Thea Render - Interactive Rendering
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@unknownuser said:
I think I'm going to go buy a bunch of evermotion and xfrog plants now. Will I have to tweak their materials much in thea?
I'll tell you what, I'm gonna render my Airstream trailer tomorrow, I'll add an Evermotion tree so you can see how it works.
As for polys vs render speed, I have never seen a slow down based on poly's I rendered the above scene in 22 minutes (20 million polys, Xfrog trees)
Grass can be added as a texture with bump, displacement or scattered (painted) as grass objects as your heart and ram desires.
There are many free grass solutions on the Thea forums as well as a whole lot of great materials.Once you get going with Thea and know what you are doing, you will not want to touch anything with less bells and whistles.
OT: the next release will have a whole lot of cool features (I cannot discuss right now) and the speed will be 2x faster, and it already is fast.
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@solo said:
@unknownuser said:
I think I'm going to go buy a bunch of evermotion and xfrog plants now. Will I have to tweak their materials much in thea?
I'll tell you what, I'm gonna render my Airstream trailer tomorrow, I'll add an Evermotion tree so you can see how it works.
As for polys vs render speed, I have never seen a slow down based on poly's I rendered the above scene in 22 minutes (20 million polys, Xfrog trees)
Grass can be added as a texture with bump, displacement or scattered (painted) as grass objects as your heart and ram desires.
There are many free grass solutions on the Thea forums as well as a whole lot of great materials.Once you get going with Thea and know what you are doing, you will not want to touch anything with less bells and whistles.
OT: the next release will have a whole lot of cool features (I cannot discuss right now) and the speed will be 2x faster, and it already is fast.
Awesome, I appreciate it. So polys don't have a huge speed impact in thea? I guess I'm used to render engines based in sketchup where the large models cripple the render speed. If I don't use podium much it's no big deal since I had an upgrade for $49 from a past student version I had. 2x faster speed will be great. Now is the interactive render GPU based or is anything GPU enhanced? I have a decent 1gb video card, 3.4ghz i7 quad core, and 8gb ram so I'm hoping thea will really take advantage of my pc nicely. It would be amazing if they built a render engine that used both GPU and CPU at the same time.
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@patrickbateman said:
It would be amazing if they built a render engine that used both GPU and CPU at the same time.
It is going to be combined (CPU+GPU) but for the time being (at least the public release) is only CPU. I am also hoping to see GPU rendering there soon (according to the original road map, still this year).
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Sweet. Ok so just curious, aside from the interactive piece what can Thea do that other rendering engines can't, what can Thea do better than other top engines, and what does something like vray have going for it over thea?
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I posted this on the thea forum but my posts have to be approved for some reason...
I have a bunch of evermotion plants in .max format textured for vray. I want to be able to insert these into thea with textures. I don't know anything about 3ds max and just installed it to do conversions at this point (learning it is another project). I try exporting the models to thea but they come into thea without textures. I try using the material converter and it converted one material and changed everything else to gray.
How can I convert these models for use in thea and get most of the textures to work?
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As far as I know you must have Vray for 3dsmax installed to see Vray materials. Otherwise everything will be black.
If you have Max you can install the Vray demo (30 days) and convert to other renderer. There are some maxscripts that do that. -
@pixero said:
As far as I know you must have Vray for 3dsmax installed to see Vray materials. Otherwise everything will be black.
If you have Max you can install the Vray demo (30 days) and convert to other renderer. There are some maxscripts that do that.Yeah I installed vray and I can see the textures in max and render the scenes in vray. I don't know how to convert the materials to thea though. There was a materials converter I tried a few times in max (i'm not sure if it came with max 2012, thea2max, or vray...) and I ran the converter and it would convert like one material and change everything else to gray. For example it would convert the trunks of the trees and leave all the foliage gray. Is there another plugin or program I can try?
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I can convert them
I promise not to save anything....
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@solo said:
I can convert them
I promise not to save anything....
Haha and how would you do that? If you're serious I might have to send some your way... I would like to know how to do it myself though too.
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I have Max 2010 and deep exploration, easy to do.
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@patrickbateman said:
I posted this on the thea forum but my posts have to be approved for some reason...
New users post will go trough moderation, just to keep forum clean. Sorry for a delay. Better keep Thea related technical topics in Thea forums.
