Has anyone tested arnorld vs vray ?

From my tests it looks like arnold is somehow a little faster in pure bruteforce. Also, they have very pleasant noise imho. And they have glossy reflections depth. Which sometimes provides you with pretty fast glossy surfaces, that you might think it is the way, it should be. Until you, of course, won’t rise the reflection depth. As far as I know, vray treats glossy deep inside, so you can’t limit only glossy reflection depth.

I know, that vray can handle sampling very efficiently. But you know :slight_smile: Another vray checkbox will make me happy :smile:

Hey Paul,

What’s a pleasant noise? I am curious how different it is in terms of calming down noise in Vray vs. Arnold?

Of course it can be done, but there’s options all over the place already :slight_smile: Do you think it’s really that important to have it? If yes, we’ll do it, but then don’t complain that “V-Ray is too complex” :slight_smile:

From what I know, Arnold is somewhat faster with brute force, but it is not adaptive (i.e. no “universal” settings approach). You either have to tweak shader samples individually (which could be tedious), or sample everything with the same fixed rate (which could be slow). This is part of the reason for the subjectively “better” noise - since the number of samples is known in advance, they can be distributed better; V-Ray does not know how many samples it will take, so it must use a more conservative distribution. Also, we have room for a lot of optimizations that we just never got round to; V-Ray can easily be 20-30% faster after we have finished our current round of optimizations.

Best regards,
Vlado

20-30%!! Get optimizing!!!

20-30%!! Get optimizing!!!

step on it then :slight_smile:

God, please grant me patience, and hurry!
:slight_smile:

I don’t know how to mimic arnold behavior with vray. That’s why maybe I need glossy depth :slight_smile:
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I asked to test Arnold for 3ds Max earlier this year and was told that they have no immediate plans to support 3ds Max - is that no longer the case or are you using the standalone version?

No. It is maya version.

Easy, use a VRayOverrideMtl material and put the same material, but with lower glossiness as the ‘reflection’ and ‘GI’ materials.

Best regards,
Vlado

I wish somebody will show me the settings :slight_smile:

P.S. What if the material should be the same? For example I put override material on top :slight_smile:

I’m not sure I got that - the same material as what? Override material on top of what?

Best regards,
Vlado

Override material will change not only the floor object, but will change also everything else. I don’t want it :slight_smile: No ?

The VRayOverrideMtl material only applies to those objects that have that material (don’t confuse it with the global material override in the V-Ray settings).

Best regards,
Vlado

Won’t it be affecting something, that reflects it ?

Yes? I thought that’s what you meant by ‘glossy depth’… I seem to remember reading in some siggraph paper that Arnold reduces the glossiness of surfaces that are seen in reflections in order to reduce the noise. I thought that’s what you wanted to get?

Best regards,
Vlado

I mean this. I’m not that technical than you :smile:

Glossy depth
The maximum number of times a ray can be glossily reflected.

So why don’t you change the reflection depth of the material then? Or just the global reflection depth?

Best regards,
Vlado

Actually I did an extensive comparison with arnold, and guess what, the render time is almost the same as vray. Actually in my test vray was faster by a little bit.

Vlado I believe arnold does use adaptive sampling.