Process 100 Billion Polygons In Real Time! Clarisse IFX 4.0 SP2 Released

Recently, Isotropix released Clarisse iFX 4.0 SP2. An important update is the addition of GPU-accelerated ray tracing to the 3D viewport. The Isotropix official said it is based on Nvidia's RTX technology, which can process VFX scenes containing hundreds of billions of polygons in real time.
The iconic feature in Service Pack 2 is GPU ray tracing: this is also the result of a three-year collaboration between Isotropix and Nvidia. Let's take a look at the video.

It is currently limited to 3D viewports, not final quality rendering, but only wireframes and simple shadow views do not support Clarisse's Previz or Progressive rendering mode.
Nvidia-based RTX technology, but works with older Nvidia GPUs. The system is based on RTX, a hardware implementation of Nvidia's DirectX 12 DirectX Ray Trace (DXR) API, available in the company's GeForce RTX, Titan RTX and Quadro RTX GPUs.
However, Isotropix says it can be accelerated on any Maxwell GPU or newer version.
The window can be set to GPU or CPU rendering, or it can be set to mixed mode. If the scene exceeds the available graphics memory on the GPU, the rendering will fall back to the CPU. Rollback is also used if the scene uses features that are not supported on the GPU (currently including rendering time shift and volume).
Other new features include improved sampling of importance in CPU rendering and "massive" improvements in the importance of lighting and material sampling on the mirror and transmission paths.
According to Isotropix, the current scene is "four times faster" than the previous Clarisse iFX version.


Welcome to join us

render farm free trialfox got talent

Recommended reading


China Film Administration Release New License Logo

2019-01-09


Maya 2018 Arnold's Method of Making Motion Vector Blur in AOV Channel

2018-12-26


How the Redshift Proxy Renders the Subdivision

2018-12-28


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Renderer Is The Best?

2019-04-15


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Renderer Is The Best?

2019-04-15


Corona Renderer Learning - Denoising

2019-05-15


Arnold Render Farm | Fox Render Farm

2018-11-27


Is This Simulated By Houdini? No! This Is Max!

