Cloud rendering for Omniverse | iRender Cloud Rendering Service https://irendering.net " Simple and fast cloud rendering solution " Mon, 06 Feb 2023 06:44:06 +0000 en-US hourly 1 https://irendering.net/wp-content/uploads/2019/10/cropped-512Favicon123-32x32.png Cloud rendering for Omniverse | iRender Cloud Rendering Service https://irendering.net 32 32 New updates in NVIDIA’s Omniverse https://irendering.net/new-updates-in-nvidias-omniverse/ Mon, 06 Feb 2023 06:00:58 +0000 https://irendering.net/?p=25141 Recently, NVIDIA announced its latest updates to Omniverse, its real-time 3D design collaboration platform. The highlights include new generative Blender AIs add-ons integration with Audio2Face, the Al-based painting tool Canvas.

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New updates in NVIDIA’s Omniverse

Recently, NVIDIA announced its latest updates to NVIDIA’s Omniverse, its real-time 3D design collaboration platform.

The highlights include new generative Blender AIs add-ons integration with Audio2Face – NVIDIA’s free AI-based tool for generating facial animation from audio.

In addition, the Al-based painting tool Canvas will become part of the Omniverse family, with the next update also making it possible to generate 360-degree environments suitable for use in 3D scenes.

A USD-based collaboration platform

Animators, creators, and developers can use new AI-powered tools to reimagine 3D environments, simulations, and the metaverse — the 3D evolution of the internet. 

Based on the Universal Scene Description (USD) framework, the NVIDIA Omniverse platform — which enables the development of metaverse applications — is expanding with Blender enhancements and a new suite of experimental generative AI tools for 3D artists.

Data is exchanged between compatible CAD and DCC applications and Omniverse in USD format, with connector plugins available for tools including 3ds Max, Maya, Revit, Rhino, SketchUp and Unreal Engine.

As well as the Omniverse core, Nvidia has released frontend applications for specific tasks, including Omniverse Create for scene layout and editing, and Omniverse View for scene review.

Audio2Face, plus new version of Canvas soon

A new release for Blender, now available in the Omniverse Launcher, is bringing 3D generative AI capabilities to Blender users everywhere. A new panel lets Blender users easily transfer shape keys and rigged characters.  The challenge of reattaching a rigged character’s head can now be solved with a one-button operation from Omniverse Audio2Face — an AI-enabled tool that automatically generates realistic facial expressions from an audio file.

Another new panel for scene optimization lets users create USD scenes within their multi-app 3D workflows more easily and in real-time.

In addition, Audio2Face, Audio2Gesture, and Audio2Emotion — generative AI tools that enable instant 3D character animation — are getting performance updates that make it easier for developers and creators to integrate into their current 3D pipelines.

Creators can generate facial expressions from an audio file using Audio2Face; realistic emotions ranging from happy and excited to sad and regretful with Audio2Emotion; and realistic upper-body movement using Audio2Gesture. These audio-to-animation tools are game-changers for 3D artists, eliminating the need to perform tedious, manual tasks.

AI-assisted creator tools are expanding to even more communities of creative and technical professionals. When NVIDIA Canvas was introduced, it empowered artists to seamlessly generate landscapes and iterate on them with simple brushstrokes and AI. Coming soon, all RTX users will be able to download an update to Canvas that introduces 360 surround images to create and conceptualize panoramic environments and beautiful images. The AI ToyBox, which features extensions derived from NVIDIA Research, enables creators to generate 3D meshes from 2D inputs.

Latest Omniverse Platform Updates

  • Early access for the Unity Omniverse Connector is now available.
  • Blender alpha release, now available in the Omniverse Launcher, enables users to repair geometry, generate automatic UVs and decimate high-resolution CAD data to more usable polycounts.
  • Audio2Face, Audio2Emotion and Audio2Gesture updates better enable instant, realistic animation of characters, now available in Omniverse Audio2Face and Omniverse Machinima.
  • NVIDIA Canvas is coming soon to the Omniverse Launcher with new capabilities that enable the creation of 360-degree landscapes with simple brushstrokes. Users can import the environments into 3D apps to test different settings and lighting.
  • AI ToyBox of experimental tools, built by NVIDIA Research, that include GET3D, an Omniverse extension that generates trainable 3D models from 2D images, letting developers use their own datasets to rapidly create models for 3D virtual worlds, is now available in the Omniverse Extension Manager.
  • Thousands of new, free 3D assets are now available worldwide for users to build and create within Omniverse.

iRender - Best configuration for NVIDIA's Omniverse

iRender is proud to be a professional GPU Accelerated Cloud Rendering Service provider in HPC optimization for Render, CGI, and VFX tasks with more than 25,000 clients. We are appreciated in many global rankings (e.g. CGDirector,  Lumion Official,  Radarrender,  InspirationTuts CAD All3DPBlenderBaseCampVFX Rendering.)

Our service for Omniverse

We provide high-configuration dedicated servers (physical machines/computers) that are specifically configured and optimized for GPU rendering. Our GPU machines are built with 1/2/4/8x RTX 3090 and 2/4x RTX 4090 (the new server package that we just released). Also, they all have a strong AMD Ryzen Threadripper PRO 3955WX CPU, which provides increased performance together with GPU.

One of the developers from Nvidia’s Omniverse, Pekka has chosen iRender service. And thanks to him to make the instruction video for Omniverse users. Check it out here:

If you have any questions, please do not hesitate to reach us via Whatsapp: +(84) 962868890. Register an ACCOUNT today and get FREE COUPON to experience our service.

iRender – Happy rendering 

Reference source: blogs.nvidia.com

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New updates in NVIDIA’s Omniverse

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Nvidia Omniverse collaborates with Maxon https://irendering.net/nvidia-omniverse-collaborates-with-maxon/ Fri, 01 Apr 2022 06:00:01 +0000 http://irendering.net/?p=17956 NVIDIA Omniverse is an easily extensible platform for 3D design collaboration and scalable multi-GPU, real-time, true-to-reality simulation. NVIDIA Omniverse not only accelerates complex 3D workflows, but also enables ground-breaking new ways to visualize, simulate, and code the next frontier of ideas and innovation. Integrating complex technologies such as ray tracing, AI, and computing into 3D pipelines no longer comes at a cost but brings an advantage.
At GTC, NVIDIA announced significant updates for millions of creators using the NVIDIA Omniverse real-time 3D design collaboration platform. Especially Maxon collaboration, let's find out this interesting information in the article.

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Nvidia Omniverse collaborates with Maxon

NVIDIA Omniverse is an easily extensible platform for 3D design collaboration and scalable multi-GPU, real-time, true-to-reality simulation. It’s not only accelerates complex 3D workflows, but also enables ground-breaking new ways to visualize, simulate, and code the next frontier of ideas and innovation. Integrating complex technologies such as ray tracing, AI, and computing into 3D pipelines no longer comes at a cost but brings an advantage.

At GTC, NVIDIA announced significant updates for millions of creators using the NVIDIA Omniverse real-time 3D design collaboration platform. Especially Maxon collaboration, let’s find out this interesting information in the article.

Redshift with Omniverse

Redshift is a biased renderer and also the world’s first fully GPU-accelerated. It’s Maxon’s production-class rendering solution. And it is preparing for Omniverse with a full-featured Hydra delegate and support for native Redshift materials within USD.

