Greetings to all from the Radeon ProRender Team! We had a very busy SIGGRAPH this year in LA, and wanted to post about a few of the things we had going on. Overall, the show was very exciting for AMD. Radeon ProRender was shown in several of new applications and we have even more that we are working on with our partners coming soon!
The theme this year at SIGGRAPH seemed to be the "maturing" of physically based rendering which is starting to become commonplace everywhere. For us at AMD, we are looking to enable this across the industry. Not only with software solutions, their support of open standards and working on all hardware, but also with rendering solutions that are targeting the "Full Spectrum" of rendering whether fast preview or final rendering, we are enabling them all with Radeon ProRender.
Here are a few of the presentations our team gave at SIGGRAPH. First of all here is an overview of the Radeon ProRender "State of the Union".
The highlights here are the Denoiser SDK and ProRender updates as well as a roadmap for the year ahead. Furthermore, Full Spectrum Rendering SDK will shortly be available to developers.
Diving in a bit deeper to what is coming for Radeon ProRender 2.0. Takahiro gave an update of what we are working on, including dramatically faster image convergence, less memory use, and a new shader system. This was being demoed at SIGGRAPH using the Motonui Island Scene.
Full Spectrum rendering using Vulkan and ray traced effects to gives users the ability to scale their rendering for speed or quality. It also uses AI denoising to minimize noise while maintaining interactivity.
Speaking of AI denoising, our AI Denoiser and a full suite of denoiser and filter technologies are available for plugin users and developers. Here's an update from SIGGRAPH on this technology: AI Denoiser Overview
As raytracing usage increases, the need for faster data transfer to and from the GPU will be critical. AMD is the first GPU hardware to support PCIe Gen 4. Here's a tech overview of how OpenCL developers can leverage this in their applications: PCIE Gen4 for Developers
Thank you for a great SIGGRAPH, and please post any questions below. In the next couple of weeks we'll share more videos of the demos from SIGGRAPH, as well as a beta build of Hybrid in the Blender plugin. Stay tuned!
Updated Material Library (Maya, 3DSMax, Blender plugins):
We completely rewrote the material library used in the plugins. Added many new materials, and all materials now use our Uber shader.
Even better, a feature many users have asked for, we separated the material library to a separate installer. Now, users can download the plugin alone, and install the material library separately. This will make updating easier. Also note for users using multiple plugins, the material library only needs to be installed once!
(Current the separate material library installer is on Windows only, and coming soon to macOS and Linux).
Adaptive Subdivision support for Maya and 3DSMax:
Adaptive subdivision is a very useful feature for artists doing displacement. The problem with normal subdivision is that you set a "subdivision level" (aka the number of times the polygon faces are split to make a smooth surface). However if an object is very far off from the camera, the renderer could be wasting resources splitting polygons to < 1 pixel in size! Adaptive subdivision lets you set how many pixels to subdivide to (1polygon per pixel is the default) and the renderer will calculate based on how big the object is on screen to dice the geometry.
There's a video talking about this in the blender plugin here:
Sheen settings for doing cloth like materials added to Uber or for doing a "fuzz" like material
Procedural UV mapping. Hate doing UVs? Don't we all! These nodes allow you do wrap textures in different shapes, project textures from a camera, or use tri-planar mapping for easier texturing of simple objects.
Moving forward we will continue to post weekly(ish) beta builds here on the community forums. If you find issues with the current builds please post a clear repro case so we can take a look. There is some interesting developments with Radeon ProRender coming soon like hair rendering, interesting denoiser developments, and support for the upcoming Blender 2.8 (when it is released). So stay tuned and follow here for updates!
This week, we updated our plugins for Autodesk Maya and Blender on macOS. The changes are for users that are upgrading to the latest release, Mojave. With Mojave, raytracing acceleration has been added to the Metal api:
So the latest version of Radeon ProRender takes advantage of this acceleration for rendering! Note that this is only available on macOS Mojave for GPU rendering. Here's how you can enable it on Blender (Maya has a similar checkbox):
Performance should be the same or slightly better depending on the scene, and we have more changes to improve this even more, so stay tuned!