Renderers: a guide for the perplexed
Transcription
Renderers: a guide for the perplexed
Rendering software The Rendering makingsoftware of 2012 Renderers: a guide for the perplexed RenderMan or RenderMan-compliant? V-Ray or mental ray? Our guide to today’s expanding rendering software market cuts through the confusion to help you find the renderer you really need Do you need a third-party renderer? GLOSSARY Key technical terms used in this article Biased rendering > Any rendering system that does not converge on the correct solution when many renders of the same scene are averaged. Bias often occurs when an algorithm ignores or misrepresents the contribution of a particular lighting effect – for example, reflected or refracted light – for the sake of computational speed. Many standard algorithms, including most radiosity methods and photon mapping, are biased. RenderMan-compliant renderer > A renderer that conforms to Pixar’s RenderMan Interface Specification protocol. Often known as RIB renderers after RenderMan’s native RIB file format. The Pixar software commonly known as ‘RenderMan’ used to be more strictly known as ‘PhotoRealistic RenderMan’ or ‘PRMan’, to distinguish it from this protocol. Does VFX have to mean RenderMan? Unbiased rendering > Any rendering system that converges on the correct solution on average. The term is often used interchangeably with ‘physically based rendering’, although this is not actually accurate: a result that is ‘physically correct’ is one that matches nature, whereas ‘unbiased’ is purely a mathematical concept. 048 | The first question to ask when choosing a renderer is whether you actually need a third-party solution. For modo and Cinema 4D users, the answer is probably ‘no’. Artists we spoke to commented that Cinema’s base engine is adequate for many jobs, although most professionals also use Maxon’s Advanced Render 3 module. Similarly, NewTek evangelist William Vaughan estimates that “90 per cent of LightWave users work with the built-in renderer”. Over in the 3ds Max and Maya communities, things are rather different, with most mid-to-large VFX houses opting for a RenderMan-compliant system such as RenderMan, 3Delight or AIR; while most visualisation studios opt for one of the ‘big three’ 3ds Max renderers, V-Ray, Brazil r/s and finalRender, for their GI capabilities and high raytracing speed. Houdini’s built-in Mantra renderer offers a hybrid of the two approaches: its “single biggest underestimated feature”, according to Black Mountain VFX’s Abdelkareem Abonamous. In serious visual effects work, it’s easy to assume that there is only one renderer in town: Pixar’s RenderMan. But that isn’t necessarily the case. “RenderMan is great… if you have enough of a team to support it,” says VFX supervisor Allan McKay, a veteran of ILM, Blur Studio and Prime Focus. “A lot of small and mid-sized studios just automatically assume their work is going to look as good as the big boys if they use it. It’s like buying a Flame suite because you hear it’s good for compositing.” For smaller studios, RenderMan-compliant systems like 3Delight, AIR or even the open-source Aqsis | February 2010 and Pixie offer many of the benefits without such heavy technical overheads, while McKay notes that mental ray is also worth considering. “RenderMan is much more flexible and open, so it’s very fast when optimised. But mental ray is really solid for certain things like water and glass.” Do you need a physically based system? Of all of the issues raised here, the pros and cons of physically based rendering have probably been responsible for the most flame wars over the past five years. While conventional renderers use mathematical shortcuts to approximate the behaviour of light, sacrificing absolute realism for speed and controllability, newer systems such as Maxwell Render, fryrender and Indigo Renderer use algorithms that closely replicate the real world. Such packages progressively refine the rendered result over time, resulting in a trade-off between speed and image quality. They offer potentially unparalleled results, but many artists find them agonisingly slow. So which is ‘better’? While most visualisation studios we spoke to used V-Ray for most of their work, physically based renderers also had staunch supporters; while some used both, either on a per-job basis, or employing a physically based renderer to get an idea of what overall lighting levels should be. This one really does come down to personal taste. 