As some of you may have seen already, we announced a partnership with NVidia at Siggraph to bring IRay rendering to Substance in the very near future!
For those of you who are not with us at Siggraph, here is a quick video I made to show IRay in action.
[vv]136133189[/vv]
As the video is accelerated so I could show a bit the different options, here is also a gif that shows the rendering in real time on my laptop. It's a 1920x1080 render with DoF and true light emitting materials on a 4M+ triangles mesh kindly provided by our friend Christophe Desse.
-the white spots are gif artefacts-
Here is also a little more details about what's coming exactly:
- IRay is an unbiased offline renderer and based on the mdl material format. It can render all sorts of physically based materials such as multi layered car paint, anisotropic metals or cloth, refractive surfaces, real subsurface scattering, emissive materials, etc.
- IRay rendering will be available starting with Substance Designer 5.3, Substance Painter support will follow a bit later on.
- The switch between real time OpenGL rendering and IRay is instantaneous and PBR materials authored with the regular Substance shaders will translate perfectly to IRay without any additional work.
- In addition to the built-in materials, Substance Designer will feature a full node based MDL material/shader editor.
- It's free for everyone, you don;t need an IRay or Mental Ray license or anything like that.
- Yebis post processes can be used on top of the rendering to add tone mapping, glare, or lens flare effects.
If you have any questions, that's what this thread is for!
We'll share more details as we get closer to release.
Replies
Although I'm a fan of the recent viewport improvements, this is just a MASSIVE leap forward in terms of Look Dev! Love seeing this type of progress, and you guys did a fantastic job! I was just wondering whether displacement maps will work within this particular version of Iray? On a similar note, are there any limitations like max trace depth for reflections?
Mind Blown. Thanks!
Yes, displacement will work fine. the max trace depth will be tweakable, no hard limit.
Thanks!
Something like Unreal's material editor?
[ame]http://www.youtube.com/watch?v=XLNd1PKCTe0[/ame]
A tutorial in on its way and will guide you through all of the new IRay settings and features, but it's really a one click thing so you can already play with your existing projects by switching to IRay in the renderer menu!
Don't hesistate to post your shiny renders!
ok ,.i bite :-)
Out of curiousity, is there any chance you guys will be (if you can talk about it) bringing iRay to Painter as well? As someone who basically just uses SD to author materials to then bring into Painter I'd love to have this power there as well. Hopefully it's something you guys would consider if you hadn't already!
Loving all of these updates! Thanks for taking care of us!
IRay is coming to Substance Painter as well! No ETA yet though.
First thought was updating drivers, but that didn't do the trick. Video card is a nvidia GTX 650 ti
I think I love you.
I am having a bit of trouble getting a good bloom out of my emissive map though, I might be looking over a setting or something, but the rest of the post effects work fine, any ideas?
Textured this guy in painter, model by Oscar Perez Ayala
It looks like we've found a way to fix that (but haven't found the source of the problem yet): reseting the session settings in the registry solves the problem. But if possible it'd really help us if you could export the registry key so we can take a look.
Export the Registry Key:
- execute regedit (may require to execute it as administrator)
- go to HKEY_CURRENT_USER\Software\Allegorithmic\Substance Designer\5_x\
- select the "session" key
- Go to File / Export...
- name it whatever you want, sent it to me (pm)
solve the problem:
- make sure SD is closed
- select the "session" key
- delete it
It should solve the problem.
Been doing some quick tests with it and I notice that I get grain in my renders. I think I had this one set to a min sample of 1000 and a max of 2000. I think I waited about 5 mins and at that point I didn't see any further improvements.
What settings would I need to get a clean render without the grain like I marked down in my screenshot?
Got it! Thanks Jerc
Thanks for the reply,
Sadly I can't send the registry key as this is happening on my work PC. Also, deleting the key didn't do the trick:( still getting pink renders
This did the trick, thanks!
- go to the Preferences / Project
- click on the User project
- scroll down to the 3D View group / Default Shader
- Click on the "arrow" button to reset it to default
- Click OK
- restart SD
Now it should work properly.
I noticed that the release trailer also talks about special shaders like the layered car paint shader, but I haven't yet found if this or any other special types of materials are included in 5.3. I ask because I had wanted to see about working on some materials that required subsurface scattering (candles, skin, etc) but I couldn't find any materials that seemed to support it.
Actually the default metal/roughness mdl will feature sub-surface scattering and anisotropy directly but the schedule was a little too tight to integrate it in the 5.3 release.
still need some features .. but it is quit a great first integration pass