finalRender vs. mental ray
Posted: Sat May 22, 2004 4:36 am
Yo Adam: your artistry page is 404.
Has anyone here had the opportunity to use finalRender Stage-1 for 3ds max 6?
In my experience thus far, fR1 is far superior to mental ray 3 in its implicit functions. It will be difficult for any renderer to top mental ray in raw versatility, since mr is essentially programmable from the ground up, but just talking straight out of the box, I would say fR1 beats mr3 in every way, with the exception of final gathering (which fR1 does not support).
Granted, I don't know the shader language for mr3, so I haven't used it raw, but I've used it in 3ds max 6, Maya 5, and Softimage XSI 2. I was very impressed when I first discovered mr3 in Softimage. (At that point, max 4 had a connector to mr2, but mr2 was pretty much crap, unless you wanted to spend six weeks rendering a single frame.) For the longest time, I was hoping it would eventually be integrated into 3ds max (my software of choice — I don't know Maya yet), and finally it was.
I'd previously used fR Stage-0 when it was a prototype for max 4. It was nice — particularly since it was extremely difficult to find a good raytracer for max — but it didn't hold a candle to mr3. Stage-1 was released for max 5, and I still hadn't heard anything about it. (I stopped paying attention to the plug-in scene at this point because max 5 came with a tasty new feature: the advanced lighting engine.)
Just the other day — it may have been yesterday, in fact — I was digging around the newsgroups, asking people if they knew of a material plug-in that could render self-shadowing bump maps. Nobody did. A gentlemen pointed me in the direction of finalRender, which he said supports shadowed bumps. I immediately checked it out.
Well, yes, finalRender does support shadowed bumps — that is, the bump maps can displace raytraced shadows. The maps are not self-shadowing as I'd hoped. But then I made another startling discovery while perusing the documentation: finalRender also supports something called Micro Triangle Displacement (MDT), which is a vastly improved, on-the-fly form of displacement approximation.
I'm sorry if this technical jargon confuses some of you. As you may have guessed, this post is meant for 3D modellers.
MDT is a type of displacement, which means it builds added geometry to rough out the surface of your models. Because it produces extraneous geometry — and it does so on-the-fly, which I'll get to in a minute — the geometry is inherently self-shadowing, thus taking care of my bump map problem. Not only that, but it also reacts to local and neighborhood photon tracing (caustics and GI) and shadows cast by other objects.
And the rendering is fast if you tweak the detail settings. I managed to render (640x480) a fully detailed chipped sphere in about two seconds — complete with self-shadowing and all. (The GI rendition took much longer, of course, but looked equally better.) MDT creates extraneous geometry per-bucket, while the scene is being rendered — thus vastly reducing the amount of memory required to cache the scene. I've seen nothing in mental ray 3 that can do this.
As I continued to peruse the documentation, I dug up all sorts of neat things like volumetric caustics (this has been a hallmark of finalRender since its beta days), HyperGI (a hybrid GI-radiosity solver) for scenes with animated diffuse lighting, object ligths (actually, LumaObject, which has been integrated into Stage-1), a material that simulates genuine refractance (like you see when you turn a CD in the light) — I can't even remember it all.
To my knowledge, the only features mr3 supports (without writing your own shaders) are photon tracing and camera distortions — neither of which can compare to the options provided with finalRender Stage-1 right out of the box.
I don't particularly care if anyone disagrees with me on this one — you'd have to be crazy anyway — but I am interested in hearing what kind of experiences you graphics people have had with renderers. I understand cows is intimate with XSI and mr3 (when he uses it). I also know there are a great many people who use POVRay because they can't afford anything better. (Neither can I; I have to get by with limited demos.)
Well, I just wanted to get that out. I'm planning to use fR1 to do some graphics for a future DM clone project. I mentioned something about that last year, before real-life took hold. Anyway, I've got a summer to burn now.
Oh, hey, I also discovered DarkTree 2.5 the other day. Anybody else use that? It is so bad ass, it makes me want to cry.