01 V-Ray Many 3ds Max artists’ renderer of choice, and especially ubiquitous in visualisation > TYPE Biased/unbiased (depends on settings), non-RenderMan-compliant > PRIMARY USES VFX, visualisation > HOST APPLICATIONS Native support for: 3ds Max, Maya. Via third party: Blender, Cinema 4D, Rhino, SketchUp > PRICE $999 > DEVELOPER Chaos Group At times, the presence of V-Ray in the ‘software used’ lists in online galleries seems so ubiquitous that you’d be forgiven for thinking that it came built in to 3ds Max: just one measure of how much the speed and power of this Bulgarian-developed renderer have endeared it to artists, both for visualisation and personal work, and to a lesser extent, VFX. Although interviewees noted that recent updates to mental ray are encouraging some studios to switch back, V-Ray’s all-round strengths, good forum support and large pool of freelance artists make it difficult to dislodge from its position of dominance in the industry. The right renderer for the job Over the next six pages, you can find profiles of ten of the most important renderers currently on the market – and what their users feel are their strengths and weaknesses. For reasons of space, we haven’t included renderers intended primarily for industrial design tools or SketchUp. Nor have we covered renderers still awaiting a 1.0 release, such as LuxRender or FurryBall; or those on which development has been discontinued, such as Gelato or BMRT. And, with the exception of mental ray, we felt that it was unnecessary to review the built-in render engines of the main 3D packages in detail, since most people are already familiar with them. The summary table at the end of the article lists other key third-party renderers and built-in render engines, and you can find a more information on our website, including an extended version of this article. But for now, happy render hunting! More information online: tinyurl.com/renderers EXPERT OPINION Text: Jim Thacker ew other parts of the 3D market offer quite the thrilling – and often bemusing – diversity as rendering software. While most artists are content to use the tools built into their primary application or one of a small number of specialist packages for modelling, texturing and animation, rendering solutions multiply like rabbits. In the preliminary research for this article, we counted over 40 currently in use – and that’s before you get to the CAD industry. Sometimes, you suspect that developers are writing them just for the fun of it… So for anyone overwhelmed by the sheer range of systems available, we’ve put together this guide for the perplexed. But first, a few basic questions. F An industry standard: four of the five previous winning entries in the Architectural 3D Awards, including this 2006 image by Gustavo Capote, list V-Ray as the renderer used 3dworldmag.com Gus Capote, art director, Neoscape STRENGTHS • Great speed-to-render-quality ratio • Very stable on large scenes • Multiple calculation options, including brute force, irradiance maps and light cache WEAKNESSES • Limited antialiasing on channel passes • Distributed rendering can create issues with 3ds Max’s Backburner system February 2010 | | 049 Rendering software Rendering software Its origins may lie in VFX, but Brazil r/s also remains a workhorse of visualisation studios such as Utrecht’s 3idee Used in both VFX and visualisation, recent high-profile finalRender projects include these shots from Uncharted Territory’s work on the movie 2012 While its first audience came from automotive visualisation, DCC studios are starting to realise the power and simplicity of HyperShot 05 FPrime The interactive renderer that changed the way many people work with LightWave 3D > TYPE Biased, non-RenderMan-compliant > PRIMARY USES General > HOST APPLICATIONS LightWave 3D > PRICE $399 > DEVELOPER Worley Laboratories Image © Drive Design EXPERT OPINION Joe Zeff, 02 Brazil r/s 03 finalRender 04 HyperShot A third-party renderer for 3ds Max that straddles the worlds of VFX and visualisation A fast, versatile raytracing render engine that performs strongly on complex scenes A ‘little renderer’ from the world of design visualisation that’s starting to make it big in DCC > TYPE Biased, non-RenderMan-compliant > PRIMARY USES VFX, visualisation > HOST APPLICATIONS Native support for: 3ds Max Via third party: Rhino > PRICE $995 (includes 10 render nodes) > DEVELOPER Caustic Graphics > TYPE Biased, non-RenderMan compliant > PRIMARY USES VFX, visualisation > HOST APPLICATIONS 3ds Max, Cinema 4D, Maya > PRICE €695–1,295 ($1,050-1,950: varies according to edition) > DEVELOPER cebas Visual Technology > TYPE Biased, non-RenderMan-compliant > PRIMARY USES Visualisation > HOST APPLICATIONS Native support for: Pro/Engineer, Rhino, SketchUp, SolidWorks, SpaceClaim. Supports most DCC packages via 3DS, Collada, FBX and OBJ formats > PRICE $995 (HD edition: see website for others) > DEVELOPER Bunkspeed Of the three main third-party 3ds Max renderers, Brazil r/s has arguably the strongest pedigree in VFX. Scott Kirvan and Steve Blackmon, co-founders of original developer SplutterFish, both worked at Blur Studio in the 1990s: a background borne out by Brazil’s raytracing and antialiasing capabilities. While it has not achieved the same ubiquity in visualisation as V-Ray – and lacks a physical sky system and GI cache for animations – it maintains a dedicated user base, though announcements have slowed since Brazil was acquired by hardware rendering firm Caustic Graphics earlier this year. It will be interesting to see where Caustic takes this much-loved tool. EXPERT OPINION Michiel Quist, founder, 3idee STRENGTHS • High stability • Very fast raytracing and 3D motion blur • Quality and speed of image sampling WEAKNESSES • Small user base • No SDK 050 | | February 2010 Speed and performance on complex scenes were the key features cited by our interviewees in choosing finalRender, one of the three ‘big’ 3ds Max renderers: both selling points that seem to have been amplified in the recent R3 release. While a smaller user base makes it more difficult for studios to call upon a pool of freelancers while scaling up for projects than with V-Ray, the product maintains a strong following – while its visibility in the world of visual effects has been recently raised by its use at Uncharted Territory, lead facility on Roland Emmerich’s 2012. Native versions for Maya and Cinema 4D further widen finalRender’s appeal. Creative director, Splashlight STRENGTHS • Ultra-fast rendering on complex scenes • Handles area lights and transparency without significant time penalty • Intuitive, efficient progressive render engine WEAKNESSES • Lacks ability to use LightWave’s volumetrics •S truggles with some new material nodes With a development team including technical Academy Award winner Henrik Wann Jensen, there was little doubt that HyperShot would turn out to be a bit special. Marketed as ‘The first digital camera for your 3D data’, ease of use was a priority from the outset, with the renderer quickly finding favour with industrial designers wanting to visualise their own models, but put off by the complexities of Maya or Showcase. Recently, however, DCC professionals have begun to realise the power concealed beneath HyperShot’s deceptively simple exterior. “It’s a little renderer – but it can kick ass,” says Escape Studios training development director Lee Danskin. EXPERT OPINION Ari SachterZeltzer, owner, Shadowplay Studio STRENGTHS • Extensive, customisable feature set • Good render elements system, including option to include/exclude objects • Powerful new layered EXR exporter WEAKNESSES • Hardcoded defaults not ideal for speed or quality • Needs a proxy system EXPERT OPINION Mark Pritchard, design manager, Drive Design STRENGTHS • Extreme ease of use • Very rapid results • Deceptively flexible material system WEAKNESSES • Manipulation tools can be awkward Image © Splashlight Image © 3idee Images © Columbia Pictures When Steve Worley first released FPrime back in 2004, some people jokingly suggested that he should put in an offer to buy LightWave itself, such was the developer’s standing in the host app’s user community. While the market has caught up to some extent, with some interviewees reporting that they now use FPrime mainly for setting up lights and surfacing, it’s still remarkable how quickly this ultra-fast interactive renderer made itself indispensable in so many people’s workflows. Real-time previews make set-up more intuitive, while the progressive rendering engine allows users to stop and start renders without