This enables users in Omniverse to tap into the full power of Redshift as easily as they can within any supported DCC. On the other hand, Redshift’s Hydra delegate first shipped last year for SideFX Solaris and is coming soon for Maya, Katana, and Omniverse.

Cinema4D with Omniverse

Maxon creates professional 3D solutions for the CG industry – Cinema 4D. Its fast, powerful, flexible, and stable toolset makes 3D workflows more accessible. Furthermore, it’s efficient for design, motion graphics, VFX, AR/MR/VR, game development, and all types of visualization professionals. Cinema 4D produces stunning results, whether working on your own or in a team.

Maxon’s Cinema4D now supports USD and is compatible with NVIDIA Omniverse Drive or OmniDrive, unlocking Omniverse workflows for visualization specialists.. 

In Summary

Omniverse ecosystem expansion continues to transform workflows for developers, researchers, and creators around the world. And there is still more to come.

Omniverse artists can now use Pixar HDStorm, Chaos V-Ray, Maxon Redshift and OTOY Octane Hydra render delegates within the viewport of all Omniverse apps. Besides, they can bring more freedom and choice to 3D creative workflows, with Blender Cycles coming soon.

Moreover, artists can switch between the lightning-fast Omniverse RTX Renderer to refining 3D scenes or exporting final projects. Or their preferred renderer, giving them ultimate freedom to create however they like.

“The engineering team and I are excited about NVIDIA Omniverse and its potential to connect people and workflows across the globe. We look forward to exploring its capabilities and bringing world-class solutions to our creative community.”

– Philip Losch | Chief Technology Officer (CTO)| Maxon.

For you

iRender is a Professional GPU-Acceleration Cloud Rendering Service provider for Nvidia Omniverse. The first Omniverse Machinima Ambassador, Pekka Varis, is one of iRender customers. He usually uses GPU servers which has multi-GPUs: RTX 3090 on his project. On the other hand, he created a lot of topics on Omniverse’s forum and share his experience with Omniverse there. You can take a look at one of them here.

Likewise, we are an appropriate and effective service for special software for instance NVIDIA Omniverse. With many servers with powerful performance based on CPU and GPU, users will boost the performance rendering process on their projects.

With some easy steps, you can take full control of iRender servers. You can even use them for other tasks in the production process, not only rendering. Let’s enjoy the service beyond your expectations at iRender by CREATING AN ACCOUNT.

After that, please contact Candace – Whatsapp/Telegram: +840394000881 or email: phuongntb@irender.vn to get a coupon for a trial.

Source: www.maxon.net; blogs.nvidia.com

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NVIDIA Releases Omniverse Audio2Face https://irendering.net/nvidia-releases-omniverse-audio2face/ Fri, 14 Jan 2022 06:00:36 +0000 http://irendering.net/?p=16473 Omniverse Audio2Face beta simplifies animation of a 3D character to match any voice-over track, whether you’re animating characters for a game, film, real-time digital assistants, or just for fun. You can use the app for interactive real-time applications or as a traditional facial animation authoring tool. Run the results live or bake them out, it’s up to you.
With iRender team, you can learn more about Omniverse Audio2Face in this article.

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NVIDIA Releases Omniverse Audio2Face

Omniverse Audio2Face beta simplifies animation of a 3D character to match any voice-over track, whether you’re animating characters for a game, film, real-time digital assistants, or just for fun. You can use the app for interactive real-time applications or as a traditional facial animation authoring tool. Run the results live or bake them out, it’s up to you.

With iRender team, you can learn more about Omniverse Audio2Face in this article.

How does Omniverse Audio2Face work?

Audio2Face is preloaded with “Digital Mark”— a 3D character model that can be animated with your audio track, so getting started is simple—just select your audio and upload. The audio input is then fed into a pre-trained Deep Neural Network. In addition, the output drives the 3D vertices of your character mesh to create the facial animation in real-time. You also have the option to edit various post-processing parameters to edit the performance of your character. The results you see on this page are mostly raw outputs from Audio2Face with little to no post-processing parameters edited.

List highlight features:

  • Audio input: Use a recording or animate live
  • Character transfer: Face-swap in an instant
  • Multiple instances: Express yourself – or everyone at once
  • Data conversion: Connect and convert
  • Emotion control: bring the drama

Explore in detail about features of Omniverse Audio2Face here.

NVIDIA Omniverse Audio2Face Available in Open Beta

On Apr 12th, 2021, NVIDIA Omniverse Audio2Face is available, in open beta. With the Audio2Face app, Omniverse users can generate AI-driven facial animation from audio sources.

The demand for digital humans is increasing across industries, from game development and visual effects to conversational AI and healthcare. But the animation process is tedious, manual, and complex, plus existing tools and technologies can be difficult to use or implement into existing workflows. 

With Omniverse Audio2Face, anyone can now create realistic facial expressions and emotions to match any voice-over track. The technology feeds the audio input into a pre-trained Deep Neural Network, based on NVIDIA and the output of the network drives the facial animation of 3D characters in real-time.

The open beta release includes:

  • Audio player and recorder: record and playback vocal audio tracks, then input the file to the neural network for immediate animation results.
  • Live mode: use a microphone to drive Audio2Face in real-time.
  • Character transfer: retarget generated motions to any 3D character’s face, whether realistic or stylized.
  • Multiple instances: run multiple instances of Audio2Face with multiple characters in the same scene.

The updated version of Omniverse Audio2Face

NVIDIA has released an update for its experimental AI-powered software for generating facial animation from audio sources Omniverse Audio2Face. The newly revealed version – Audio2Face 2021.3.2 – brings two great new features that many would find interesting.

The first feature is the new BlendShape Generation tool, which allows the user to generate a set of BlendShapes from a Neutral Head mesh. All one needs to do is to connect a character to Audio2Face using the Character Transfer process, the tool will do the rest.

The second feature that was added in this update is the Streaming Audio Player that allows the streaming of audio data from external sources such as Text-to-Speech applications via the gRPC protocol.

You can learn more about the update here

Powerful servers to boost performance in Omniverse

iRender is an appropriate and effective service for special software such as iClone Connector and NVIDIA Omniverse. We provide high-performance servers for GPU-based engine rendering through the Remote Desktop application

In addtition, we are releasing new servers for iRender’s users, which have powerful processing capabilities of AMD Ryzen Threadripper Pro 3955WX @ 3.90GHz. Besides, they have multi-GPUs: 2/ 4/ 6/ 8 RTX 3090 24GB VRAM to boost performance in the rendering process.

iRender’s workflow is simple and easy. You need to create an image and then boot a system. Next, you connect to our remote servers and take full control of our machines. There you can install any software that you want.

We not only have powerful configurations, but also we have excellent service with a great support team. In addition, we want to bring a comfortable and helpful feeling to all customers. They will always be satisfied when they use our service. I would like to sponsor hours rendering on power servers for you if you CREATE AN ACCOUNT right now and contact via email: phuongntb@irender.vn or Whatsapp/Telegram: +84 0394000881. 

