Vray is full-fledget production renderer with deep 3ds Max integration while Octane is mostly a toy. That's why a price difference. Actually, Vray comes with GPU engine Vray RT which is somewhat similar to Octane. If you use Maya/XSI you may consider Redshift (also a GPU render), it costs 500$ but it's a lot better (great…
People in this thread have said things along the lines of "this isnt really a good idea, big waste of time.". Its important to know that this is not only not a good idea, its a very very bad idea. If you go through the trouble of modeling high res geometry you better be baking it directly to a normal map. Rendered normal…
yeah.. dude.. most ppl will tell you not to render a GI because most n00bs dont know how to properly set up that shit and usually just end up using a skylight in max and activating light tracer.. turning those renders dificult to see the shape of the objects. if you want to do that shit, go ahead but remember to add a omni…
Interesting. I'm curious how much load time we're talking about here... with a semi-complex procedural made of several controls, it can take quite a bit of processor time to render a 1024 bitmap. Even kkreiger, with its not-so-complex textures, took quite a bit of load time to render them all out. I do see the point though…
If you have a bunch of pieces to render out, I also suggest setting up a local backburner server on your own machine (Launch server, monitor and manager) and set RTT to network render. That way as soon as all the jobs are sent you can continue working in 3dsmax while it renders in the background. If you use Mental Ray it…
I used to work with the ati normal mapper before switching to doom3, the render is very good, it renders occlusion term, the viewer is ok. but it's really really slow...maybe the slowest normal map renderer (depending of the rendering quality of course, but I'm talking about somehting the same quality as doom3's output).…
Hello! I’m currently looking for a mentor to help guide me in learning Blender over the summer. As part of a school requirement, I need someone who can check in with me at least once a month to look over the 3D models I’ve created, provide constructive feedback, and offer general guidance to help me improve. I already have…
Yes! Our entire render pipeline is defined like that. You can make an entirely new render pipeline without touching any c++ code. For example, not too long ago I made some changes to our render pipe where I wanted to do two passes for transparent objects (front culling followed back by culling) to improve double sided…
Normal maps are for video games or realtime rendering, they require more memory (color RGB image vs black and white) but less processing because the gpu does not need to calculate the surface normals, it just have to read them from the texture. With a bump map or black and white image, the render or gpu has to figure out…
If you're looking for more complex compositing options then you can render out specific passes. In general when i have a pre-rendered sequence to work on i do a pass for lighting, color, and specular. Once i have all those sequences i bring it into premier where i have some flexibility in the blending layers. The other…