having to wait to the end to see results. FPrime offers LightWave 3D users fast, intuitive interactive rendering on jobs such as this print ad from Splashlight 3dworldmag.com » February 2010 | | 051 Tim Ellis, head of unbiased lighting and texturing, Cityscape Digital STRENGTHS • Unparalleled render quality • Intuitive network rendering, including resume render • Powerful Multilight system WEAKNESSES • Render times can still be very long, particularly for larger scenes Early users of GPU-accelerated rendering and compositing system MachStudio Pro include pre-viz house The Third Floor. Will VFX studios follow suit? 08 mental ray 09 RenderMan 10 Turtle Can this GPU-accelerated production renderer and compositing system live up to its early hype? The first port of call for artists working in Max, Maya or Softimage, enjoying a resurgence in popularity Pixar’s production workhorse retains its position as the big name in rendering for visual effects Robust global illumination and advanced baking features make for an indispensable games tool > TYPE Biased, non-RenderMan-compliant > PRIMARY USES Animation, visualisation > HOST APPLICATIONS Native support for: ArchiCAD, 3ds Max, Maya, Rhino, SketchUp. Supports most DCC applications via FBX format > PRICE $3,995 > DEVELOPER StudioGPU > TYPE Biased, non-RenderMan-compliant > PRIMARY USES General > HOST APPLICATIONS 3ds Max, AutoCAD, Inventor, Maya, Revit, Softimage > PRICE Integrated into host application > DEVELOPER mental images > TYPE Biased, RenderMan-compliant > PRIMARY USES VFX > HOST APPLICATIONS Native support for: Maya Via third party: Blender, Cinema 4D, Softimage > PRICE $3,500 (Pro Server edition) > DEVELOPER Pixar Animation Studios > TYPE Biased, non-RenderMan-compliant > PRIMARY USES Games > HOST APPLICATIONS Maya > PRICE $1,499 > DEVELOPER Illuminate Labs Built into 3ds Max, Maya and Softimage, mental ray remains the first port of call for many smaller studios, both in VFX and visualisation, with interviewees reporting a return to the platform from third-party tools in recent years. As well as the price – or lack of it – users cite its wide range of physically accurate preset shaders and ease of set-up as key selling points. Jamie Cardoso, co-author of the book Realistic Architectural Visualization with 3ds Max and mental ray, notes the “few drawbacks” as the nature of its proxy system, and the fact that the new iray interactive rendering engine, while more powerful than alternatives, is not yet part of Max or Maya. For large animation houses, RenderMan remains the renderer to beat. Developed and used by Pixar since the late 1980s, our interviewees noted that it requires a large technical support team to harness fully, and that reliance on third-party exporters to get files into its RIB format can be an issue for smaller studios, but that its reputation as a production workhorse remains unchallenged. As ILM VFX supervisor John Knoll notes: “RenderMan’s widespread use among facilities whose reputation depends on creating consistently excellent imagery is telling. Its extreme flexibility, quality, robustness and scalability have made it the standard that it is today.” EXPERT OPINION Jamie Cardoso, EXPERT OPINION 052 | Chris Edwards, CEO, The Third Floor STRENGTHS • Intuitive interactive workflow • Empowers directors and cinematographers WEAKNESSES • Export process from Maya is time-consuming and not straightforward • Artists require training in unique workflow | February 2010 A shot rendered in 3ds Max and mental ray at GMJ Design. The renderer offers an attractive mix of power and accessibility 07 MachStudio Pro With the advent of a new generation of tools that actively harness a workstation’s GPU to calculate results, the goal of production-quality renders in seconds – rather than minutes or hours – may finally be approaching. The first of this wave of applications to hit the market, GPU-accelerated rendering, compositing and grading system MachStudio Pro promises not merely dramatically reduced render times but the potential to open up entirely new production workflows. While it’s still too early to tell whether the software really lives up to the hype, sources tell us that major London VFX houses are in detailed discussions with developer StudioGPU. Offering extreme realism, and now with an improved speedto-noise ratio, Maxwell remains a