Source and images: developer.nvidia.com; 80.lv

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NVIDIA Omniverse Machinima Now Available https://irendering.net/nvidia-omniverse-machinima-now-available/ Wed, 12 Jan 2022 06:00:02 +0000 http://irendering.net/?p=16456 According to the Nvidia website, Omniverse Machinima is an application that enables you to remix, recreate, and redefine animated video game storytelling through the use of immersive visualization, collaborative design, and photorealistic rendering. Furthermore, Omniverse Machinima gives you the tools to easily make game cinematics.
Let’s learn more about Omniverse Machinima with iRender team through Nvidia’s blog by Brad Nemire. He is leading the Developer Communications team at NVIDIA focused on evangelizing amazing GPU-accelerated applications.

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NVIDIA Omniverse Machinima Now Available

According to the Nvidia website, Omniverse Machinima is an application that enables you to remix, recreate, and redefine animated video game storytelling through the use of immersive visualization, collaborative design, and photorealistic rendering. Furthermore, Omniverse Machinima gives you the tools to easily make game cinematics.

Let’s learn more about Omniverse Machinima with iRender team through Nvidia’s blog by Brad Nemire. He is leading the Developer Communications team at NVIDIA focused on evangelizing amazing GPU-accelerated applications.

General introduction

Technical artists, developers, and content creators can now take 3D storytelling to the next level: NVIDIA Omniverse Machinima is now available in open beta.

Omniverse Machinima offers a suite of tools and extensions that enable users to render realistic graphics and animation using scenes and characters from games.

The app includes premade assets from NVIDIA and games such as Squad from Offworld Industries, and Mount & Blade Warband by TaleWorlds Entertainment, with more to come. 

Advantage of Omniverse Machinima’s user

Through Omniverse Machinima, users can:

  • Render scenes with materials, surfaces, and textures from the NVIDIA MDL library or imported from third-party asset libraries.
  • Animate characters’ faces using a simple voice recording through NVIDIA Audio2Face technology.
  • Create realistic visuals with physically accurate materials through NVIDIA PhysX 5, Blast, and Flow extensions.
  • Capture human motion through a video feed using wrnch’s AI pose estimation technology.
  • And leverage the built-in Omniverse RTX Renderer to produce an output with the highest fidelity.

Omniverse Machinima introduces five new Omniverse platform extensions

  • The first platform, a sequencer is an animation tool that combines multiple animation clips to create a cinematic flow. Following a non-linear editor methodology, Sequencer features a traditional time track and play-head layout, so users can quickly add, edit and delete tracks and play them back over time.
  • Second one: reshade allows users to quickly review and apply a variety of rendering modes using a simple menu selection system — similar to filters found in many social media and digital content creation applications — ranging from cartoon to sci-fi-esque glitches.
  • Thirdly, the camera Animation Tool is an Omniverse Kit extension found in other Omniverse Kit-based apps like Create… The toolkit lets users easily and intuitively animate camera movements.
  • Next, animation Recorder is ideal for recording animation from input sources such as wrnch’s CaptureStream tool.
  • The last, wrnch AI technology simplifies the process of creating animated 3D characters that mimic human movement by letting users capture motions through cameras.

Besides, NVIDIA and wrnch Inc., the leading provider of computer vision software and members of the NVIDIA Inception program. They are collaborating to deliver AI-powered human pose estimation capabilities in Omniverse Machinima. The extension created by wrnch Inc. includes:

  • Firstly, wrnch CaptureStream, a free downloadable tool that enables creators to use a mobile device’s camera to capture the human motion that they’d like to reproduce in an application.
  • Secondly, wrnch AI Pose Estimator, an Omniverse extension that enables creators to detect and connect to the wrnch CaptureStream application running on the local network.

Moreover, Omniverse users can leverage the wrnch Engine, which extracts human motion from video feeds and uses pose estimation algorithms to track skeletal joints and mimic the movements on the 3D character. 

Let’s learn more about NVIDIA Omniverse Machinima, and download the open beta immediately.

iRender - high configuration to accelerate rendering in Omniverse

iRender is releasing new servers for iRender’s users, which have powerful processing capabilities of AMD Ryzen Threadripper Pro 3955WX @ 3.90GHz. Besides, they have multi-GPUs: 2/ 4/ 6/ 8 RTX 3090 24GB VRAM to boost performance in the rendering process.

You should take a look at our workflow through the video below. It takes some easy steps: pick one server, create an image and then boot server. Next, you connect to our remote servers and take full control of our machines.

We not only have powerful configurations, but also we have excellent service with a great support team. In addition, we want to bring a comfortable and helpful feeling to all customers. They will always be satisfied when they use our service. I would like to sponsor hours rendering on power servers for you if you CREATE AN ACCOUNT right now and contact via email: phuongntb@irender.vn or Whatsapp/Telegram: +84 0394000881. 

Resource and image: developer.nvidia.com

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Realistic Character Creation with NVIDIA Omniverse Reallusion Connector https://irendering.net/simplifying-realistic-character-creation-with-nvidia-omniverse-reallusion-connector/ Sat, 08 Jan 2022 06:00:00 +0000 http://irendering.net/?p=16381 In this article, iRender team will explore the contribution between Reallusion Connector with Nvidia Omniverse through a blog. That blog was written by Weien Chen who is a senior software engineer on the Graphics team at Reallusion. He participated in shipping iClone 7/Character Creator 3 and their Omniverse Connector. He also worked on Reallusion PopVideo enhancement, VXGI, and PopcornFX integration and Reallusion skin, SSS, and hair shader development.
Let’s start!

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Simplifying Realistic Character Creation with NVIDIA Omniverse Reallusion Connector

In this article, iRender team will explore the contribution between Reallusion Connector with Nvidia Omniverse through a blog. That blog was written by Weien Chen who is a senior software engineer on the Graphics team at Reallusion. He participated in shipping iClone 7/Character Creator 3 and their Omniverse Connector. He also worked on Reallusion PopVideo enhancement, VXGI, and PopcornFX integration and Reallusion skin, SSS, and hair shader development.

Let’s start!

General Introduction

Character creation and animation are two distinct disciplines that demand the skill of well-trained artists with specialized background knowledge. These domains can be difficult and frustrating for artists who come from unrelated backgrounds with different skill sets. And it’s a pain point that Character Creator and iClone were specifically created to resolve.

Through, Character Creator is well-positioned as the go-to solution for creating realistic and stylized characters with robust pipelines for mainstream tools like ZBrush, Substance, and Blender. Combined with the ability to export FBX with LODs (levels of detail), digital human shaders, and a rich collection of motion assets, iClone stands out as an animation editor without a steep learning curve.

On the other hand, the launch of NVIDIA Omniverse in 2020 was a momentous occasion that attracted our attention. Omniverse represents the next-generation 3D virtual collaboration and real-time simulation platform that connects people and applications for broad-based collaboration. The Reallusion software suite combined with a massive library of high-quality character assets and motions can play a crucial role in this ecosystem, while Omniverse provides the path-traced rendering and AI technology that makes for a powerful synergy.

To build the connector, you start by referencing the Connect Sample code available for download on the NVIDIA launcher application.

On the Omniverse Youtube channel, there is a great beginner tutorial: Create an Omniverse USD App from the Connect Sample.

Scene and character animation

iClone and Character Creator’s 3D scene consists of nodes with basic transforms consisting of translation, rotation, and scale values. Next, Characters, meshes, lights, and cameras are all attached under these nodes.

