3/22/2021 0 Comments Amd Radeon Blender Cycles
This model and PBR texture have both dielectric and conductor surface, so the base Principled shader fits well.Currently, I run an animation shop in the US working on commercials.
But its that or spend another 2 extra hours with Modo, but Im liking the look of prorenders results. Anyway, you give the scene to Cycles user and it will make that render look much better than you achieved. Just appeared a banner with suggestions that I closed quickly, thinking it was advertising. In Blender you could make it look better even in Eevee right now. So Im not sure why user did not manage good metalic look on Cycles. I am sure that this is a fairly simple scene that should look quite similar in most modern engines, with good configurations in each of them made with users with experience in each of the engines. The video is purely intended for illustrating the raw capabilities of the render engine. As stated, the workflow was utilizing principled bsdf node in cycles, which is a relatively new solution. All that aside, render engine isnt substitute for the massive amount of overhead post processing that can make any render look good, effects like scratches are usually added in post-production as they allow a more flexible workflow when faced in compositing node based environment. If somebody was to compare render engines on this forum and base their preference and get biased towards one (which isnt exactly more than comparing mathematical simulations of light hitting an object and then being approximated by a camera and then favoring the raw result of either just because it looks good as it is) then they are wasting their time. Cmon Bart, be a better person and not some offended snowflake when you read criticism. All three setups use the same HDRI, FBX, and PBR texture set. RPR calls their version of Principled as Uber, but it is essentially the same thing. The setup process was to import the FBX, apply the PrincipledUber shader and connect the textures. I didnt tweak the shader settings as I wanted to see how the default settings look. Due to the different parameters of each render engine, I adjusted the settings to derive at similar noise levels. A little more time spent in the setup and it would have been well on par with the other two, and of course most likely the render time faster. Render time is important, but knowing how much time it took to get the setup is even more so. Drop in FBX model, apply principled shader, connect appropriate PBR textures. I lower the samples in Cycles to 128, and increase the samples with RPR to 256. In Modo, I up the GI bounce to 3 and increased the AA to get less noise, doesnt have a denoiser.
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