benchmark for unbiased renderers A retail unit in Oxford Street, London rendered with 3ds Max and mental ray at Glass Canvas Productions RenderMan remains the tool of choice for large studios such as ILM and Digital Domain on projects such as Transformers: Revenge of the Fallen Images courtesy of BioWare EXPERT OPINION Image © The Third Floor At the time of its original alpha release in 2004, physically based system Maxwell Render became one of the most talked-about products in the 3D industry. Five years on, it remains the de facto benchmark for other renderers of its type. Version 2.0, released in late 2009, boasts a greatly improved speed-to-noise ratio and greater processor scalability – one interviewee reported it performs 4-15 times faster than 1.7, depending on the scene – and while its core market remains visualisation, Maxwell is also being adopted for some visual effects tasks, including matte work on The Curious Case of Benjamin Button. Turtle bakes all the components needed for modern games such as Dragon Age: Origins, including normal maps, ambient occlusion and polynomial textures Image © DreamWorks Pictures/Paramount Pictures. Courtesy of Industrial Light & Magic > TYPE Unbiased, non-RenderMan-compliant > PRIMARY USES VFX, visualisation > HOST APPLICATIONS Native support for: 3ds Max, ArchiCAD, form.Z, Cinema 4D, LightWave 3D, Maya, modo, Rhino, SketchUp, SolidWorks, Softimage Via third party: Allplan, Houdini, MicroStation, solidThinking > PRICE $995 > DEVELOPER Next Limit Technologies Image © Glass Canvas Productions (www.glass-canvas.co.uk) The application that introduced most artists to the idea of physically based rendering Image © GMJ Design (www.gmj.co.uk) 06 Maxwell Render Rendering software Inset image: Aketoshi Tada, ataKikaku co (info@atakikaku,com) Main image: 7-t (www.7-t.co.uk) Rendering software 3dworldmag.com senior 3D visualiser and consultant STRENGTHS • Free, and fully integrated into host packages • Wide range of physically accurate preset shaders • Rapid results on complex scenes WEAKNESSES • Proxy system does not enable retrieval of the original mesh as in V-Ray • iray not yet part of host applications 3dworldmag.com EXPERT OPINION John Knoll, VFX supervisor, Industrial Light & Magic STRENGTHS • Extremely robust, production-proven renderer • High-quality output • Flexible and scalable WEAKNESSES •M ore costly than other RenderMan-compliant rendering solutions Initially perceived as a more general-purpose global illumination renderer, Turtle quickly found its niche in games, where it developed a reputation as a fast, flexible system for baking lighting information. Employed on such distinctly different-looking recent productions as Dragon Age: Origins (pictured above), Killzone 2 and Mirror’s Edge, users praise its feature set, the flexibility offered by Lua scripting, and the technical support offered by developer Illuminate Labs. There may be other ways to solve the problem of creating lighting assets for games, but for its power to enable a studio to quickly iterate the look and feel of a level, Turtle is largely unchallenged in this sector of the market at the minute. EXPERT OPINION Andreas Papathanasis, senior graphics programmer, BioWare STRENGTHS • High-quality results • Extensive render optimisation options • Large range of map types and output formats WEAKNESSES • Difficult to integrate into baking pipeline if not using Maya for level editing – unlike Turtle’s sister application, Beast February 2010 | | » 053 Rendering software Rendering software In brief | Key renderers compared Selected built-in render engines Blender Cinema 4D Houdini Escape LightWave 3D Developer Blender Foundation Current release 2.5 Maxon Computer Side Effects Software 11.5 10.0 Price Annual maintenance Free $3,695 N/A N/A Price for Studio bundle Other pricing notes Selected third-party renderers modo 3Delight AIR Brazil r/s finalRender NewTek Luxology DnA Research SiTex Graphics Caustic Graphics cebas Visual Tech. 9.6 401 9.0 9.0 2.0 3.0 (3ds Max ed.) $1,995 $895 $995 $900 - $2,150 $450 $995 $1,050 - 1,950* $800 N/A N/A $190 - $450 $150 N/A See website Unlimited render nodes Unlimited render nodes Inc. 50 render nodes First two threads free Price for four threads Inc. 10 render nodes *€695 - 1,295 FPrime fryrender HyperShot Indigo Renderer Kerkythea MachStudio Pro Maxwell Render