Furthermore, the bones of a character skeleton are also represented by these nodes. Nodes that only represent transforms are exported as USD XForm and nodes that represent the body and facial bones are exported as USD skeleton joints. Additional bones and skinning are added to accessory nodes that are attached to bones before converting to USD format.

USD Xform scaling works in fundamentally different ways to iClone. In iClone, a node can be made to inherit or ignore the parent scale. In Omniverse, the node scale is always inherited from its parent node. Under such conditions, bone node scale inheritance must be removed with its values reset before exporting to Omniverse, in order for the scale values to match.

Besides, most of iClone’s facial expressions are composed of morph animations that are exported as USD blend-shapes. In contrast to FBX blend-shapes, which are stored in local-space positions, USD blend-shapes store positional offsets.

Because iClone also stores positional offsets (in combination with strength multipliers). It is completely compatible with Omniverse, enabling direct conversion to USD format. It should be noted that Omniverse requires a skeleton root for props with blend-shapes attached and additional processing may be required.

Material conversion

The following section contains MDL code excerpts for iClone’s USD exporter. For more information, see USD Shader Attributes.

Within the USD file, MDLs are specified using info:mdl:sourceAsset with info:mdl:sourceAsset:subIdentifier as the entry function. The new subIndentifier attribute was introduced by NVIDIA and PIXAR. input: is later called to feed the texture and material parameters. OmniPBR.mdl and OmniSurface(Base).mdl provided with Omniverse were used as starting points.

Then omniPBR.mdl was chosen from the start because it works well in both NVIDIA RTX Real-time and Path-traced mode. On the other hand, OmniSurface and OmniHairare photo-realistic MDLs for RTX Path-traced mode. The existing PBR, Skin, Head, and SSS shaders were then rewritten from HLSL to MDL.

Flowing water in the swimming pool is another good example:

float2 inputs:texture_translate.timeSamples = {
                    0: (0, 0),
                    4000: (4, 8),
                }

Besides the previously mentioned built-in MDLs, there is also a base.mdl on GitHub with some reusable functions that can be deployed in a jiffy.

Light conversion

Point lights and spotlights use UsdLuxSphereLight with adjusted cone angles. Tube and rectangle lights use UsdLuxCylinderLight and UsdLuxRectLight, respectively. The Light IES profile file is also one of the shaping attributes. Light intensity in USD is similar to luminous intensity per unit surface area. The USD intensity of a spherical light with radius (r in meters) can be approximated with the following formula:

USD intensity = candela * 1000 * / (4PI r*r)

The following formula is used when radius is in centimeters:

USD intensity = candela * 1000 / (4PI(0.01r)*(0.01r))

Radius is a significant attribute in Omniverse Renderer. We recommend imposing a minimum radius of 2 cm. For more examples, see iClone Omniverse Connector Tutorial – Light Settings in iClone & Omniverse.

Powerful servers to boost performance in Omniverse & Reallusion Connector

iRender is an appropriate and effective service for special software such as iClone Connector and NVIDIA Omniverse. We provide high-performance servers for GPU-based engine rendering through the Remote Desktop application

In addtition, we are releasing new servers for iRender’s users, which have powerful processing capabilities of AMD Ryzen Threadripper Pro 3955WX @ 3.90GHz. Besides, they have multi-GPUs: 2/ 4/ 6/ 8 RTX 3090 24GB VRAM to boost performance in the rendering process.

iRender’s workflow is simple and easy. You need to create an image and then boot a system. Next, you connect to our remote servers and take full control of our machines. There you can install any software that you want.

We not only have powerful configurations, but also we have excellent service with a great support team. In addition, we want to bring a comfortable and helpful feeling to all customers. They will always be satisfied when they use our service. I would like to sponsor hours rendering on power servers for you if you CREATE AN ACCOUNT right now and contact via email: phuongntb@irender.vn or Whatsapp/Telegram: +84 0394000881. 

Source and images: developer.nvidia.com

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Omniverse User Group Spotlights Talented Community Members https://irendering.net/omniverse-user-group-spotlights-talented-community-members/ Fri, 31 Dec 2021 06:00:48 +0000 http://irendering.net/?p=16210 Capping off a week of major announcements including the NVIDIA Omniverse Avatar, and Earth-2 Supercomputer at NVIDIA GTC on November 9th, the community team hosted the second Omniverse User Group. 
Let's figure out this event with iRender team!

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Omniverse User Group Spotlights Talented Community Members

Capping off a week of major announcements including the NVIDIA Omniverse Avatar, and Earth-2 Supercomputer at NVIDIA GTC on November 9th, the community team hosted the second Omniverse User Group. 

Let’s figure out this event with iRender team!

Introduce about NVIDIA Omniverse Avatar

NVIDIA Omniverse Avatar is a technology platform for generating interactive AI avatars. In addition, Omniverse Avatar connects the company’s technologies in speech AI, computer vision, natural language understanding, recommendation engines, and simulation technologies. Avatars created in the platform are interactive characters with ray-traced 3D graphics that can see, speak, converse on a wide range of subjects, and understand naturally spoken intent.

Furthermore, Omniverse Avatar opens the door to the creation of AI assistants that are easily customizable for virtually any industry. These could help with the billions of daily customer service interactions — restaurant orders, banking transactions, making personal appointments and reservations, and more — leading to greater business opportunities and improved customer satisfaction.

Summary, Omniverse Avatar is part of NVIDIA Omniverse, a virtual world simulation and collaboration platform for 3D workflows currently in open beta with over 70,000 users.

The second NVIDIA Omniverse User Group

Excited participants logged in from across the globe to hear about the future of the platform from the NVIDIA Omniverse leadership team. Participants also got a sneak peek of upcoming features and releases through presentations from partners and community members showcasing their inspiring work. 

The event culminated with an announcement of the latest contest winners, along with the first Ambassador and Omniverse Machinima expert, Pekka Varis from Catchline. Varis won the title of ambassador by helping and sharing his great knowledge of the platform with others on the forums and Discord server.

iRender is proud to be a powerful servers supplier of Pekka Varis for his projects. 

Afterward, the party migrated to the official Discord server, where the community had a blast chatting, answering questions, and learning about what excited users the most about the future of the Omniverse.

Highlights in NVIDIA Omniverse User Group

  • Hearing the inspiring vision and details on the future of the Omniverse from Rev Lebaredian, VP of Omniverse and Simulation Technology.
  • A recap of Omniverse updates and announcements at GTC by Richard Kerris, VP of Omniverse Developer Platform. This included Omniverse VR, Omniverse Avatar, Omniverse Replicator for NVIDIA Isaac, DRIVE Sim, and DRIVE Concierge and Chauffeur.
  • The latest Omniverse roadmap by Frank DeLise, Product Management, Omniverse. Updates include the recent launch of Omniverse Enterprise, Omniverse Showroom, Omniverse AR / VR, and Omniverse Farm. New workflows for design collaboration and industrial digital twins, an overview of updates coming to core apps and tools, as well as connectors and new installation tools were also announced.
  • A developer update from Damien Fagnou, Senior Director of Software, Omniverse. Fagnou detailed how developers can capture value by connecting to and building on the Omniverse Kit, which will support VR as well.
  • Partner spotlight demos from Reallusion and Lightmap (Note: Lightmap will be demoing HDR Light Studio on our Livestream on Nov, 19 at 8 am PST / 5 pm CET.)
  • A look at the community ecosystem from Accenture, Universidad de Artes Digitales (UAD), Christopher Scott of Outdoor Living 3D, and Jae Solina of JSFILMZ.

