Good thing about it is that it has support for Maya Fluids and has it's own, built in Hair/Fur utility. Furryball is another good GPU only renderer, and has a plugin for Maya, as well, but it is still a bit pricey compared to some of the other options. Since I don't use Maya, this news doesn't affect me any But if I did use Maya, I would probably buy a seat. What I do like about the new Renderman is the Volumetric effects support. Cannot say that about VRay or most other production renderers. A grade school kid could learn how to use it in a few minutes. No more having to convert scenes over to yet another proprietary renderer. MoskitoRender gives you all of that, using standard Max/Mental Ray assets. It's why I never upgraded to V3, for Max. No SSS, No Volumetric Effects of any kind, No Procedural Textures, etc. VRay's RT module (Interactive Render) is GPU accelerated, but it has a host of limitations. In this case unidirectional path tracing will also find it hard to ‘capture’ the light into the rendering equation. If you walked into such a room you would not see the up lighting unless the lights were switched on. But what if that light was behind a wall mounted recessed bracket – classic stylish hidden light bulbs you might find in a cool modern apartment. The light is likely to be ‘captured’ in the render equation as rays are likely to find it. Imagine a room with a light bulb hanging in the middle – this is the easy case. The problem with ray tracing is that there is always some limit on how many times rays can bounce, and making sure they accurately or sufficiently find lights. So what is a Bi-directional Path Tracer with VCM (vs a unidirectional path tracer) ? This system of offering a range of ‘integrators’ inside RIS represents a major addition to the options for high quality imagery inside RenderMan. but how light is rendered in the new versionĪlong with a host of changes, Pixar announced their newest version of RenderMan today, including a new internal option for rendering or rather solving the rendering equation called ‘RIS’. The new RM RIS features are amazing, not only about render times. Mental Ray introduced GPU calculation of GI and AO, in it's latest iteration, so it's not done as a production render, either. In fact, Nvidia is offering Unified Memory now, where the card can utilize the memory of the system, rather than have to rely strictly on the RAM on the card, itself. RAM on video cards still remain a bit of a barrier, but the 6GB on a Titan can handle quite a heavy scene, and there is a lot of optimization being done. I don't care how slick VRay and Arnold may be.they can't touch GPU renderers in terms of speed. Even VRay and Arnold are not going to stay on their perch if they don't soon offer some kind of GPU tech in their production rendering. I think some of it, too, is the saturation, now of GPU or GPU/CPU hybrid renderers hitting the market. It might compel some of the other major players to drop their price as well, to compete. Can I somehow use this with 3DC? Or do I need software like 3DSMAX or Maya? I don't really understand what this means for a hobbyist like myself. The new release is built on a v19.0 baseline, and is a consolidation of the components of the previous RenderMan Pro Server (the batch renderer) and RenderMan Studio (the artist’s interface including RenderMan for Maya) into a single RenderMan product that will be continuously updated in both rapid dot and major releases, making traditional versioning more fluid than previously. Today Pixar launches the newest in that long line of innovations, a new rendering architecture known as RIS, that supports plug-in integrators and comes complete with a new industry standard path-tracer as well as a cutting-edge bidirectional path tracer. It is bold strategy – Pixar wants to focus on the high-end animation and effects companies, but build both a user base and open source contributions. RenderMan will now be a quarter of the price and free to non-commercial users – free and completely un-watermarked.įree non-commercial RenderMan will be availabe with the upcoming release of RenderMan scheduled in the timeframe of SIGGRAPH 2014.
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