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Description
corrected cutiemark(previous one had wrong colors) + slight color correction
Tags
+-SH safe2258178 +-SH artist:shydale404 +-SH trixie81690 +-SH pony1689641 +-SH unicorn576786 +-SH g42118617 +-SH 3d129292 +-SH animated131126 +-SH blender16258 +-SH blender eevee510 +-SH butt247921 +-SH curved horn12740 +-SH featureless crotch10338 +-SH female1898384 +-SH horn236349 +-SH no sound7622 +-SH plot154177 +-SH simple background635158 +-SH smug9868 +-SH solo1498275 +-SH turnaround731 +-SH webm27995
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Well yeah any of the NV extensions can be just whatever they want, but the process is still slower to actually write out all the API stuff for that than doing it through OptiX where they can just communicate with whatever magical internal stuff they use. There are features right now which are only available via OptiX due to that, for example hardware accelerated motion blur in ray tracing can be done with things that they have added in Ampere GPUs, but there’s no way to access such functionality in Vulkan or DXR as of yet. With OptiX though it’s already part of it, so it’ll just take a few months or a year probably until it bubbles over to those other things, and even longer for programs to actually implement renderers using it. It’s all quite new stuff though and the APIs are still being figured out, so this is just how it be in a period like this.
Edited
Indeed
I think the upcoming Intel desktop discrete GPUs will also support raytracing. Interesting times for consumer computing.
True, before there only was the
VK_NV_ray_tracing
extension, but now there also isVK_KHR_ray_tracing
. Vulkan is really cool, the only downside is that it is not compatible with some old GPUs, but really understandable, it is a new API after all.@LemonDrop
Yeah, i don’t wanna expect a lot from launch, but there’s still the hope of it being good. Excited to see the performance of AMD’s ray accelerators vs Nvidia.
AFAIK Vulkan extensions don’t need to be standardized before they can be used. They just need to be provided by the driver and implemented by the app. Later, once the extension is stable, app can just switch to the official extension.
Of course apps might not want to implement experimental extensions.
They won’t, not for the time being at least. AMD’s raytracing support is dogshit compared to Nvidia’s implementation. That being said Nvidia supports the Vulkan ray tracing extension which is cross platform and cross vendor so things just need to be using that. One benefit of OptiX though is it does allow for more Nvidia-specific functionality to be unlocked which is yet not currently available in things like DXR or Vulkan (due to how long it takes to standardize new features), so that’s why a lot of things use that as otherwise they’d miss out on those features. That’ll probably change in time though hopefully, it just takes a lot more work to write all that themselves whereas something like OptiX does most the hard work for them.
Edited
One of my favorites is ChaosGroup’s Project Lavina, especially after waiting almost 4 days of CPU rendering for a 23 second clip, unfortunately most of this cool stuff is still running on proprietary programming models & APIs like CUDA & Nvidia OptiX, really hoping AMD’s newest GPUs change this and bring open raytracing APIs.
You can see a lot of people using sfm models in blender. Results are… depends on artist i guess.
Blender’s eevee renderer is not perfect, but it’s relatively fast. Although it lacks plenty of features i’d like to have(proper ssgi, more accurate shadows, anisotropic shader and many more), fake ssgi could be achieved by an addon, but it’s quite glitchy.
I’ve used eevee for renders of trixie and fluttershy, tried cycles on them, but it took a ridiculous amount of render time and produced boring result. Sometimes too real is boring.
Also i will upload corrected version of static shot and turntable a bit later. I figured that cutiemark i’ve used had incorrect colors. Plus killed the color filter that faded her blue coat.
For me I dislike SFM the most because it is trash at rendering given it is trying to mimic the style of a game from the early 2000s which makes things rather uncanny with harder lighting than you’d expect and etc. Given it’s not using a physically based material model either everything looks fake so that’s an issue too. The models would probably look more acceptable in Blender but yeah custom made stuff tends to be better if people tend to know what they are doing.
Edited
@Haerathrig
I see what you mean about the eyes, but I agree with ABronyAccount they aren’t too bad.
My main problem with SFM ponies is the awfully worthless plot the models have. Other than that, I can’t really complain.
My issue with the original 3D ponies wasn’t so much “the position of the eyes” as it was much of the shape of the face, especially the lips.
But you have to give kp-shadowsquirrel credit for being able to pull the 3D pony look off at all, since the 2D animation models look really tricky to recreate in 3D convincingly. Also he did a ton of the early work to create the multiple models, then open-sourcing them for the community to use.
Its the awful placement of eyes that ruins SFM models
very cute and awesome model, man this is so good