Short videos (20s - 30s) comparing viewport interactivity with 2.93, in one of the demo scenes. Similar to what we did in the original blog post (Cycles X — Blender Developers Blog), but updated.
Images comparing new and old shadow catcher, demonstrating the addition of indirect light support.
Images comparing relatively low poly model with and without shadow terminator offset enabled.
Images demonstrating the new SSS anisotropy for Random Walk.
I would be good to have all the images in about 2 weeks from now. The official release is early December, but I’d like to have the release notes complete before that.
I can supply renders and videos from one of my scenes (that I did with redhoot)
Might be useful to showcase the viewport performance increase in CyclesX?
Here there are some videos comparing 2.93.6 with 3.0 beta.
I forgot to remove a studio mark in the upper left corner, but since the videos will probably be edited and cropped I ignored it, I assume the mark will be removed.
If there is a need to re-record for any reason just ask me and I’ll do it right away.
Also if you think the videos should be longer and include more scene editing, the same, just tell me and I’ll re-record the videos.
This is all on Linux with a GTX1080 alone, no CPU involved, not even an RTX card, I can record some videos also on windows with an RTX 2080Ti if you prefer.
The first 3.0 video does not have adaptive sampling enabled on viewport, that’s why there is a second version, but I included this one too in case it’s useful.
@statix, if we could somehow cut that down to 20-30s of the best bits and have a side-by-side comparison of 2.93 and 3.0 it would work well for the release notes I think.
We want something that people can quickly look at when scrolling through the release notes, so basically you’d want people to be able to see the relative improvement in the first few seconds. I would start from a converged render and then start navigating.
@JuanGea, I prefer the video from @statix at this point, though we could have multiple.
The overlays are distracting, and I don’t much like the denoising while navigating, it doesn’t look that good to me. I prefer it to only kick in later, or at least show both without and with denoising. Not using hardware accelerated ray-tracing and denoising also likely hurts the interactivity.
The scene geometry subjectively feels a bit simple, due the the big cubical marble block and table as the center of attention, even if there is more detail around that.
Hey guys! this is a comparison between the shadow catcher from blender 3.0 and blender 2.93.
The floor lamp is hitting the wall and the results are way too different.
CC @pablovazquez@brecht
It’s hard to say way 2.93 looks different, might be that there was no proper shadow catcher support for the world background?
I think the comparison should demonstrate the support for indirect light, with some diffuse color bleeding or glossy reflection being visible in the shadow catcher.