature set. They've got a long road ahead of them if they want the Redshift crowd.
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>>673065
>They've got a long road ahead of them if they want the Redshift crowd.
And they need to offer perpetual licenses, as well.
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So is there gonna be an option to switch from viewport 2.0 to Arnold viewport and then suddenly you're in real-time (or at least, Gpu) rendering mode? Is it like an eevee thing that's always running or do I have to press a button to render and then wait five minutes just to get a decent render preview?
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>>673069
arnold ipr in the viewport's been a thing for a few months now. this just makes IPR potentially faster. it's not intended to be something like eevee.
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>>673067
>>673065
also it requires nvidia GPU's
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>>672518
>>673065

GSG just did a first impressions video. Pathetic, slow, weak feature set, no benefit to end users. Arnold fans left speechless. Price still over $600/year, no perpetual licensing. Sad!!
https://www.youtube.com/watch?v=Ua1jrkDxbdc
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Fuck yes. Guess it's time to switch from Octane and Redshift.
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>>672518
Why not just use cycles?
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>>673102
Why use Cycles?
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>>673102
because it's sub-par: it has inaccurate colorspace and lacks photographic properties
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>>673104
and a material/object library
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Redshift dev shitting all over Arnold GPU
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>>673246
Oh for fuck sake.

It's the old bullshit. You know what. "That tech is inferior because I have very vague technical terminology to explain why, but in fact I can't answer that question".

WHY?

WHY? WHY? Is Arnold GPU inferior? WHY? I am a superior lifeform with extreme intelligence, involved in numerous extremely intellectual pursuits. I understand your arguments. But you have none. YOU CAN'T TELL ME WHY!

Next time please stop being such a massive nigger (i.e < 80 IQ, check the genetic studies out) and explain to me why. If not you're just a fucking shill, you fucking (metaphorical) nigger.
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>>673249
Redshift is biased. Arnold is not. If you want to match pixel-by-pixel what you get from Arnold CPU, you cannot use tricks on the GPU engine, and so you cannot improve its performance to a point where it becomes comparable with Redshift.

That's, I assume, the gist idea behind the post. I don't know whether it's true or not, though.
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>>673252
Nah. I think he's talking about the inherent GPU limitations for ├╝bershaders and the fact that it falls off close to superscalar CPUs for some extremely complex work in some instance. We know it's a thing in some bidirectional path-tracing techniques (i.e some complex dependencies top-bottom and bottom*top).

But the fuck is he fucking talking. The fucking moron. Stop trying to sound intelligent and start trying to be intelligent. If you can't explain to me why your tech is better, then you're a nigger, and that's all. I don't trust niggers. They're... niggers.
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>>673249
>>673255
You're getting a bit too redpilled there, son.
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>>673249
>>673255
The guy explained the situation pretty clearly. Arnold is using the pre-made OptiX library, from Nvidia, while Redshift was written from the ground up with optimizations at every step of the pipeline. Redshift is currently integrating OptiX in version 3.0 of their engine so that they can enable RTX, but this will cause them to lose out-of-core geometry support. So clearly they're not making up stories, there are real limitations to Arnold's method they are facing themselves.
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>>673255
I think the problem is your reading comprehension.



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