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Thiago LuzFirst message : 2009-05-20 17:36:50 http://www.thiagoluz.netOperating system : RAM : Computer model : Processor : Graphic cardType : Card name : Video memory : Quiktime : Network card : ethernet
Thiago Luz


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TEXT TRANSLATED BY A TRANSLATOR ONLINE
I came here leaving my complete outrage at the 3 versions of Artlantis ..... just use a single point with neon shader that you can leave home, go shopping, family outings, go back 8 hours later and its yield is reached either in the middle ....
Exaggeration??? Before rendering took an 8, 15, 20 minutes ... now takes 2 hours, 5 hours ..... version 3 itself then God forbid, it took 10 hours .... Version 3.02 now halved but worthwhile? NÃOOOOO! Not because it took 10 hours, now it will take 5 hours .... I do not have that time pra a tiny income of 1024x768! Today I needed a job to deliver a great event internationally known ... I screwed because artlantis let me down, it stopped the hours and hours on the same site, not the images never ends ..... I wonder looking at all my work this week all the water going down, do we really developers ATL 3 really tested the program in its maximum effectiveness?? 2 points with neon shader and it was hours and hours and hours of rendering ..... this is RIDICULOUS !!!!!
This obliges me to go to other programs where I have a certainty about the time but for all work and not for any one shader ......
The staff develops the ATL need to stop being an amateur, we are in 2010, you release a program that yield no 64-bit support, which is animated but not working in a network, has excellent vegetation but has no choice of fur, only now we IES but still, pre-configured the IES that make it difficult to use the thousands available on the Internet, to the site here in ATL has errors already reported by patrons of the site and still not get paid for website, imagine then get the program .. ...
I AM VERY DISAPPOINTED WITH ARTLANTIS, VERY DISAPPOINTED WITH THEIR LACK OF UPDATES AND BACKGROUND OF YOUR TEAM LIVING TALKING PLEASE CONTACT YOUR SYSTEM, THE TEAM, BUT NEVER LET LIGHT RESPONSES IN RELATION TO THIS LONG DOES IT TAKE FOR RENDER, AND CONSTANT PROBLEMS VERY OLD OF NEON SHADER AND THAT OF SHADER VERSION VERSION NEVER, NEVER, NEVER, NEVER RESOLVE!!
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Tayssir
First message : 2005-07-02 20:15:14
Tayssir

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Totally agree, the new rendering engine and some (Radiosity advanced) settings don't justify the EXTREME lack of speed I am facing . I remember that there was lack of speed when Artlantis Stuido and Render were released ( compared to Atl 4.5) but every one thought that the BIG enhancements and rendering quality justifies that totally .
but not this time ... I've heard this sentence a lot recently ( Artlantis 3 is getting too slow for me ).
And the way abvent faced that was kind of funny ( no offince guys and illdiko) .. but when people complained about it in the beginning they came out and say ? nooo ! you can't be serious its a small speed lose but a big rendering step ONLY IF YOU HAVE A VERY DETAILED MODEL ... !
common guys .. I like Artlantis ... but this is too slow .. and I can't even notice the difference ( compared to atl.2 ).
other companies started to provide some amazingly-powerful and unbelievable fast solutions
Check this out .. and check the time needed for rendering !
http://www.refractivesoftware.com/gallery.html
please guys ... admit it .. you lost the balance you used to have between speed and quality .. yes it is still a very easy to use program ... but really if you are going this way .. in a version or 2 there will be nothing special in Artlantis .
again I do love artlantis ... and I really wish to see it topping every other solution ... but now ? not really .
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Thiago LuzFirst message : 2009-05-20 17:36:50 http://www.thiagoluz.netOperating system : RAM : Computer model : Processor : Graphic cardType : Card name : Video memory : Quiktime : Network card : ethernet
Thiago Luz


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Okay, now I would love a response team Abvent about the absurdly long time versions 3! According to you, the time of ATL 3:01 or 3:02 fell by half compared to 3.0, then that means that my work had been done in version 3.0 would take 60 HOURS!
I would love an answer to justify this incredible time of 30 hours and 47 min for 3 minutes from version 2.1.2. Were nothing less than 600x slower than version 2.1.2 .......... 600X !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!
Answer me, you have corrected the same time the yield?
How do I make an animation using this version??
Testing lighting and render settings need to wait 30 hours for each image??
I tell you the answer .... has two names: ATL version 3, and so bad neon light shader .... this shader is the same as the emissive V-ray, you may be also several emissive not add 1 min to yield the most ...... The v-ray, took 50min to 1200x900!!
30 HOURS, staff Abvent will pay my light?? : /
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Thiago LuzFirst message : 2009-05-20 17:36:50 http://www.thiagoluz.netOperating system : RAM : Computer model : Processor : Graphic cardType : Card name : Video memory : Quiktime : Network card : ethernet
Thiago Luz


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Now I would like a response from Abvent ..... 30 hours to 1024x768 is crying!
My PC:
Quadcore 8200
8G RAM
GFORCE 9500GT - 1G
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emkay
First message : 2007-02-24 03:46:59 Operating system : Windows XP RAM : 4Go Computer model : Dell Dimension T3400 Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : >256 Mo Quiktime : 7.1 Network card : wifi
emkay


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Ditch the neon shader. Use white blanc.jpg texture mapping and ambient setting instead.
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Ildikó
First message : 2006-08-02 12:21:48 Operating system : OS 10.5 RAM : Computer model : Processor : Intel Graphic card Type : sais pas Card name : ATI Video memory : 128 Mo Quiktime : 7.5 Network card : ethernet
Ildikó (Moderator)


