Over on the bird website, a guy told me to go try RenderMan on a M4 MacBook Pro, presumably because he thinks I don't know what I'm talking about.

...I won a RenderMan Art Challenge once. I also got an honorable mention in the most recent one running RenderMan on a M4 Max MacBook Pro.

I also used to work at Pixar.

I also was literally in an Apple ad a few years ago where I was shown using RenderMan on a MacBook Pro.

Do those count?

@yiningkarlli tangent here, but have you seen any presentations on how progress was spent (in accordance with blinns law). I assume algorithmic breakthrough and optimization and new hardware opened something up, but what claimed it? Just curious!

@breakin Vastly larger/more detailed scene complexity and vastly more complex and advanced rendering techniques.

For example, at Pixar and at Disney Animation, a few years ago we stopped rendering clothing as textured meshes and instead now construct clothes out of woven fiber-level curves. We no longer need to simulate the macroscopic appearance of woven fibers with specialized BSDFs because we’re just rendering them as zillions of individual fibers for real.

@yiningkarlli @breakin That is amazing. I figured things would be a lot more detailed but I didn't expect it to be so low level. I do wonder if I would be able to notice the increased fidelity this gives over, say, a very dense mesh simulation. Thanks for sharing!
@yiningkarlli That is seriously cool. I've followed the field a bit from a far over the years. I also noticed hugely improved simulations and volumetric rendering being new things at some point. Would be fun with a talk from say Pixar where they for each movie said how they could do per pixel per time unit and then what they spent it on :) But yeah things are crazy these days, I've seen things you post :)

@breakin @yiningkarlli FWIW, I found the "Multithreading for Visual Effects" book very interesting, and has a good chapter on optimising Presto anim tool for mlutithreading. 2015 Monsters University era so slightly before the XPU/full-GPU rendering really kicking in, but has some stuff with OpenCL/GPGPU tests.

https://bartwronski.com/2014/09/21/review-multithreading-for-visual-effects/

Review: “Multithreading for Visual Effects”, CRC Press 2014

Today I wrote a short review about a book I bought and read recently – “Multithreading for Visual Effects” published by CRC Press 2014 and including articles by Martin Watt, Erwin…

Bart Wronski
@breakin @yiningkarlli While the final renders mostly take the same for the reasons already discussed, I think it is worth noticing there’s been A LOT of improvements in the time non-final quality renders usually take. Having faster iteration times is indeed extremely valuable even if the quality is not on-par to the final movie.