Abvent releases Artlantis 2019!

Wow, so you release version 7 in May 2018 and then expect people to purchase a full version upgrade to 2019 in December of the same year? You need to do way better than that for your clients.

This is terrible business practice.

Knowing how companies prepare a release well in advance, it would be very surprising if Abvent had no clue they were going to release Version 7 and 2019 within 6 months of each other, fully expecting clients to pay for an upgrade twice in one year!

I find this dishonest and feel quite duped with this company. I won’t be upgrading any further with these releases.

I am switching to Cinema 4D.

Totally agree! I purchased 7 in August, after long thinking because it didn’t seem to be perfect but I needed a new version. Now it’s not necessary to make any updates to 7 if 2019 is the one to develop? In practice I use my old version 3 still much more than 7…

A good release with slight issues. I like the new features and new materials.

The only issue is it is really slow and produces very noisy images.

Settings 1920px, 150 dpi, 3x3 AA, quality setting and « inside » preset.

Render time was 22h on a 4 core i5 3,1 ghz iMac.

Hello,

Are you using Neon shaders on complex geometry (high number of polygon) ?
If you are, it might be the reason for the long render time.
If you can use a simpler geometry for the Neon Shaders, it should speed up the rendering.

Best regards,

Hey, thanks for your Reply.

Neon Shader was only Applied to some small spots in the ceiling, not to any complex geometry. I deativated it and will test if there is a speed increase.

Do you have any advice regarding the noise?

For Example this Image took 17 hours and is very very noisy:
Bildschirmfoto 2019-01-22 um 23.11.57.png


For the noise, you should turn off the « Enhanced background » as you are rendering an interior scene.
Did you have the neon shader on in this rendering ?
Did you have « Neon glass » shader on the windows ? if you are, that might also increase the noise, turn it off to check.

In the picture what is the semi-circle on the wall at the bottom of the stairs ?
Is it a light or a different shader or something else ?

This is very long, could you send us the atla file zipped to try to understand why it is taking so long.
could you also send me the Artlantis log, to have your machine configuration, you can find it using the Artlantis menu , « Help/Show log files »
you can send both files using WeTransfer to sarrut@abvent.fr

Hey, thanks for your fast reply.

By the way: Another image from this model took 26,5 hours with the same settings!

As I said, the neon shader was applied BUT only to small 5cm ceiling lights and the were far away from the camera standpoint.

Not to the windows or anything big or relevant. Anyway, I removed it from the scene.

The Semi Circle seems to be a heliodom light coming from the cutout in the roof. The stairs lead to a terrace and the roof window wasn’t built in 3D, so it is just a hole.

I will send you the requested files tomorrow.

By the way: I am pretty happy with the results (if there was no noise) and my client loves it. With a little bit of Photoshop, the atmosphere is stunning.

(The light spots in the back were the mentioned ones with the neon shader applied)


That’s good to hear !
I will make some test with your file to try to understand why it is taking so long.
be sure to send me an archive (atla), to be sure I have the same media you are using.

Looking at the noise to me it looks like no skylight portals are in the scene with the strange blotches where the noise is missing. I am not a user of Artlantis but I use two programs that use the same rendering engine (RedSDK from Redway3D) and when I see this « effect » in two programs I use these are telltale signs of missing or Broken Portal Syndrome. As Artlantis does not expose the users to the actual sampling parameters but a slider it probably has not got a sampling value high enough. I asked about this problem to Renaud of Redway3D and he said " About samples, if you have portals, then no you don’t need to go as high as that. If you don’t have portals, you’ll need at least 64 x 64 samples to get a good image if you have small openings in your room."
So 64x64 = 4096 samples. With portals all working 16x16 (256) is high enough as the portals force the engine to pull through and concentrate the sampling at openings and not waste them elsewhere. It is also down to a couple of engine parameters which if disabled does reduce the problem:
[i]- RED::OPTIONS_RAY_GI_FOR_LIGHTING

  • RED::OPTIONS_RAY_GI_FOR_GLOSSINESS.[/i]

Hope that helps both you and the Artlantis Development team…