Originally posted by bigbossfr
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Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by Morbid Angel View PostI have done a more or less in depth comparison and also involved one of the guys who is more of an advanced user in arnold, our result, nearly identical speed between vray and arnold.
For the comparison, did you use Brute Force on VRay, or something else ?
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I have licenses of both, and using both of them. Arnold brute force is indeed faster, in my tests, not significantly though. Vray looks like more mature product, so you have DR, more output passes etc. I am used more to Vray material system. I love progressive thing from Arnold. Also VrayRT is great. Arnold is more expensive. Vray offers brute force but also interpolation, Arnold does not, with short deadlines this could be really important. Vray is more widespread, easier to find learning materials. I mean it is just preference I think at the end, as this poll shows both are 2 best engines today.
To compare them u need to use Brute Force with Vray. What is point of comparison when you are comparing 2 different things than.- H -
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Thank you for you input.
Originally posted by SreckoM View PostTo compare them u need to use Brute Force with Vray. What is point of comparison when you are comparing 2 different things than.
For a given result quality, if VRay is faster using passes, then VRay wins.
The main question is how much time is needed to setup the lighting and shading, and render everything.
The method does not matter.
If VRay render is faster using passes, and the setup of those passes is fast, then VRay wins.
If VRay render is faster using passes, but the setup of those passes takes more time than what you save compared to Brute Force, then it's different.
And then you add the support part, which we know is awesome in VRay.
And about the price, I don't know how much costs Arnold, their website is empty, is it some kind of big secret or something ?Last edited by alainfx; 04-09-2012, 08:58 AM.
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You can not look it like that. You compare interpolated result with Brute Force. Interpolated means that Vray guessed a lot while computing, so results are not at that level of quality as with Brute Force, also interpolated are prone to flickering etc. It is not always about how fast you can get final image. For example for animations, if you are using interpolation you need to take care a lot, and work a lot, to have flicker free render. With Arnold or Vray BF you need to calm down noise and you do not need to think about flicker at all, that is great workflow.
Support is great on both sides. ChaosGroup did significant job to bring that on higher level that is for sure.- H -
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Originally posted by alainfx View PostThank you Dmitry.
For the comparison, did you use Brute Force on VRay, or something else ?Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by SreckoM View PostIt is not always about how fast you can get final image. For example for animations, if you are using interpolation you need to take care a lot, and work a lot, to have flicker free render.
B1 = Tweaking time needed for Brute Force.
B2 = Render time using Brute Force.
I1 = Tweaking time needed for Interpolation.
I2 = Render time using Interpolation.
If (I1+I2) < (B1+B2) then Interpolation is faster (if quality is the same, without flicker)
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Since we have both renderer here at Parasol Island I had the chance of comparing both renderes on the Maya side.
First the implemantation and usability.
Vray kicks Arnolds ASSEven the XSI implementation of VRay is much nicer.
The standard Arnold shader works like the original Maya shaders and can not compare with the VRayMtl.
Renderpasses and for example the feature that you can attach displacement/subd to an object instead of a shader is also much better in VRay.
Arnold for example creates custom attributes on each shape/transform in your scene... which sucks a lot and is done much nicer with VRay.
So the implementation of VRay is really much better than Arnolds implementation.
Sure thing is that you can write your own shader for Arnold, which is working like the VRay one (for XSI they have something like this)
Speed and Tweaking options:
With Bruteforce Arnold is about 10% faster and does scale better with scene complexity.
But if you know how to use prepasses right VRay can be a lot faster, especially on indoor scenes and scenes with heavy glossy reflections/refractions!
SSS and Hair is faster and better tweakable in Arnold.
Since Arnold is a brute force only renderer there is no way of optimizing your rendering if you need it, but this is something they want to keep the artist time low on the tweaking side.
The standalone format vrscene/ass is better with VRay since you can export your whole animation into one file the export time is a bit faster.
Learning curve.
For me it was exactly the same, so I cannot say which render is easier to use
Since we have not done any real project with Arnold yet (too expensive compared to VRay) I cannot say how Arnold is behaving on a real project for now. The only thing I did are some basic animation tests etc.
Hope this helps.
PaulVFX Supervisor @ www.parasol-island.com personal website www.dryzen.com latest reel http://vimeo.com/23603917
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Originally posted by paulDryzen View PostI cannot say how Arnold is behaving on a real project for now.
I like how simple it appears but I found it slow/buggy and no use for a studio that cannot afford to have a dev team on it.
Although I'm leaving baseblack (hoping to return), I've constantly mentioned vray and it sounds like they'll finally swing that way
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Originally posted by Morbid Angel View PostFor my tests we tried using near identical setups, all brute force, hdr lit, dome lights, glossy reflections etc. Just for the record I don't believe in comparing renders and judging which one is faster (waste of time), arnold indeed seems like a good render engine though not mature yet (not in maya anyway) as vray and it will be some time before it becomes the level vray is.
I'm curious as to what level your referring to? To the levels of implementation within Maya or Features? Arnold clearly is making its way into the vfx market so I'm just curious as to your thoughts on what it needs. Cheers.
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Originally posted by Treedee View PostI'm curious as to what level your referring to? To the levels of implementation within Maya or Features? Arnold clearly is making its way into the vfx market so I'm just curious as to your thoughts on what it needs. Cheers.
Vray has been around a long time in maya/max now to refine a lot of the common issues, which make things much easier. Arnold will probably also get there, in time.Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by Morbid Angel View Postmy understanding is that arnold standalone and maya plugin are developed separately, the arnold standalone is very advanced, but the connector to maya still needs work. Things are broken a lot of things aren't working, thus can impact production...much like any early beta developments.
Vray has been around a long time in maya/max now to refine a lot of the common issues, which make things much easier. Arnold will probably also get there, in time.
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I think arnold has lots of potential. I like the simplicity approach they have, in terms of settings, its just 4 sliders which control the overall quality. Though as people mentioned in this thread, when it comes to rendering interiors the pure brute force way will not get you fast render times...Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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Originally posted by Morbid Angel View PostI think arnold has lots of potential. I like the simplicity approach they have, in terms of settings, its just 4 sliders which control the overall quality. Though as people mentioned in this thread, when it comes to rendering interiors the pure brute force way will not get you fast render times...
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well you would really need to know details on how they made it. You have to take into account some things like, the size of their render farm(s), which can allow them to render those frames for x number of hours and not worry about optimizing, or baking that lighting into some sort of data...Dmitry Vinnik
Silhouette Images Inc.
ShowReel:
https://www.youtube.com/watch?v=qxSJlvSwAhA
https://www.linkedin.com/in/dmitry-v...-identity-name
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