Has anyone here had the opportunity to use finalRender Stage-1 for 3ds max 6?
In my experience thus far, fR1 is far superior to mental ray 3 in its implicit functions. It will be difficult for any renderer to top mental ray in raw versatility, since mr is essentially programmable from the ground up, but just talking straight out of the box, I would say fR1 beats mr3 in every way, with the exception of final gathering (which fR1 does not support).
Granted, I don't know the shader language for mr3, so I haven't used it raw, but I've used it in 3ds max 6, Maya 5, and Softimage XSI 2. I was very impressed when I first discovered mr3 in Softimage. (At that point, max 4 had a connector to mr2, but mr2 was pretty much crap, unless you wanted to spend six weeks rendering a single frame.) For the longest time, I was hoping it would eventually be integrated into 3ds max (my software of choice — I don't know Maya yet), and finally it was.
I'd previously used fR Stage-0 when it was a prototype for max 4. It was nice — particularly since it was extremely difficult to find a good raytracer for max — but it didn't hold a candle to mr3. Stage-1 was released for max 5, and I still hadn't heard anything about it. (I stopped paying attention to the plug-in scene at this point because max 5 came with a tasty new feature: the advanced lighting engine.)
Just the other day — it may have been yesterday, in fact — I was digging around the newsgroups, asking people if they knew of a material plug-in that could render self-shadowing bump maps. Nobody did. A gentlemen pointed me in the direction of finalRender, which he said supports shadowed bumps. I immediately checked it out.
Well, yes, finalRender does support shadowed bumps — that is, the bump maps can displace raytraced shadows. The maps are not self-shadowing as I'd hoped. But then I made another startling discovery while perusing the documentation: finalRender also supports something called Micro Triangle Displacement (MDT), which is a vastly improved, on-the-fly form of displacement approximation.
I'm sorry if this technical jargon confuses some of you. As you may have guessed, this post is meant for 3D modellers.
MDT is a type of displacement, which means it builds added geometry to rough out the surface of your models. Because it produces extraneous geometry — and it does so on-the-fly, which I'll get to in a minute — the geometry is inherently self-shadowing, thus taking care of my bump map problem. Not only that, but it also reacts to local and neighborhood photon tracing (caustics and GI) and shadows cast by other objects.
And the rendering is fast if you tweak the detail settings. I managed to render (640x480) a fully detailed chipped sphere in about two seconds — complete with self-shadowing and all. (The GI rendition took much longer, of course, but looked equally better.) MDT creates extraneous geometry per-bucket, while the scene is being rendered — thus vastly reducing the amount of memory required to cache the scene. I've seen nothing in mental ray 3 that can do this.
As I continued to peruse the documentation, I dug up all sorts of neat things like volumetric caustics (this has been a hallmark of finalRender since its beta days), HyperGI (a hybrid GI-radiosity solver) for scenes with animated diffuse lighting, object ligths (actually, LumaObject, which has been integrated into Stage-1), a material that simulates genuine refractance (like you see when you turn a CD in the light) — I can't even remember it all.
To my knowledge, the only features mr3 supports (without writing your own shaders) are photon tracing and camera distortions — neither of which can compare to the options provided with finalRender Stage-1 right out of the box.
I don't particularly care if anyone disagrees with me on this one — you'd have to be crazy anyway — but I am interested in hearing what kind of experiences you graphics people have had with renderers. I understand cows is intimate with XSI and mr3 (when he uses it). I also know there are a great many people who use POVRay because they can't afford anything better. (Neither can I; I have to get by with limited demos.)
Well, I just wanted to get that out. I'm planning to use fR1 to do some graphics for a future DM clone project. I mentioned something about that last year, before real-life took hold. Anyway, I've got a summer to burn now.
Oh, hey, I also discovered DarkTree 2.5 the other day. Anybody else use that? It is so bad ass, it makes me want to cry.