We've been using Vray for almost ten years, we started using it in version 0.74 beta in 3dsMax
and the first image I rendered had GI and DOF enabled, and it came out in PAL resolution in under a minute
with superb quality on a 700mhz AMD Athlon back then. I was blown away, bought a 1.0 license the minute it was released and never regretted it.
XSI integration is pretty good for a first release, bug fixes come in quickly, and the dev team is
responding to bug reports and feature requests on the forum usually within the day.
As a long time user I must admit that it does have more settings than Arnold, but those only play a role once you start using the various GI cheats, like Light Cache and Irradiance Map, which are nowadays, with fast computers, pretty much obsolete (I find myself brute force raytracing GI for the most part) except for interior shots where they allow you to get really fast render times, often 3-4 times faster than with Arnold/brute force for the same quality on the exact same shot.
Things I miss in Vray:
- A bug tracker thats open to paying customers and beta testers. Bugs are being reported on the forum,
some double and triple, and it's hard for a single individual keeping track of what's already fixed and what not, as well as knowing what priority the bug currently has, etc.
- Better support of ICE. I haven't used the daily builds in a while so this might have become better, but last time I checked (2-3 montsh ago) strand renders looked quite different (sometimes wrong) compared to what you get with MR, 3Delight and Arnold ootb. Sometimes it didn't render at all, depending on what compounds were used.
- As Eugen said, progressive refinement of the render region. I find myself continuously switching between AA settings just to get a quick preview (AA = 0), and higher settings. I suggested this a few months ago in their forum, but since there is no bug tracker I can't check if I was heard. If that was there I would not crave for VRayRT so much. Like Eugen, I believe that time spent on VrayRT should rather be invested in making
the Vray core faster, but I understand that the RT branch might become the next big hit once GPU and CPU are truly merged and use unified memory, or the memory bottleneck of GPU is somehow solved differently.
Is that on any CPU makers disclosed road map?
- Faster hair rendering. Quality is good, but Arnold was still faster last time I played with it.
-Faster export times, especially with ICE. Again, this might have been improved with later nigthly builds.
What I really like about Vray:
- Fast interior GI rendering is possible.
- A clear shader strategy, it comes with pretty much anything you could need out of the box. With Arnold, you very much need to resort to third party shaders (e.g. Kettle Uber).
- Similar controls and output across different 3D packages.
What I miss in Arnold:
-Light portals (if they'd help any in bringing render times down), better light transport for interiors.
-A feature complete "standard" shader.
-I was tempted to write "Nightly builds", but updates do come pretty frequently, and one can compile the latest sources if he dares to.
What I miss in both renderers:
-Volumetrics!
-Rendertime Marching Cube/Blobbies (or similar) effect for particles. I don't always want to mesh my particles
first, generating gigabytes of mesh data.
With increasing hardware speed
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Stefan Kubicek Co-founder
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