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Did you swap the labels in your video, I see you labeled V-Ray's frame buffer Redshift 3.5
And are you using GPU LC for this comparison?
What denoising options are you using in V-Ray and Redshift?
Our GPU IPR + AI Denoiser in V6 has improved quite a lot
The AI denoiser is much better now, and is able to preserve the shading details much better, and on the other side we have a new Device Manager coming up soon. It will allow you to pick a device for your GPU denoising(if you set the denoiser to use a separate device, you get nearly double the IPR performance)
We have an ongoing effort on improving the GPU Look-Dev workflow(interactivity/undersampling), as it is why most people use GPU rendering in the first place. This is WIP now, and should hopefully make it to V6.0
What are we looking at here? Are you comparing rendering speed?
We are watching the superiority of Vray 6 over latest Redshift, in terms of not redrawing the image with every single viewport interaction.
Redshift redraws and reapplies Denoising over every single viewport change, where Vray stays solid.
Did you swap the labels in your video, I see you labeled V-Ray's frame buffer Redshift 3.5
And are you using GPU LC for this comparison?
What denoising options are you using in V-Ray and Redshift?
Our GPU IPR + AI Denoiser in V6 has improved quite a lot
The AI denoiser is much better now, and is able to preserve the shading details much better, and on the other side we have a new Device Manager coming up soon. It will allow you to pick a device for your GPU denoising(if you set the denoiser to use a separate device, you get nearly double the IPR performance)
We have an ongoing effort on improving the GPU Look-Dev workflow(interactivity/undersampling), as it is why most people use GPU rendering in the first place. This is WIP now, and should hopefully make it to V6.0
Best,
Muhammed
Redshift 3.5 is correct label; that's Redshift's Viewport IPR window.
Both scenes are identical settings; brute force for both primary and secondary.
nVidia denoiser used on both.
Thanks for explaining that
One note is that you don't necessarily need BF/BF in V-Ray's case to compare, our GPU LC is mature now and very fast to calculate. It uses 100 bounces by default and allows for many features like adaptive domelight
I was never a fan of LC on any renderer and being disabling it for ages in favor of brute force, since it's as fast, without pre-calc time and flicker-free safe.
But, I'll check the status in v6 for sure...
Yes, we recommend using LC always, it is key in V-Ray's workflow.
Our implementation is very advanced and widely adapted in production. It takes seconds to calculate in V6, we pushed it to use the GPU resources close to 100%
LC allows for many cool features like Adaptive domelight(better illumination for HDRI lighting, easier setup and much faster rendering), Adaptive lights(speeds up rendering of scenes with many light sources), Auto exposure/white-balance and you have an Animation preset that prevents flicker..
You get 100 GI bounces for free, this makes a difference if you have bright surfaces in your scene, you get a brighter result and more balanced contrast overall in the scene. With BF you can use 3 or 4 bounces, and each extra bounce nearly doubles your render time
And about speed, it depends on your scene. Here is a quick test,
I don't do static arch stuff though and I deal with deforming animated geometries - like fluids and other FX- most of the time.
It required a lot trial and error in the past to make sure no flickering was coming from using LC.
Usually BF works straight away with no need for pre-calculating caches for animation etc. so it ends up a faster workflow.
Rendering is handled by the "slaves" (computers), but the hands-on user time is way more precious.
But, definitely I'll have to explore the new LC workflow with VRay 6, for sure.
VRay is not designed to use BF+BF. BF+LC is used for most of its internal features and are requred for most of the newer features.
If you decide to do volumetrics in BF+BF combination. Your computer will hate you.
It seems you're using VRay the way it was "meant" to 5-10 years ago.
The VRay default settings should get you 95% of the way with no to almost no need for tweaks.
BUT, this is based on the CPU feature set/workflow. Not sure if this applies 1:1 for the GPU version.
VRay is not designed to use BF+BF. BF+LC is used for most of its internal features and are requred for most of the newer features.
If you decide to do volumetrics in BF+BF combination. Your computer will hate you.
It seems you're using VRay the way it was "meant" to 5-10 years ago.
The VRay default settings should get you 95% of the way with no to almost no need for tweaks.
BUT, this is based on the CPU feature set/workflow. Not sure if this applies 1:1 for the GPU version.
Well, now...
I do mostly fluid sims and Light Cache is much slower than BF; considerably when rendering long sequences.
This is a fact with sequences rendered twice using BF/LC and BF/BF.
VRay default settings are not meant for fluid sims, by a long shot.
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