The Retroverse Contest winner announcements. They received many incredible renders inspired by artists’ love for gaming and computing graphics. Congratulations to our winners, whose submissions truly shined! They hosted the winners at our Livestream on Nov. 24 at 7 am PST / 4 pm CET:

  • First Place Winner, Liu Zhirong
  • Second Place Winner, Piotr Skiejka
  • Third Place Winner, Yenifer Macias Castilla

iRender - high servers to boost speed rendering in Omniverse

iRender is an appropriate and effective service for special software for instance NVIDIA Omniverse. We provide high-performance servers for GPU-based engine rendering through the Remote Desktop application. By the way, we are proud to work with Pekka Varis, founder of Catchline and the first official Ambassador and Omniverse Machinima expert

Besides, we are releasing new servers for iRender’s users, which have powerful processing capabilities of AMD Ryzen Threadripper Pro 3955WX @ 3.90GHz. Besides, they have multi-GPUs: 2/ 4/ 6/ 8 RTX 3090 24GB VRAM to boost performance in the rendering process.

iRender’s workflow is simple and easy. You need to create an image and then boot a system. Next, you connect to our remote servers and take full control of our machines. There you can install any software that you want.

In conclusion, we not only have powerful configurations, but also we have excellent service with a great support team. In addition, we want to bring a comfortable and helpful feeling to all customers. They will always be satisfied when they use our service. I would like to sponsor hours rendering on power servers for you if you CREATE AN ACCOUNT right now and contact via email: phuongntb@irender.vn or Whatsapp/Telegram: +84 0394000881. 

Source and image: developer.nvidia.com; time.com

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NVIDIA Omniverse – Collaboration and Simulation for Global Designers https://irendering.net/nvidia-omniverse-collaboration-and-simulation-for-global-designers/ Fri, 03 Sep 2021 06:00:03 +0000 http://irendering.net/?p=12177 NVIDIA Omniverse is a real-time graphics and simulation platform based on NVIDIA RTX GPUs and Pixar’s Universal Scene Description. Omniverse’s AEC Experience feature set provides firms with a collection of tools to improve the conceptual design process.
In this article, Andrew Rink who is a lead global marketing strategy for AEC and Manufacturing Industries at NVIDIA shares How NVIDIA Omniverse Transforms Global Collaboration for Designers.

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NVIDIA Omniverse Collaboration and Simulation for Global Designers

NVIDIA Omniverse is a real-time graphics and simulation platform based on NVIDIA RTX GPUs and Pixar’s Universal Scene Description. Omniverse’s AEC Experience feature set provides firms with a collection of tools to improve the conceptual design process.

In this article, Andrew Rink who is a lead global marketing strategy for AEC and Manufacturing Industries at NVIDIA shares How NVIDIA Omniverse Transforms Global Collaboration for Designers.

Omniverse’ features accelerate rendering projects

One of the key breakthroughs Omniverse achieves is the ability to move among Autodesk Revit, McNeel Rhino or Trimble SketchUp with just one click. There’s no need for data preparation or decimation to view huge models with supported photorealistic rendering software. This eliminates costly delays in translation and errors between software tools, which results in substantial time savings.

Omniverse introduces a new type of rendering with Omniverse View. This module is accelerated by multiple NVIDIA RTX GPUs and built for extreme scalability on arrays of GPUs to provide high-quality, real-time output, even with huge 3D models. Omniverse View displays the 3D content aggregated from different applications inside Omniverse, or directly in the 3D application being used. It’s also designed to support commercial game engines and offline renderers.

Omniverse also eases design reviews and helps teams communicate their designs more effectively by sharing high-fidelity, ray-traced models with one click for internal colleagues and clients to view on a phone, tablet, or browser.

Initially, the Omniverse AEC Experience is aimed at enhancing conceptual design workflows to improve and speed up the beginning of the building design process. The functionality offered helps design teams overcome many of the obstacles that hinder effective collaboration among geographically dispersed contributors to a project.

For instance, a team iterating on concepts might have an architect making changes to the building model using Revit, while a designer in another office simultaneously adds or modifies design elements using Rhino or Trimble SketchUp. All team members, and even their clients, can view these changes in real-time in Omniverse as they work together and exchange feedback.

Using Omniverse View, they can pan, zoom and rotate a photorealistic model in the viewport to immediately assess how light reflects off surfaces or the appearance of physically-based materials such as wood and stone under various lighting conditions. This is a tremendous help in accelerating design decisions, which leads to more time for ideating on innovative concepts and faster bid preparation.

NVIDIA Omniverse AEC Experience with RTX Server

For the ultimate Omniverse experience, AEC firms can deploy NVIDIA RTX Server — a highly configurable reference design, available from global OEMs, that tackles multiple graphics and compute workloads and fundamentally transforms the creative process for design professionals.

RTX Server brings the power and performance of NVIDIA RTX technology to the data center to support architects, designers, and engineers who need to work efficiently in the office, on the road, or at home. 

RTX Server also serves as a multi-workload appliance that supports multiple high-end virtual workstations for graphics and compute workloads with NVIDIA GPU virtualization software. AEC firms can run their CAD and rendering workloads during the day and then crunch compute workloads such as computational fluid dynamics for wind simulation at night.

With RTX Server and NVIDIA Virtual Compute Server software, even highly compute-intensive workloads like data science, deep learning, and machine learning can be virtualized. As well as driving exceptional collaboration and simulation workflows in Omniverse, RTX Server is a rendering powerhouse and a cornerstone for streaming augmented and virtual reality experiences at the edge.

Using Quadro DWS software, RTX Server can also be partitioned to provide multiple, easy-to-manage virtual workstations, or any combination of virtual workstations and dedicated render server instances. IT departments at AEC firms can spin up new virtual workstations on the fly, suspend them when they’re no longer needed, and spin up new render nodes.

With NVIDIA GPU virtualization software, IT managers can maximize resource utilization and streamline management with orchestration features such as live migration support. All this functionality and power comes at a fraction of the cost, space, and power requirements of a CPU-based data center setup.

Users can connect to Omniverse using almost any device, such as a thin client or a tablet, and benefit from the platform’s collaboration capabilities. However, with a Quadro RTX GPU-powered desktop or mobile workstation, architects, designers and engineers can also take full advantage of Omniverse View for a highly accurate, interactive viewport into the shared scene.

Discover a New World of Building Design and Simulation

Several leading global architecture firms have been evaluating NVIDIA Omniverse over the past few months.

“NVIDIA Omniverse is the first design collaboration platform we have seen built from the ground up to leverage modern GPU power to visualize the built environment,” said Robert Cervellione, design technology manager at Woods Bagot. “Omniverse will allow a new immersive and fully connected ecosystem for model federation and visualization of complex projects sourcing from multiple software.”

“Real-time visualization with NVIDIA Omniverse allows live links to our various design applications using real-time ray tracing to ensure physical correct visualization at the highest fidelity,” said Cobus Bothma, director of applied research at Kohn Pedersen Fox Associates “This new technology will allow the AEC industry to adopt some of the best workflows to accelerate overall design and project productivity.”