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The neon shader is quite delicate, you cannot use it as if it were a common shader. Read the advices of Csanad below:
Hello Artlantis Users,
Let me tell you that the neon shader has been fixed with the latest patch. Despite the fact that renderings take shorter time to calculate, we both need to learn how to optimize our scene.
Our purpose is to achieve more precise neon effect and to keep the rendering time below a certain and acceptable level.
Lets pick a surface that has only a few polygons i.e. a simple box, and apply neon shader on it.
Our object now became a light source. Virtual photons emitted from the polygons. Each photons inherit its direction from the polygon normal vector.
Our neon box is now equal at least 6 new light source.
Imagine what happens if we just apply a neon shader to a material of an armchair.
This action will increase render time and more RAM is needed for the process.
My suggestion is to create independent tube like objects in our scene and apply neon shader to them.
Lets pick a box from the basic geometry library and re-scale it to have 2cm by 2cm by 60 or 100 cm size.
Apply the neon shader. We may use a simple elongated plane also which has to be rotated in the proper way to create the effect.
Copy these object to any part of the scene to create the neon effect instead of applying neon shader on a previously modeled surface.
Why previously created surfaces might not work well?
The answer is the pivot point of the effect in my opinion.
That's why I suggest to create individual objects, planes or simple boxes.
We are planning to create our next tutorial, this time about neon shader and neon lights.
Regards,
Csanad Meszes
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PicardFirst message : 2005-06-06 16:59:00 http://www.abvent.fr
Picard (Admin)


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To Luz and Tayssir,
The problem is that in ATL 2 the neon light didn't work so well (see your screen captures in ATL2 the suspended geometry is not lighted compare with in ATL3).
Into ATL3 it has been debugged and works but you are right it increase the rendering time.
Now how to do to avoid long time rendering?
1- With the suspended geometry do as Mohd Noh suggests, don't put the Neon Shader on it but a Basic Shader apply the White.jpg file (into the Images folder of the Media) then select the image make a H and V repetition, and slide the Ambiant cursor to the right, this way you'll get a material which will make beleve it emits light even if it doesn't.
2- With the neon placed into the ceiling, do not apply the Neon Shader on a real tube (Read Oscar valuable remarks it describe pretty well why) place rather a flat form then apply the neon Shader to it.
3- Into your scene if you have applied (on any material) the Expert Shader and you have activate the Neon light, I mean a clear color instead of a dark one, please remove it and apply the white texture instead. using the Expert Shader with Neon color clear will increase the rendering time too.
The Rendering in version 3 is much better than version 2 because it is more detailled and the contrast give more deep into the scene.
Concerning Artlantis 3 in 64 bit version, we are working on it. It will be delivered to any 3.0 customer. This version will take advantage of the RAM embarqued into the PC as we will go over the 4 Gb RAM limit. For you to know Artlantis must be completely rewritten to do it, but in some weeks we'll be ready.
Concerning the Neon enhancement this will be improved into the future release.
One more general thing: the trap when you make photorealistic rendering is to do like if it is into the reality, I mean too much detailled objets which may be not have a big inpact into the final point of views and to place lights sources at the same place it will be. It is not because I have 400 lights sources into a ceiling so I have to put the same amount of light into Artlantis.
Alain Picard
Artlantis Product Manager
Abvent
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Thiago LuzFirst message : 2009-05-20 17:36:50 http://www.thiagoluz.netOperating system : RAM : Computer model : Processor : Graphic cardType : Card name : Video memory : Quiktime : Network card : ethernet
Thiago Luz


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Well, I made all the adjustments mentioned, I removed all the neon and applied maps ambient ... 4 hours and seventeen minutes is rendering and did not yet arrived in the middle of the picture ...
I see that ATL has several ways of working which makes it unique and interesting. Featured in version 3 but are visible, but the render time is very high beyond what they can expect our work and very time consuming for small images and now, without neon .. in 4 hours I had hoped to have done at least 4 images ....
Thanks ....
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Chedda
First message : 2008-09-02 14:52:01 Operating system : OS 10.5 RAM : 8Go Computer model : 2.8 ghz I7 imac Processor : QuadCore Graphic card Type : Integre Card name : ATI Video memory : >256 Mo Quiktime : 7.5 Network card : ethernet
Chedda


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Super news Mr Picard i think 64 bit will help me a lot especially in larger scenes and with the neon shader. I have been watching the activity monitor a lot recently Artlantis definitely needs more ram. I hope the mac and PC versions are released together !
Simon
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Thiago LuzFirst message : 2009-05-20 17:36:50 http://www.thiagoluz.netOperating system : RAM : Computer model : Processor : Graphic cardType : Card name : Video memory : Quiktime : Network card : ethernet
Thiago Luz


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I can not make the file because it is not my project and this work will be going to a very important event in a few days, so I can not make it available to you ...
But did all the requested changes, including retired all neon shader, apply the map in white with ambient maximum, minimum, in the middle and yet render it takes hours and hours to get in the middle of the image, and as always in small sizes.
And then I open a much bigger and much more complex and the yield does not take anything, I open another job easier and takes hours and hours ... is not to justify that the problem might be the file, I forgive myself, but you do not want to accept in any way that improved the quality of the rendering of ATL but worse and much render time ... I forgive myself, but rather have committed any mistake in the program and there is nothing wrong in taking this up because today's team v-ray acknowledged and apologized to all the bad version that was released alleging that much better than the before and several bugs were fixed and the practice was not anything like that, and I feel the same case with Artlantis, unfortunately ....
Thank you for your attention!
Text by online translator
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