VOOZH about

URL: https://blog.irayrender.com/page/2

⇱ iray dev blog


iray dev blog

Iray 2022.1.7

..as 2023.0.0 beta took a bit more time than expected, just a small intermediate bugfix release

Iray 2022.1.6

..is out. This one is mainly about bugfixes.

Next up: 2023.0.0 beta with some nice new features and a lot of substantial improvements, should be incoming directly after GTC.

Anonymous asked:

Hello, I have a questions regarding the latest Iray versions. Why is the latest 2022.1.1 slower than the 2022.0 version. When tested the same scene on a same rig in DAZ3D it's about 8-10% slower. Another question, why is the utilization on 4090 worse than on 3090? I feel like the performance issues weren't fixed. This is especially visible when guided sampling is enabled.

We re-designed the precision/self-intersection-handling code dramatically. Due to this, some scenes (depending on features and the HW setup) can show a ~5% slowdown. We hope that 2023.0.0 will fix this mostly again, while keeping the robust automatic handling intact.

As for the 4090 showing less utilization on the average: Optimizations on the Ada Lovelace architecture are not finished yet. These will also depend on (unreleased so far) new NVIDIA OptiX features. Stay tuned.

raufbhatti707 asked:

hey there, I’ve been stuck at this issue for far too long… I’m trying to edit the .mi files exported from iview2 but each time I change/move even a character inside the file, iview2 fails to load the edited file. Why is this? can .mi files be edited or are they not supposed to be edited? any help in this regard will be hugely appreciated.

.mi files are indeed be able to be edited by design.

BUT if the .mi files also feature binary data (so mixed ASCII/binary .mi), then its important that the used editor leaves everything else of the file as-is during editing.

Anonymous asked:

Im trying out Iray, love it but kind of surprised that IRay doesnt incorporate adaptive sampling. Will this maybe be a feature in the future?

Actually, doing effective adaptive sampling nowadays on extremely parallel architectures (GPU, multi-GPU, multi-host/cloud) is not trivial. So from our own experience, for the average scene and setup, it is more efficient to rather go bruteforce instead.

But we introduced guided sampling which can also be seen as a better solution. Its not adaptive in the sense of distributing paths unevenly over the screen, but it helps to still make the image converge more evenly overall (for the average scene).

Iray 2022.1.2

..just released, mainly bugfixes (e.g. huge frame buffer support, guided sampling scheduling)

vMaterials 2.1

vMaterials | NVIDIA Developer

..of course, as usual, Iray already has full support for these

Some more shots made with the new 2022.1.X release (new selection/outlines, improved emissive volumes, particles)

Happy Holidays!

(with the new particle system in action :))

Iray 2022.1.1 released

Just a bunch of bugfixes, mainly fixing a performance issue when guided sampling was used on fast GPUs and/or small image resolutions.

Ghostlight support

..and its already out in the wild now :)
Change Log [Documentation Center] (daz3d.com)

Iray 2022.1.0 final released

New features:

Multi matte output buffer

Customizable ghostlight support

LPE support for emissive volumes


Important improvements:

Deterministic guided sampling

Fixed some performance regressions (especially one that affected the Daz benchmark scene)

Improved hair BSDF sampling


Most important things already found in the Iray 2022.1.0 beta:

Spectral sky model

Guided sampling caching on camera movement

Guided sampling for the caustic sampler

Spheres/Particle support

Incremental material updates / less compilation overhead

Fully dynamic evaluation of environments (e.g. Sun&Sky, IBL)

Reduce VDB memory usage by a lot

Full OpenImageIO support

Improved guided sampling convergence + add support for volumes

Improved hair/fiber rendering performance on RTX capable cards

RTX Realtime and Accurate (Iray) running in sync within Create, so one gets the best of both worlds.

← Older entries Page 2 of 23 Newer entries →

About

This blog is dedicated to educating iray users with tips, tutorials and latest features of the NVIDIA iray renderer - written by the iray developers at NVIDIA

Blogroll

Legal Disclosure

Privacy Policy

Your Privacy Choices

Terms of Service

Accessibility

Corporate Policies

Search

Colophon

This tumblelog is powered by Tumblr and was designed by Bill Israel.