![]() ![]() This is nothing new, but the thing that changed Luxion’s mind was the introduction of ray tracing-specific cores (RT cores) in Nvidia’s new RTX GPUs. ![]() While it’s certainly possible to gain speed by adding extra cores to those machines, many companies also invested in building a network rendering capability, bringing together machines for a collective effort when needed.īut, at the same time, many in the design visualisation technology world have recently begun to take advantage of GPUs (or ‘graphics cards’ to you and I) as a means to achieve more efficient computation.Ī GPU typically has thousands of cores that are very well suited to the highly parallel calculations required for ray trace rendering. ![]() Instead, KeyShot would run on pretty much any machine available. The benefits were that users didn’t have to invest in new, often specialist hardware in order to be able to render out their assets. Since it began, KeyShot has been a CPU-based rendering system – in fact, the company has made rather a lot of noise about this fact over the years. Let’s start with the big-ticket item: GPU rendering. So with that in mind, let’s take a look at what’s been added to KeyShot 9.0. And, since that time, the system has stuck to that principle, while simultaneously growing in capability to include animation, advanced material definition and more. It didn’t require a massive workstation and you certainly didn’t need the specialist set of skills demanded by standalone renderers. Other vendors had tried it before, but KeyShot arguably represented the first time that a system of this kind was developed specifically to focus on the needs of the design industry.Īt its core was the principle that anyone should be able to use it. Previously, we could use either a CAD-integrated rendering system, or a standalone, general-purpose system. KeyShot 9 brings GPU computational support to KeyShot for the first time ![]()
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