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Without listing more settings than the ones given this doesn't really tell us anything, other than the quality possible at a given rendertime with some unknown settings. Whether those settings are optimal or not is left for us to guess. It would be cool with some GI parameters screenshots for the top set of comparisons, and material and geometry sampler settings screenshots from the SSS comparison.
My opinion is that this version of FR 1.0 is not a finished product. I would say beta especially regarding Antialiasing, HyperGI. (animation)
Vray is simply faster and renders both animation/stills (this means frames with antialiasing - FINISHED RENDER,) much faster in most case.(animation - no doubt - even that HyperGI needs to be calculated ones, the slow and bad looking antialiasing will make it a looser)
However there are some really good point in fr. As someone already said, the glass, and metal, those look very nice and renders very fast.
The frimage engine is also quite okay.
And there are really good ideas in it, but not yet developed. Maybe with version, 1.1, 1.2
Surely someone who has a lot of time to experiment, and play with the setting can come out with very nice images, but I am sure with far more time and investment than vray.
Actually what I am really waiting to see is vray 1.1
Set up an image with GI in fr to have good rendertime. Then zoom in on an object in the room for example and hit render again. Now it sucks, because you have to adjust sample distribution again. Vray doesn't have this problem and that's one of the greatest things of it imo.
Also to have detailed and good GI on detailed geometry or underneath beveled objects standing on the floor for example, vray is waaaaaay faster. Just a simple beveled cube on a plane will prove this. Just take a look at these two images in the fr forum, notice the bad GI on the floor just underneath the blocks... http://www.finalrender.com/forums/fR...9579666;start=
Set up an image with GI in fr to have good rendertime. Then zoom in on an object in the room for example and hit render again. Now it sucks, because you have to adjust sample distribution again. Vray doesn't have this problem and that's one of the greatest things of it imo.
yes this is a problem that has spilt over from stage 0. I faced this problem with stage 0 long before I got down to using Vray. I was trying to render multiple panoramic views of an interior space and had a tough time with each new camera that I rendered.
With vray on the contrary one can just set up photon maps for secondary bounces and then its virtually trouble free. Not to mention the huge time saving of Global Photon Mapping - FR stage 1 cannot challenge that in my opinion.
hi, I'm a fr0 user and now I don't know if fr1 or vray is better for my work. Can you help me?
I'm an architect so I've to render interiors with many views. Does vray work like lightscape? lightscape calculate radiosity one time and storage it. So to render other view is simply and fast.
I would say Vray and LS works similarly on some respect with their GI solution. Photon mapping is just another way of mapping the lighting information onto the geometry... which is just the similar to LS which use vertices to store lighting information (Vertex colouring).
The good thing going for VRay is that it's still under continuous development, and it is tightly integrated with VIZ under an integrated modeler/rendering solution. LS on the other hand, is a dead duck in the pond.. even though it's got the best rendering out there (simply no match in my opinion) and the simpilicity of use/workflow. (no jargon of SSS/Photon map to chew through. no boring reflect/bounce etc.) Just set your TIME/DATE and wizard solution to 5, and you are done
and i see your not even using the interpolation on your vray glossies to speed up glossy reflections
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MSN addresses are not for newbies or warez users to contact the pros and bug them with
stupid questions the forum can answer.
For glass you can use a black diffuse color, reflect white, fresnel checked and refract white with IOR 1.56. and if you want you can use a color for fog too.
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