And congratulations for the Solaris development, you guys are on fire and amazingly focused on the important. Are you planning on releasing any more info regarding features and technical details of Karma before the H18 release? such as feature parity with Mantra on release, missing features, shader development, plug-in architecture mentioned by Scott, rendering technology used (I suppose it's based on the current unidirectional PBR Mantra engine but of course no inside info here)…. I'm very happy you're opting for a device-agnostic path. When the Karma GPU variant is released, of course Thanks for the detailed answer. And if you're lucky enough to have farm machines with GPUs, you can use the GPU on both. On the new page, press the 'Raw' button and you will be. To download the DLL only: On the Deathray project page click on 'Deathray.dll' in the list of files. The project lives on GitHub now: Deathray on GitHub. As RobW mentioned, you should be able to run karma on both a GPU-less farm machine via CPU CL and a local workstation with GPU CL, without any user intervention. Ive created Deathray, an Avisynth plug-in filter for spatial/temporal non-local means de-noising. Currently the denoiser is locked to Nvidia GPUs (as it's their denoiser), but we have plans to support other denoisers as well. Twod We try to remain as device-agnostic as possible by using OpenCL.
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