As NVIDIA Omniverse evolves, new features and functionality will enable broader workflows for design and simulation. It’s not unusual these days to find, for example, a team with an architect in London, a lighting expert in San Francisco and an acoustics consultant in New York City collaborating on a building design for a client in Shanghai.

Conclusion

With Omniverse, remotely located architects, designers and engineers will be able to work seamlessly in real-time across software applications on-premises or across the globe via the cloud to transform how buildings are designed, predictably visualized, and accurately simulated prior to construction.

In general, rent a Cloud GPU server and take advantage of easy and cost-effective scaling up the hardware infrastructure. iRender is a GPU-Acceleration Cloud Rendering Service for Multi-GPU Rendering. We provide RTX GPU-powered servers to speed up rendering in any software, especially with Omniverse, we highly recommend using GPU server 3A. One of Omniverse’s developers chose it and had a good experience with it. You can read more about this here.

Let’s watch the video below to see the performance of iRender Render Server: 

So, now it’s time for you to REGISTER immediately and our support team will give you a coupon for testing on strong servers. 

Source and image: blogs.nvidia.com

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NVIDIA Omniverse Available for Early Access Customers https://irendering.net/nvidia-omniverse-available-for-early-access-customers/ Fri, 27 Aug 2021 06:00:59 +0000 http://irendering.net/?p=11877 NVIDIA Omniverse, a computer graphics and simulation platform that makes it possible for artists to work seamlessly in real-time across software applications on-premises or around the world via the cloud, is now available for early access customers in the architecture, engineering, and construction (AEC) market.
In this article, Richard Kerris who is the industry general manager for media and entertainment at NVIDIA will share how “Omniverse Delivers Interactivity and Collaboration for Early Access Customers”.

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NVIDIA Omniverse Available for Early Access Customers

NVIDIA Omniverse, a computer graphics and simulation platform that makes it possible for artists to work seamlessly in real-time across software applications on-premises or around the world via the cloud, is now available for early access customers in the architecture, engineering, and construction (AEC) market.

Using Pixar’s Universal Scene Description and NVIDIA RTX technology, Omniverse allows multiple people to easily work with popular content creation applications and collaborate simultaneously. Omniverse benefits from the flexibility and consistency of the USD interchange format and builds upon it with synchronized workflows.

In this article, Richard Kerris who is the industry general manager for media and entertainment at NVIDIA will share how “NVIDIA Omniverse Available Delivers Interactivity and Collaboration for Early Access Customers”.

Real-Time Collaboration for Real-Time Creativity

Creating visual effects, architectural visualizations, and manufacturing designs typically requires multiple people collaborating across teams, remote work locations, and various customer sites for reviews. Besides, 3D assets take shape using an assortment of software tools.

However seamless data transfers across applications have long been a challenge for millions of artists, designers, architects, engineers, and developers globally. And now using Pixar’s Universal Scene Description and NVIDIA RTX technology, Omniverse allows people to easily work with applications and collaborate simultaneously with colleagues and customers, wherever they may be.

For years, collaborating in visual effects has been through exporting and importing large datasets and scene files. In 2010, Lucasfilm and Sony Pictures Imageworks joined together to create Alembic. This is an open computer graphics interchange framework that helped multiple studios ensure consistency and accuracy when working on the same project.

In addition, Pixar developed USD to provide the interchange of assets and enable collaboration on 3D scenes that may be intricately composed of many elemental assets. With a single scene graph and consistent API, USD delivers a rich toolset for reading, writing, editing and rapidly previewing 3D geometry and shading.

So Omniverse benefits from the flexibility and consistency of the USD interchange format and builds upon it with synchronized workflows. Entire studio teams around the world can collaborate in real-time as they create, with version control support needed to ensure production stays on track.

In Omniverse, the Portals connection module unites top industry tools into a collaborative space for users to work seamlessly on real-time modeling, shading, animation, lighting, visual effects, and rendering, introducing incredible new opportunities for creativity and production.

Omniverse View with RTX: New Class of Renderer Blends Real-Time Speed and Offline Quality

Up until now, there have been two types of renderers. Real-time rendering is geared toward producing images at 30 or 60 frames per second and adheres to the lowest device targeted for use. On the other hand, Offline rendering focuses on delivering photorealistic final images or scenes that take hours per frame to render with a CPU. To achieve top speeds, many corners often get cut — from simplifying geometry to baking lighting and normal maps — and this can reduce image quality.

To overcome this, Omniverse introduces a new type of rendering with Omniverse View. This module is accelerated by multiple NVIDIA RTX GPUs and built for extreme scalability on arrays of GPUs to provide high-quality, real-time output, even on very large scenes.

Besides, Omniverse View displays the 3D content aggregated from different applications inside Omniverse, or directly in the 3D application being used. It’s also designed to support commercial game engines such as Unreal Engine and Unity as well as offline renderers.

Software Partners Empower Real-Time, Collaborative Creativity

Many industry software leaders are integrating their applications into Omniverse so artists can work collaboratively through the 3D creative process.

Similarly, Omniverse’s Portals is made possible by using Omniverse Kit, a software development kit that enables RTX View capability to be directly integrated into the software partner’s application interface. This gives their product an ultra-high-quality, real-time, ray-traced application viewport.

Since Omniverse is a software-defined platform, vendor applications can also benefit from NVIDIA RTX acceleration or other technologies, like PhysX, as soon as new features become available. NVIDIA has been working closely with companies like Epic Games, Autodesk, Pixar, Adobe, Trimble, McNeel & Associates, and Teradici, with other partner announcements coming soon.

“Epic Games has had a long-standing partnership with NVIDIA,” said Miles Perkins, business development at Epic Games. “Unreal Engine continues to set the standard for the world’s most open and advanced real-time 3D tool for creators. And NVIDIA’s Omniverse platform we are seamlessly connected, enabling an even broader set of third-party products to work with our technology providing cutting-edge photorealistic content, new collaborative workflows, and immersive virtual worlds for games, enterprise, or any discipline dependent on visualization.”

Moreover, Amy Bunszel, senior vice president of Design and Creation Products at Autodesk said: “This technology can give our customers access to immersive, interactive, and collaborative experiences across industries. So we’re thrilled that even more customers will have early access with the expansion of the program announced today at the GTC keynote.”

Prakash Iyer, senior vice president of Software Architecture and Strategy at Trimble Inc share: “We are thrilled to partner with the NVIDIA Omniverse team and leverage this technology to increase the pace of collaboration for our customers,”. And “This tool is very promising for SketchUp customers and the AEC industry.”

Early Access Customers Provide Real-World Testing

During the GTC keynote, Huang shared how some of our customers across various industries are working with the early access version of Omniverse. Industrial Light & Magic is exploring Omniverse in its advanced visual effect productions.

“Omniverse has really shown its versatility by seamlessly integrating with the typical DCC applications used for visual effects, along with embracing open standards for truly portable assets by leveraging USD and integrating MaterialX with MDL for a collaborative experience that was never possible before,”.  This is some words from Francois Chardavoine, vice president of Technology at Lucasfilm & Industrial Light & Magic. “It’s now easier than ever to leverage Omniverse for high-end visual effects workflows.”

NVIDIA has also been working with Lockheed Martin, Foster & Partners, and Volvo Cars.

