In raster mode, response actually is in real time.
When you want to start moving objects around on the screen, it’s time to switch ray tracing off. My mouse moved in little jumps and hops across the screen. In GPU or GPU+CPU mode, SHOT visibly sucked the performance out of my system. (Even in GPU-only mode, SHOT kept one of my cores pumping at 100%.) SHOT’s pretty fast running on just the CPU, but to see it really do its stuff you’ll need a lot of CUDA cores. You can render using just the CPU, just the GPUs, or both. SHOT doesn’t actually require a CUDA-capable card to run. You can duplicate, move, rotate and scale objects to place them where you want them in the scene.īrowsing through the parts of an imported SolidWorks assembly. This pushed performance up to 5.2 frames per second-roughly an order of magnitude faster than the CPU alone. I then swapped the FX 4800 for a Quadro 5000 with 352 GPUs. Performance didn’t increase by a factor of 100, but it did jump by a factor of six or so, increasing from 0.6 frames per second to 3.6 frames per second in my 3.77 million-polygon test scene. I then started testing with a Quadro FX 4800 with 192 64-bit GPUs. I ran SHOT on a dated Dell XPS workstation with a dual-core CPU and NVIDIA Quadro card. CUDA-capable NVIDIA cards contribute their GPU processors to the computing task at hand. iray runs on NVIDIA’s CUDA parallel computing architecture. SHOT-and iray-pull this off by leveraging all the processor cores in my graphics card, as well as those in the CPU. It is ferociously fast, much, much faster than my normal rendering applications. One often hears the phrase “real time” bandied about, but it’s not real time. SHOT employs mental images’ iray technology for interactive photorealistic rendering. Fortunately, those renders are stunningly quick. Materials for the current scene are accessible via the explorer pane.Ĭhange the camera’s depth of field, add an object, move an object, or adjust a texture and SHOT starts the render over again. If the finished render hasn’t achieved the quality you want, you can add more render time. SHOT keeps refining until you stop it, giving you a running total of frames rendered along with the current frames per second. You can save the onscreen render at any time.
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It’s a bit like watching a progressive download JPG from the olden days of dial-up connections. With every pass-SHOT calls them frames-each pixel gets closer and closer to its theoretical “perfect” value. The final quality of the render depends on how long you feel like letting it run. Everything is turned on and set to its highest quality at all times.
There’s no mucking about with ray bounce settings, photon emission or shadow quality. Another example: There are no quality settings. You don’t even have to press a button, just open the file and wait a bit. Good news for those new to 3D rendering, or those sick of learning the ins and outs of new applications: Bunkspeed SHOT is designed to be as super-simple as possible.įor example, when you open a file, SHOT automatically begins rendering it.
In fact, it produces them almost instantly. The SHOT renderer progressively refines the image.īunkspeed SHOT is focused on one thing: It produces photorealistic still images of models created in other applications, and it produces them in a minimum of time with a minimum of fuss.