mental ray Worley Laboratories RandomControl Bunkspeed Glare Technologies Ioannis Pantazopoulos 3.0 1.0 1.9 2.2 2008 $399 €795 ($1,190) $995 €295 ($440) N/A N/A N/A N/A Unlimited render nodes Inc. 2 render nodes Price for HD edition Inc. 2 render nodes RenderMan Turtle StudioGPU Next Limit Tech. 1.2 2.0 Free $3,995 N/A N/A V-Ray mental images Pixar Anim. Studios Illuminate Labs Chaos Group 3.8 15.0 5.0 1.5 $995 As host app. $3,500 $1,499 $999 N/A N/A $700 $899 N/A Standalone: $745 Price for Pro Server ed. Inc. network rendering RenderMan-compliant? Unbiased? Optional Hybrid Fully GPU-accelerated? Optional Optional Includes shader compiler? Python only In development Key market sectors Any Any Any Any Any Applications supported N/A N/A N/A N/A N/A VFX VFX VFX, visualisation VFX, visualisation Native Native Any Blender Via third-party plug-in Via third-party plug-in Cinema 4D Via third-party plug-in Via third-party plug-in Houdini Native Native Maya Native Via third-party plug-in Softimage Native In progress Other (selected applications only) Rhino Rhino Rhino Win/Mac/Linux Win/Linux Win Native Native Native Native Win/Mac Win/Mac/Linux Win/Mac Visualisation Visualisation Native Native Native Native Win/Mac Any VFX, visualisation VFX, visualisation Native Native Native Win Win/Mac Animation, VFX Games VFX, visualisation Via FBX In development Supported Native Native Via third-party plug-in Lightwave 3D Win/Mac/Linux Visualisation Via OBJ, FBX 3ds Max Platforms Visualisation Native Native Via third-party plug-in Via third-party plug-in Via third-party plug-in Via third-party plug-in Supported Native Native Native Native Native In development Native Native Native Native Native Rhino, SketchUp Native Native Via third-party plug-in Win modo, Rhino, SketchUp Win/Mac/Linux Win/Mac/Linux modo, Rhino, SketchUp Rhino, SketchUp SketchUp SketchUp Win Win/Mac Win/Mac/Linux Win/Mac/Linux Win/Mac/Linux Native Native In development Rhino, SketchUp Win/Mac/Linux Win/Mac/Linux Linux due in CORE Features Windows only 64-bit compatible Not public SDK In development Network rendering Due in CORE Instances Proxy system Render layers/passes Lighting only Lighting only Interactive render preview Via custom code Via V-Ray RT Material system • Layered materials Bump only • Bump and normal mapping • Micropoly displacement/MTD In development Via LightWave • Subsurface scattering • BRDF support Internal In development Via RSL In development Raytracing Via LightWave • Ambient occlusion • Colour bleeding In development • HDRI • Caustics Camera controls Via other settings • Depth of field • 3D motion blur Hybrid 2D/3D • f stop controls Via LightWave • Bokeh effects Via image shaders Tonemapping 3ds Max only In development Hair and fur Present Particle rendering Via extension In development Varies with ed. • Points • Spheres Via extension • Implicit surface/blobbies Via extension Via plug-ins Baking tools • Texture baking Via custom shader • Vertex baking • Point cloud baking Bent normals • Radiosity normal maps Physical sky Via custom shader Photometric lights Via custom code EXR support Other key features Built-in compositor Built-in texture painting Volume rendering Anim. radiosity cache Volumetric lights Point-based GI Programmable shading Quasi-Monte Carlo core Unlimited render elems. Image zoom support Turntable animation Shading language Instancing brush Stereoscopic rendering Multi-light system Progr. IBL rendering Deep shadows Optimised baking VRayFur Built-in video editor Unlimited render nodes Amazon cloud support Unlimited render nodes Anisotropic effects Stereo rendering Instancer shaders Unlimited number of True hybrid scanline/ Supports multiple Render queue Full spectral rendering Easy clay/depth/mask Real-time subpixel 3,500+ free materials Fast blur rasterisation Point-based colour Scriptable via Lua VRayEnvironmentFog Audio playback/sync True multi-threading Multi-segment blur EXIF support Fresnel effects Procedural geometry (Both Pro edition only) Camera aperture diffr. Native RealFlow support MetaSL language bleeding and SSS Hardware vis. of results 054 | | February 2010 render presets raytracing 3dworldmag.com cameras/windows 3dworldmag.com render modes displacement February 2010 | | 055 Sources: All data was supplied directly by the relevant software developer, with the exception of FPrime Global illumination