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Ray-traced Realtime Preview – Part 1

Terragen 4 will feature a ray-traced realtime preview with progressive refinement. The ray-traced preview mode supports Terragen shaders, lighting, and atmospherics, including clouds with volumetric shadows (aka “god rays”). The video above features several of the capabilities of the new preview and each clip is shown in realtime. This is just a glimpse of what you’ll be able to do with the new preview and we’re excited to show you more in the future.

13 comments
  • majid kaviani
    REPLY

    great.
    assign colors to object in viewport is a great way to see populations without render.
    and ray traced realtime preview is really fast and clean, i think it’s based on gpu, that means it can be more faster.
    right?

      • Bastien
        REPLY

        Keeping it CPU based it much better imo!
        I don’t see the point of a GPU implentation when the iteration speed is already that good. Plus you will always run into memory limits with a GPU…

          • JMusu

            But the transferring data between GPU and RAM is so slow that it will be as slow as the CPU only option.
            Only if you GPU’s memory is used for rendering, then it will be faster option – but not that much as many of GPU render users thoughts if they haven’t test Corona render or Arnold (which are only CPU based rendering engines).
            GPU development is aggressive at the moment and vram memory is liek megapixels in the camera and screen markets – its growing fastly, so maybe GPU will be better on someday and we don’t need data transfer from GPU to RAM.. At the moment the biggest GPU memory is 32GB but because of GPU architect it is build from two GPU cards and it means 16GB per card so user can have only 16GB for application when usually artist has 64 – 256GB ram on motherboard which are needed for billions of polygons rendering. GPU is also limited in ray depth calculation, it have limited amount of bounces etc. Lots of limitations yet, but GPU makers are trying to solve these problems.

            When you test Octane, iRay, Redshift first time you might think its incredible until you exceed the vram and it will be exceeded very fast. And if you have tested Arnold and Corona you will realize that CPU rendering is extremely fast and it has not same limits than GPU rendering. GPU rendering is good for small production, but CPU is needed for extreme scenes, visual effects and animations like world simulation or physics simulations and rendering unique polygons which can’t be recycled like many “out-of-core” render engines try to do to minimize the memory use.

            I think its not that important at the moment, but GPU technology must keep in mind for future if all limits will be
            removed.

            These might be interesting reading:
            https://corona-renderer.com/blog/render-legion-and-amd-announce-cooperation/
            http://cgpress.org/archives/cgreviews/corona-renderer-review

            Sure it is always important to research all technologies all time and read news that what happens in the industry so developer can react and think fast actions to do something to be on top of the software development.

    • Oshyan Greene
      REPLY

      Primary rendering is generally the same as it has been, although there will be some new capabilities/modes. We are considering the option of letting you save renders from the realtime ray-traced preview however.

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