Volvo Cars is testing Omniverse in its research and development workflows. “We immediately saw the opportunity for real-time collaboration for our design workflow using Omniverse,” said Mattias Wikenmalm, senior visualization expert at Volvo Cars. “It’s something we have been striving for throughout our efforts to optimize our design and development process.”

Additional customers are putting Omniverse to the test in areas such as visual effects, AR/VR, manufacturing, architectural design, and robotics. Each of these verticals has workflows that rely on collaboration, yet are stuck with the traditional process of exporting and importing data. As USD gains wider adoption across the applications, Omniverse will solve key challenges for creative companies worldwide.

A New Experience for AEC on RTX Server

The Omniverse early access program is now available to customers that purchase the RTX Server configuration for AEC. They’ll have the ability to be a part of the Omniverse AEC Experience program, which provides the full platform with Portal connections to Autodesk Revit, McNeel Rhino, and Trimble SketchUp.

Final thought

iRender is a GPU-Acceleration Cloud Rendering Service for Multi-GPU Rendering. At iRender, you can find powerful multiple RTX GPU servers to boost the performance of the rendering process in the NVIDIA Omniverse. One of Omniverse’s developers picked one server and saw it works as well. You can refer to Pekka’s recommendations. He is a professional web designer and video expert Varis and an Omniverse Enthusiastic. So, now it’s time for you to REGISTER immediately and our support team will give you a coupon for testing on strong servers. 

source and image: blogs.nvidia.com

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Accelerating Rendering with NVIDIA Omniverse https://irendering.net/accelerating-rendering-with-nvidia-omniverse/ Fri, 20 Aug 2021 06:00:38 +0000 http://irendering.net/?p=11594 NVIDIA Omniverse™ is a powerful, multi-GPU, real-time simulation and collaboration platform for 3D production pipelines based on Pixar’s Universal Scene Description and NVIDIA RTX™.
Omniverse aims for universal interoperability across different applications and 3D ecosystem vendors. It provides efficient real-time scene updates and is based on open standards and protocols. The Omniverse Platform is designed to act as a hub, enabling new capabilities to be exposed as micro-services to any connected clients and applications.
Let's explore Omniverse with iRender team in this article.

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Accelerating Rendering with NVIDIA Omniverse

Rendering with NVIDIA Omniverse is a powerful, multi-GPU, real-time simulation and collaboration platform for 3D production pipelines based on Pixar’s Universal Scene Description and NVIDIA RTX™.

Omniverse aims for universal interoperability across different applications and 3D ecosystem vendors. It provides efficient real-time scene updates and is based on open standards and protocols. The Omniverse Platform is designed to act as a hub, enabling new capabilities to be exposed as micro-services to any connected clients and applications.

Let’s explore Omniverse’s Rendering Basics with iRender team in this article.

Supported GPUs and APIs

The NVIDIA Omniverse RTX™ Renderer requires an NVIDIA RTX GPU with support for DirectX Ray Tracing and NVIDIA’s Vulkan Ray Tracing extensions. On Windows 10 (version 1809 or newer is needed) the DX12 API is used. On Linux the Vulkan API is used.

The following is a non-exhaustive list of Turing and Ampere RTX GPUs that support Omniverse:

  • Titan RTX
  • Turing GeForce RTX: 2060, 2060 Super, 2070, 2070 Super, 2080, 2080 Super, 2080 Ti,
  • Turing Quadro RTX: 4000, 5000, 6000, 8000
  • Ampere GeForce RTX 3060 TI, 3070, 3080, 3090
  • Ampere RTX: A6000, A40

Selecting a Renderer

In applications based on the NVIDIA Omniverse™ Kit there is usually an option to select between ‘real-time’ and ‘path-traced’ and the ‘Iray Photoreal’ renderer.

For example, the Create feature is available as a drop-down menu in the viewport.

In Omniverse View, you can select between Draft, Preview, and Photo modes. Draft mode uses the ‘real-time’ render mode, while Preview and Photo use the ‘path traced render mode. Each setting also affects the settings of the renderer with appropriately balanced quality for the expected view mode simplifying the process.

Rendering Settings

Multi-GPU

NVIDIA Omniverse RTX™ Renderer supports multi-GPU rendering. This guide is here to help you leverage the most out of Multiplier GPU in NVIDIA Omniverse RTX™ Renderer.

At iRender, you can find powerful multiple GPU servers to boost the performance of the rendering process in the NVIDIA Omniverse. One of Omniverse’s developers picked one server and saw it works as well. So, now it’s time for you to REGISTER immediately and our support team will give you a coupon for testing on strong servers. 

Here’s a little help to ease your start with iRender services. And you can imagine our service via overview video:

Enabling Multi-GPU Rendering

To enable Multi-GPU rendering in the NVIDIA Omniverse RTX™ Renderer you must have a system with multiple Omniverse RTX Renderer enabled GPUs.

While the GPUs do not need to be identical, uneven GPU memory capacity and performance will result in suboptimal utilization. When GPUs with different memory capacity are used, the GPU with the lowest capacity can make it impossible to load a scene that fits on the memory of another GPU with higher capacity. Therefore removing or disabling this GPU can be necessary to avoid this limitation.

Similarly, a GPU with lower performance will hold back other GPUs. However, this will be addressed in a future release with an automatic load-balancing algorithm.

Prerequisite: SLI mode must be globally disabled in the NVIDIA control panel for multi-GPU to work in NVIDIA Omniverse RTX™ Renderer. Because enabling SLI will result in a single GPU being used. And of course, NVIDIA will address it in future releases.

In here, you must launch NVIDIA Omniverse™ Kit adding the following argument to its command-line to enable Multi-GPU:

`–/renderer/multiGpu/enabled=true`

To set the maximum number of GPUs used add the following command-line option:

`–/renderer/multiGpu/maxGpuCount`

Please note that GPU devices that do not support Omniverse RTX Renderer ray tracing are skipped automatically.

Multi-GPU in ‘path-traced’ mode

  • In the Path Tracing render settings ensure the checkbox labeled ‘Multi-GPU – Enabled’ is set (this should be the default)
  • You can manually control the amount of path tracing work assigned to the first GPU (GPU 0) with the setting labeled ‘Multi-GPU – GPU 0 Weight’ (also in the Path Tracing render settings window).

Multi-GPU Load Balancing in ‘path-traced’ mode

For path tracing, it doesn’t have automatic load balancing yet (coming soon), so to achieve maximum utilization, open Nvidia-semi demon (or the utilization graphs in the NVIDIA control panel) and adjust GPU 0 Weight manually.

This controls the fraction of the number of pixels assigned to GPU 0 for path tracing, relative to the number it would normally be assigned by evenly splitting the pixels across all GPUs. All other GPUs always have a weight of 1. A GPU 0 weight of 1 means GPU 0 performs path tracing for the same number of pixels as any other GPU. Since GPU 0 also performs sample aggregation, denoising, post-processing, and UI rendering, a lower weight is usually needed to ensure perfect utilization is achieved across all GPUs.

In practice, a GPU 0 weight of 0.65 – 0.8 seems to maximize utilization best. The best value which post-processing effects are enabled and whether the denoiser is enabled (OptiX denoiser has the biggest impact) and the amount of work per GPU for path tracing (i.e., Samples per Pixel per-Frame).