2019-02-22


Partners

Interested

Clarisse iFX 4.0 SP5 and Maya to Clarisse Tool V2 Released
Clarisse iFX 4.0 SP5 and Maya to Clarisse Tool V2 Released
Clarisse iFX 4.0 SP5 released Clarisse has been updated to 4.0 SP5! This time, the processing of "Light Path Expressions" has been expanded, and a new firefly filtering system has been added to facilitate more realistic and flexible rendered output. Output variance and material lobe values in LPE Although Clarisse iFX 4.0 has been releasing service pack updates this year, this time SP5 is the biggest update ever. The update extends the software's handling of Light Path Expressions, including the option to output the variance of the LPE for rendering denoisers that support difference as input. It is also possible to export lobe constant values - used in the Disney Principled, Physical Hair, and clear-coat materials to simplify the process of baking textures during look development. Isotropix has also introduced a new clamping method that ensures a more accurate reconstruction of channels from LPEs during compositing. New firefly filters and improvements to the Standard materials Other changes in SP5 include the addition of firefly filtering attributes to Clarisse iFX's path tracker to reduce artefacts and noise in "difficult" lighting configurations. By using Fresnel normals to calculate the Fresnel effect, the energy conservation model on the software's standard materials is improved, and the rendering effect will be more realistic. Maya/Clarisse Bridge Tool V2.0 released Seeing a lot of friends here who use Maya and Clarisse must have a converter. Tell you, it really does! And recently updated to version 2.0. This tool called Maya / Clarisse Bridge Tool was developed by FX TD Muhammad Etman of Egyptian VFX company Aroma Studios. This tool can export Maya scenes to Clarisse iFX. Allows users to export Maya scenes directly to Clarisse iFX without having to use intermediate file formats such as Alembic. Although it does not create a live link between the two applications, after setting up the export, you can update the Clarisse scene with a single click. The process supports geometry, shaders, textures, lights and animated cameras, and supports shaders and UDIM UV layout formats for each component. During the export process, the scene is automatically converted between standard scale units, co-ordinate settings, and color spaces used in the two host applications. Assets using Arnold's Standard Surface shader will be converted to the Clarisse iFX’s Disney principled shader: a process that Etman calls pretty much one-to-one conversion." Recently updated to version 2.0, which improves performance by updating lights and shaders in real-time. It is said that the shader conversion process is now "4-5x faster" than the original release. In addition, Alembic data is now supported, which means that animations can be transmitted, including "multiple shape objects (like) Skin Cluster". Export should also now preserves the hierarchies of all object types. Read more: https://gumroad.com/l/hgTKw Read more: https://forum.isotropix.com/viewtopic.php?f=167&t=6077
More
2019-12-31
Clarisse Tutorial: Variable Management
Clarisse Tutorial: Variable Management
The leading render farm in the CG industry, Fox Renderfarm, shares a tutorial about the variable management in Clarisse. Clarisse can create environment variables in the scene or directly call the system's environment to use. You can create environment variables in the Variable Editor of Clarisse, view Clarisse's own internal variables, and view the environment variables of the system. Open the Clarisse menu bar: Windows-> Variable Editor After opening the window: File File is used to save the currently created variables as text, and you can also load the previously saved environment variable text. Save Load Create variables Variable name naming convention: 1. Do not use special symbols other than _ (underscore), if there is a write, it will automatically switch to _ 2. Cannot start with numbers _ 3. Can not use non-English characters, if there is a write, it will automatically switch to _ (Clarisse has a chance to crash and exit when forced switching to _ is used if illegal characters are used) Delete: delete the selected variable Clear: clear all variables The types of variables that Clarisse can create are, Bool: Boolean type, 1 or 0. The number entered will be 1 if the number is equal to 0, and 0 if the number is equal to 0. Long: Clarisse's 'long' is a long integer, which can be understood as 'int', integer, and maximum. Double: can be understood as a 'float'. String: character, mostly a path, or a separate non-path character. Built-in is Clarisse's own internal variable: F: The number of frames in the current timeline. This variable is mostly used in sequence mapping. T: Time of the current timeline PDIR: The directory of the current scene. This variable mostly converts all asset paths in the scene into relative paths when packaging assets, which is the same as Houdini’s $ hip. PNAME: The name of the current scene FPS: The frame rate of the current scene The ones below are more about Clarisse's software installation. System environment variables. This is a system variable and a variable set in Clarisse.env. If there are variables in the system that do not meet the Clarisse variable naming convention, they will be skipped. This is not possible to edit in Clarisse. As an excellent render farm in the CG industry, Fox Renderfarm supports Clarisse cloud rendering services. Welcome join us and get a free trial.
More
2019-12-03
Clarisse Tutorial: Asset Path Management
Clarisse Tutorial: Asset Path Management
This article is organized from the CG industry's leading render farm, Fox Renderfarm. The reason for writing this article is that once our customers encountered problems with Clarisse's asset path management, all the asset paths were originally in the A disk when they were made, and asked if there is any quick way to change the asset path to other. Drive letter. This asset path switch can be a very simple thing for Clarisse users. Fox Renderfarm hopes that this article will also help other Clarisse users. First, Clarisse provides a management path and is in Clarisse's menu bar: Windows-->Path Manager. The Path Manager is divided into 4 sections: the toolbar, the edit field, the path list, and the attribute list. (1) Check Paths (2) Show Missing Files (3) Search And Replace Tool (4) Replace with Variables Tool (5) Change folder path (6) Change File Path (7) Path Edition Field (8) Path List (9) ) Object Attribute List About the first column Check Paths: Basically, the path manager will check if the specified paths exist. Once completed, the last column of the path list (8) will switch from Unknown to either Found or Not Found. Show Missing Files: You can filter the path list to display only path flagged as invalid Search And Replace Tool: Provides a handy search and replace tool allows you to replace paths in batch. Type what you want to replace in the Search Text field and the replacement in Replace With text field. While you are typing your text, a preview of the resulting replacement is updated in real-time. Hit Apply when you are done or hit again Search And Replace to cancel. By default, the search is case sensitive. You can disable the case sensitivity by pressing Case Sensitive. You can also press Check Paths before applying your changes. This is very useful if you want to check the file existence prior applying your replacement. Replace with Variables Tool: It is a batch processing tool. It's a fast and easy way to replace a path by a Clarisse Variable. The path manager will look for the value of a given variable in the files paths and replace the value by the name of the variable. This is to be used with Clarisse's Variable Editor to work on multiple paths. First, define the variable in the Variable Editor and then replace the path with the variable. About the second column Change folder path: You can modify the folder of the asset. You can put the previous assets into a new directory and modify them directly into this directory. Change File Path: The path of the selected asset can be modified. Path Edition Field: Path of the currently selected asset Select the path in the Path List, displayed in the Path Edition Field, use the Change folder path to change the folder where the selected asset is located, and use Change File Path to change the path of the entire asset. The third column is the path list. Show all the paths in the current scene. Path List - Raw Path: The path shown on the object properties of Clarisse. - Resolved Path: The real path. - Type: path type. - Status: Found can be found. Not Found cannot find (lost) that does not exist. About the third column Object Attribute List: The Object Attribute List (9) is located at the bottom of the path manager. It displays all objects and attributes that reference selected paths. If you select any of the items located in the object attribute list, they will be selected in the application. Nothing prevents you from modifying their attributes in the Attribute Editor. At last, Clarisse also provides a scene packaging tool, which can package the whole scene into a zip compression package and change the asset path in the scene to $PDIR (the current project directory, like Houdini's $hip) The relative path at the beginning. This compressed package is copied to any directory and uncompressed to open the scene project. You can see that the path of all assets is normal. It should be noted that if the amount of assets in the scene is relatively large, it is not recommended to use this packaged work, it will take a long time, and there is a certain probability that the package fails. Some of the content is referenced from the official website of isotropix: `https://clarissewiki.com/3.6/using_the_path_manager.html`
More
2019-09-30
Foxrenderfarm

Powerful Render Farm Service

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Media Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com