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>> I believe the 200 series is supposed to be the first release to support
>> CUDA.
>
> I don't think so. It also works on older ones, but without many cores, the
> speed improvements are kinda negligible.
According to Wikipedia, CUDA is supported from the GeForce 8000 onwards.
So yes, my 260 should support it. (I've got the older 192-core version,
rather than the improved 216-core one.)
I doubt any number of cores would be small enough for the speed increase
to be "negligible"; a GPU core is much simpler than a CPU core, so it
does a hell of a lot more work per clock cycle. However, Wikipedia does
say something about the amount of video RAM being an issue with older
cards...
>> Isn't it in the main build yet?
>
> I'm not actually sure, have not followed up latest developments. But it's still
> beta software that was announced about august last year.
OK.
>>> Here's a nice test scene:
>>
>> Nice scene is nice. But I shudder to think how many decades it would
>> take on a twenty-PC render cluster...
>
> A few hours on your average PC.
Heh. I doubt it. ;-)
> Notice though that unbiased rendering
> supposedly never halts: it improves the image gradually, removing noise as it
> goes.
Sure. I meant "how many billion hours do you have to run it before it
stops looking horribly noisy?"
>>> No povray wood is good enough on close-ups, it simply lacks the grain. Even
>>> with noise or combining with other texture...
>>
>> This is not my experience.
>
> I see grain in the wood of my tabletop that I never saw in povray wood, even
> good ones like the one in Warp's tips on realism... the difficult here is that
> the grain follows the direction the pattern flows...
Well, all I can say is it looked pretty convincing to me.
> If you from far away, you only notice the typical wood pattern, but close
> enough, you miss this thing. And if you only intend to look from far away, no
> problem with "blurriness" for bitmaps.
I have yet to see any game with bitmap textures of high enough
resolution that you can't clearly see the pixels, even with all the
anisotropic filtering. :-P
> BTW, this is something that is visible in marble too: looking close, you see
> there's lots of tiny crystal facets shining through just bellow the surface and
> you can't fake that with a mere texture.
Not if you don't design it into the texture, no. But if you do design it
in... yes! ;-)
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On 27-1-2012 16:19, nemesis wrote:
> Invisible<voi### [at] devnull> wrote:
>>>>> If your gpu is a new nvidia, it can run on it,
>>>>> if not, just cpu. But it's rather fast even on my humble dual-core at work, so
>>>>> should do just fine on yours.
>>>>
>>>> nVidia GeForce 260 GTX. Is that new enough?
>>>
>>> I meant that it's CUDA-based. Should work.
>>
>> I believe the 200 series is supposed to be the first release to support
>> CUDA.
>
> I don't think so. It also works on older ones, but without many cores, the
> speed improvements are kinda negligible.
>
>> Having said that, I have repeatedly tried to make CUDA-enabled
>> applications work, with no success. Perhaps it will work under Windows
>> 7, but it never worked with Windows XP...
>>
>>> You can find blender builds with Cycles here:
>>
>> Isn't it in the main build yet?
It should be from 2.60 on, latest release is 2.61.
I haven't tried it, I only use it as a modeller. Building models that
never see the light of day.
BTW it also now includes a camera tracker. You can include your own
footage, let the software decide what are nice points to track or give a
number yourself. After that you can include your own models in the
footage. Remember Rune's floating sphere projector
(http://runevision.com/3d/anims/hologram.asp#video)? That, but now
accessible to any 5 year old.
--
tip: do not run in an unknown place when it is too dark to see the
floor, unless you prefer to not use uppercase.
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On 1/27/2012 3:49, Invisible wrote:
> disadvantage that it takes up gigabytes of storage, and looks blurry as hell.
Actually, the primary disadvantage that I find is that the texture tends to
repeat, and hence looks artificial.
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
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