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@patrickbateman said:
Sweet. Ok so just curious, aside from the interactive piece what can Thea do that other rendering engines can't, what can Thea do better than other top engines, and what does something like vray have going for it over thea?
Probably one of most unique feature in Thea, is it's render cores that can do biased (speed) and unbiased (most accurate light simulation) rendering with same physically based material settings; A bit like having Vray and Maxwell in a same package without need for different materials or scene settings.
Just to get some 3rd party opinion, there is a 3D World magazine review of Thea Render and discussions at Thea forums, where you can also find announcements of latest technology development and features.
You can start learning Thea via overview tutorials and free demo version. -
@notareal said:
@patrickbateman said:
I posted this on the thea forum but my posts have to be approved for some reason...
New users post will go trough moderation, just to keep forum clean. Sorry for a delay. Better keep Thea related technical topics in Thea forums.
It's been the same here lately (more than a year), you are just a too "old member" (from 2009) to experience it, Patrick!
It's a PITA both for new members and moderators but still better than reading spam flooding the forums. Just in August (and it's only the 5th, in the morning) we had nearly 50 spammers banned here.
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Repainting as post process; create infinite variations from a single render, using Thea Render + Colimo! More at Thea Render, Technology Preview.
"Here, you can see a 'demonstration' of the new feature. All these images have been created by a single render of Thea! The scene was quite difficult (lots of different sources of lighting) and it took ~12h on a Q6600 (originally rendered at 2048p). This time is fully amortized considering that there were, in this example, 375 combinatorial renders generated in post-process. Using the web export feature of Colimo, all the combinations can be generated based on a predefined list of choices per repaintable material (you can select the material in the first choice box and its texture in the second choice box)."
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It has been a while since our last revision post and now, we are coming out with our next edition v1.1. First of all; congratulations to Stuart Walker (stu.dio), the winner of Chameleon Edition Splash Contest.
Thea Render v1.1 has two very important additions, as you probably have already seen from our tech preview announcements; the speed up factor close to x2 which makes Thea faster than ever and the very important integration with Colimo.Naturally there are some new features in Thea that improve the workflow a lot; like the History panel. And of course, there are a lot of other additions and UI fixes. You can check the detailed list of changes in the usual thread.
Tutorial on the changes introduced in Thea v1.1:
Watch on YouTubeTutorial on the integration of Thea/Colimo:
Watch on YouTubeTo download newest Thea v1.1 you can check the download links from the following (licensed user club) thread *:
http://www.thearender.com/forum/viewtopic.php?f=111&t=6251
For optimal integration with SU, please download latest SU2Thea plugin v0.89 http://www.thearender.com/cms/index.php/downloads/sketchup-plugin.html
It contains two important additions in 'grouped/hierarchy mode':
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Face Me components are now animated. The animation is based on Scenes present in SU model. In Thea one can select proper animation frame to make ALL face me components in a model face desired camera. Face Me components will always face 'Smooth Thea camera' and also 'SU camera' when the 'Scene delay' in SketchUp is set to 0. Support for scene delay will be added in next revisions.
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materials with distorted textures and those applied by specialized plugins are being exported with a single texture. SU-2-Thea will not attempt to create hundreds of small textures, but will keep original, single texture for all faces instead.
best wishes
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- Please note that the above thread is only available for our licensed users! Non licensed users will have
to wait for a few days until there is a global announcement and download links are available from our website.
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Excellent update...Well done Thea team.
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Little note relating to colimo; you will need colimo 1.2. which is about to be released, stay tuned at http://www.motivacg.com/forum/viewforum.php?f=3
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Simply stunning update. Well done to the team involved
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Wow! That's amazing...and I was floored by ReLight!
So Colimo, is there a license that has to be purchased with that? Please excuse my ignorance, first time I have heard of this product.
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Colimo is a product of Motiva InfografΓa (they are also creators of 3dsMax Plugin for Thea). They are pretty new and I think that time save colimo can offer is really worth of it's cost.
http://www.motivacg.com/colimo_en.php
Just have to wait a bit before one can start testing, unfortunately they need to iron out some last minute bug.@unknownuser said:
Colimo 1.2! will be released tomorrow at morning we've found a small bug in modo script using his native renderer.
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