Maximizing Multi-GPU utilization in ‘path-traced’ mode

Multi-GPU scaling may sometimes hit bottlenecks, such as CPU or copy overhead. Some of these will see significant improvements in the next release. Until then, to alleviate the impact of these overheads and improve scaling and GPU utilization, you can increase the number of samples per pixel per frame (in path tracing settings or via –/rtx/pathtracing/spp).

Multi-GPU in ‘real-time’ mode

Real-time mode supports a simple scheme to split all rendering work across GPUs. This technique splits the rendering into multiple large tiles, one per GPU. To prevent seams between these tiles, the tiles are allowed to overlap with a configurable number of pixels.

Final thought

At iRender, we provide high configuration and performance PC for optimization for complex tasks such as rendering, CGI, VFX, training AI and game development with over 10.000 customers, and being appreciated in many global rankings (e.g. CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP). Users can install any software and plugins that serve their project, take full control over the machine and use it as their local computers and are highly recommended for the Omniverse processing. iRender is one of few render farms that support special software such as Nvidia Omniverse, Nvidia Iray.

Register an account today to get a FREE COUPON to experience our service and reach a new level of cloud computing.

Source: nvidia.com

Source and image: docs.omniverse.nvidia.com

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NVIDIA Omniverse changes the Rule of the Game https://irendering.net/nvidia-omniverse-changes-the-rule-of-the-game/ Tue, 27 Jul 2021 06:00:55 +0000 http://irendering.net/?p=10138 NVIDIA introduced a suite of Omniverse apps and tools to simplify and accelerate game development content creation pipelines. Developers can plug into any layer of the platform stack — whether at the top level, utilizing pre-built Omniverse Apps such as Create, Machinima, or Audio2Face; or the platform component level, to easily build custom extensions and tools to accelerate their workflow.

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NVIDIA Omniverse changes the Rule of the Game

NVIDIA Omniverse changes the Rule to Brings an Arsenal of RTX and AI-Powered Apps, Extensions and DIY Toolkits to Accelerate Game Development Pipelines

A collaboration and simulation platform helps to simplify complex tasks like multi-app workflows, facial animation, asset searching, and building proprietary tools.

Content creation in game development includes multiple complicated steps and processes. To create the best experiences for players, game artists need to build massive libraries of 3D content and incorporate realistic lighting, physics, and optimize game performance with AI. An explosion in the number of Digital Content Creation (DCC) tools to design different elements of a game leads to longer review cycles and difficulties in maximizing iteration. And often, studios are spending development hours creating their own proprietary tools to enable these workflows.

At the virtual Game Developer Conference (GDC) 2021, NVIDIA Omniverse changes the Rule introduced a suite of Omniverse apps and tools to simplify and accelerate game development content creation pipelines. Developers can plug into any layer of the platform stack — whether at the top level. They can utilize pre-built Omniverse Apps such as Create, Machinima, or Audio2Face; or the platform component level, to easily build custom extensions and tools to accelerate their workflow.

NVIDIA Omniverse™  is an open platform built for virtual collaboration and real-time physically accurate simulation. Complex creator, designer, and engineering visual workflows are transformed as users and teams connect major design tools, assets, and projects for collaborative iteration in a shared virtual space.

USD Comes to Game Development

Universal Scene Description (USD), the foundation of NVIDIA Omniverse, is an easily extensible, open-source 3D scene description developed by Pixar to create content and interchange it among different tools.

And because of its versatility, USD is now being widely adopted across industries like media and entertainment, architecture, robotics, manufacturing — and now, game development.

“Game development content pipelines are complex and require us to use the best aspects of multiple applications,” said Takeshi Aramaki, Studio Head and VP at Luminous studio. “By adopting Pixar’s Universal Scene Description (USD), we will leverage universal asset and application interoperability across our tools to accelerate time to production and optimize our workflows.”

Accelerate Workflows with Live-Sync Collaboration and Intuitive Tools

For creating content, game developers must use various industry tools, but many of which are often incompatible. Therefore, Omniverse Connectors, which are plug-ins to popular applications, brings to game developers the ability to work live and simultaneously across their favorite applications. from there, they can easily speed up workflows.

Developers can use Omniverse Create to leverage simple, intuitive tools to build and test content, and rapidly iterate during creation pipelines. Use paint tools for set dressing, or tap into Omniverse Physics — like PhysX 5, Flow, and Blast — to bring realistic details to 3D models. Besides that, NVIDIA RTX technology enables real-time ray tracing and path tracing for ground truth lighting. And users can easily stream content from Omniverse, so they can view models or assets on any device.

Simplify asset management

In several years, thousands of artists and developers, studios have built extremely large asset catalogs, so game developers are being met with difficulty in finding the necessary asset.

To accelerate and simplify asset search and management, Omniverse Nucleus is the best choice. It is a core collaboration and database engine for ease of 3D asset interchange, assets are stored as ground truth, and can easily be passed from artist to artist, or studio to studio. It can helps to maintain productivity and limits costs spent on duplicating assets that can’t be found.

Moreover, with Omniverse’s AI and advanced rendering capabilities, developers can leverage Omniverse DeepSearch to easily search through thousands of 3D assets using still images or natural language, including adjectives or qualifiers.

An AI-Powered Playground

Omniverse Audio2Face is an app that automatically generates facial animation using AI. It allows developers to create realistic facial expressions and motions to match any voice-over track. The technology feeds the audio input into a pre-trained Deep Neural Network, and the output of the network drives the facial animation of 3D characters in real-time.

And Omniverse Machinima is a tool that helps game developers create cinematic animations and storytelling with their USD-based assets, or they can seed their community to generate remixed User Generated Content to promote iconic characters or scenes. Today, Machinima includes notable assets from Mount & Blade II: Bannerlord and Squad, with more to come.

Kit Extensions System

The Omniverse Kit Extensions system helps anybody with basic programming knowledge to build powerful tools quickly and distribute them to the content makers, or to package them into micro-services to empower new distributed workflows. Extensions are mostly authored in Python for ultimate usability and have source code provided, so developers can inspect, experiment, and build to suit their needs using a Script Editor.

Developers can also use the powerful Omni.UI system — an ultra-lightweight, GPU-accelerated user interface framework that is the foundational UI for all Omniverse Kit-based applications which is fully styleable, similar to HTML stylesheets, and works on Linux and Windows with DX12 and Vulkan-accelerated backends.

Graph Editing Framework

Omni.UI Graph is an easy-to-use graph editing framework to develop custom behaviors for extensions or apps. With Omni.UI Graph, Omniverse Kit and some skills in Python, users can intuitively create and customize extensions at runtime for fast iteration.

Final thought

Omniverse and its apps and tools were born and changed the rules of the gaming industry. It simplifies and speeds up the game development content creation process.

At iRender, we provide high configuration and performance PC for optimization for complex tasks such as rendering, CGI, VFX, training AI and game development with over 10.000 customers, and being appreciated in many global rankings (e.g. CGDirector, Lumion Official, Radarrender, InspirationTuts CAD, All3DP). Users can install any software and plugins that serve their project, take full control over the machine and use it as their local computers and are highly recommended for the Omniverse processing. iRender is one of few render farms that support special software such as Nvidia Omniverse, Nvidia Iray.

Register an account today to get a FREE COUPON to experience our service and reach a new level of cloud computing.

Source: nvidia.com

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