When Scott first saw the Omniverse demo, Marbles RTX, and the realtime path tracing at 1440p, he was immediately interested in the new technology. “If I could get one frame per second, I would be in heaven,” he said. “There’s no other product that could do the same and be so accessible as Omniverse.”
The week before Christmas, Scott had about 10,000 frames of animation to finish, with six additional projects in the queue. He was looking at 72 hours of rendering at minimum, or over $500 in render farm costs.
Scott registered for the NVIDIA Omniverse open beta. With help from the NVIDIA Omniverse support team, he was able to set up the platform, explore the new workflows and fully optimize the technology so he could save money while finishing projects in less time.
With Omniverse, Scott completed his first project with render times under one hour and 30 minutes, using a single GeForce RTX 3090 GPU. Omniverse provided advanced features like RTX Renderer for real-time ray and path tracing, Omniverse Create for advanced scene composition, and Omniverse View for building designs with physically accurate materials and leading-edge simulation tools.
These capabilities helped Scott push through the next four projects, each one looking better than the last. He even had time to re-render projects he had already submitted.
With Omniverse, Scott and his team can localize their assets without the stress of managing a server. “Omniverse will make rendering animations as trivial as sending an email,” said Scott. “I think you’ll see a 10x increase in video presentations, along with increasing quality and scope.”
Omniverse components like RTX Renderer and Nucleus allow the designers to immediately see any problems and fix them in real time, which has resulted in lowered production time by about 1,000 hours per year