So having spent the last couple of years switching from MR to Vray, I now see Autodesk is making Arnold its default renderer for Maya.
Anyone have experience using this render engine? What are the pros and cons compared with Vray? Is it worth making the switch and what's the learning curve like?
Hmm, interestingly after posting this I remembered starting the same thread in 2013 when wanting to switch from MR. The general consensus back then seemed to be: Arnold great for physically accurate raytracing but requiring a large render farm and with few optimization features or support. Vray much better for optimization, smaller operations and with great support.
Is that still the general feeling?
If so, I'm wondering why Autodesk would opt to make Arnold the default renderer. If it's only useful for larger scenarios, where does that leave its freelance and boutique users?
So having spent the last couple of years switching from MR to Vray, I now see Autodesk is making Arnold its default renderer for Maya.
Anyone have experience using this render engine? What are the pros and cons compared with Vray? Is it worth making the switch and what's the learning curve like?
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It's the biggest force multipler I've ever seen and it's cheap.
I like it a lot more than Arnold.
Hadn't heard of Redshift, playing with a demo now.
Seems somewhat similar to Vray in many ways -- including the same SSS presets! Is there some reason we all need a ketchup SSS preset, but not one for wax? :D
Really? That's interesting, especially as I'm in the market for a new system at the moment and of course the video card is paramount. Quadros have been the gold standard for a while now, but are falling short with GPU renderers? Even the latest and greatest
M6000?
Really? That's interesting, especially as I'm in the market for a new system at the moment and of course the video card is paramount. Quadros have been the gold standard for a while now, but are falling short with GPU renderers? Even the latest and greatest M6000?
From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of ryan harrington <ryanowenh...@gmail.com>
Sent: Thursday, August 11, 2016 4:05 AM
To: maya_he3d
Subject: Re: [maya_he3d] Arnold vs Vray?
Redshift is very dependent on your gpu, a decent nvidia gaming card will turbo charge it. It's all about the cuda cores and the gpu ram. Quadro cards are functional. But they don't perform too well by comparison.
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Away from my machine right now. Can't re, I think it's a gtx 980 with 4gig. It's been pretty robust.
I don't doubt it can be a problem but so far I've managed to get away with a moderately high texture count. redshift is pretty good at mip mapping (the first frame is slower as it's building localised mip maps).
I have maxed out with super heavy objects, nothing that couldn't be managed with a quick edit. You get good feedback about problem objects.
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<comparison.pdf>
<comparison.pdf>
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Wow, Octane seems to be 'The' option for speed. Great PDF Thank you!
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Thanks for doing this Johnathan and Ryan!
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So having spent the last couple of years switching from MR to Vray, I now see Autodesk is making Arnold its default renderer for Maya.
Anyone have experience using this render engine? What are the pros and cons compared with Vray? Is it worth making the switch and what's the learning curve like?
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yeah looks great, I'm currently testing redshift and it works like a charm. great looking renderings, noise-free in seconds. where arnold takes ages redshift seems to be at least 4-5 times faster. I'm talking 2 xeon 8 core 2.4GHz CPUs vs. 1 Geforce 980 Ti.
I'm currently thinking of investing in a Geforce 1080 and go full
GPU rendering.
The whole CPU versus GPU thing has been going on for years.
I'm curious, are any production houses using GPU rendering? I've never worked anywhere that has been, yet. What are the implications for network batch rendering?
I've been at a small studio, that used redshift as production
renderer for commercials. on the redshift site are some references
to agencies which use redshift as production renderer. I think at
the moment it is more aimed at smaller studios where you don't
have or need a huge pipeline. according to network rendering I
have no clue.
The whole CPU versus GPU thing has been going on for years.
I'm curious, are any production houses using GPU rendering? I've never worked anywhere that has been, yet. What are the implications for network batch rendering?
From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of mgw <mige...@gmail.com>
Sent: Wednesday, March 1, 2017 7:25 AM
To: maya...@googlegroups.com
Subject: Re: [maya_he3d] Re: Arnold vs Vray?
yeah looks great, I'm currently testing redshift and it works like a charm. great looking renderings, noise-free in seconds. where arnold takes ages redshift seems to be at least 4-5 times faster. I'm talking 2 xeon 8 core 2.4GHz CPUs vs. 1 Geforce 980 Ti.
I'm currently thinking of investing in a Geforce 1080 and go full GPU rendering.
Am 01.03.2017 um 15:50 schrieb John Draisey:
Yup, I saw a preview of the GPU based Arnold last year at Siggraph, and it was a 2x speedup going from a high end Xeon to a high end GPU (quadro m6000, or a Titan). For hair it was a performance wash. But this screenshot is a huge improvement. Marcos Fajardo himself says GPU rendering is the future, so I'm excited to see what Solid Angle accomplished with Arnold 5.
On Wed, Mar 1, 2017 at 2:03 AM Sebastian Schoellhammer <sschoellhammer.lists@gmail.com> wrote:
I have really high hopes for this:
but I guess it'll take time.
On Wed, Mar 1, 2017 at 12:43 AM, John Draisey <john.d...@gmail.com> wrote:
The learning curve is very easy. Once you understand to think in terms of "samples per pixel" you can easily hone render speeds and get the quality you expect.
I've used Redshift, Mental Ray and V-ray, and Arnold consistently puts them to shame. You can't use a Cornell Box to compare Arnold either, specifically because its speed isn't bound by geometric or volumetric complexity. While in software like V-ray there's a certain amount of time spent pre-processing a frame with lots of geometry, I've done several billion polygons using the Arnold Scene Source method with virtually no slowdown. You're only bound by the quality you want per pixel.
On Tuesday, August 9, 2016 at 2:13:04 PM UTC-7, Steve Davy wrote:So having spent the last couple of years switching from MR to Vray, I now see Autodesk is making Arnold its default renderer for Maya.
Anyone have experience using this render engine? What are the pros and cons compared with Vray? Is it worth making the switch and what's the learning curve like?
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I would also assume that if every render node requires a $4k graphics card, there's going to be a pretty significant overhead for building a render farm that relies on GPUs...
I would also assume that if every render node requires a $4k graphics card, there's going to be a pretty significant overhead for building a render farm that relies on GPUs...
From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of John Draisey <john.d...@gmail.com>
Sent: Wednesday, March 1, 2017 10:23 AM
No, none of the big studios use GPU rendering. Blizzard used Redshift for the Overwatch cinematics, but that's about it. Something Marcos Fajardo complained about was the fact that they have to create code for both Radeon and GeForce GPUs, so it's double the work. There's also limited RAM on GPUs at the moment. I use 64GB of RAM for my Arnold renders, but the most I can get on a GPU is 12GB. That's why the GPU renderers have been using system RAM in addition to the GDDR RAM.
From a cost standpoint, CPU rendering on blade servers is still the cheapest solution for big studios. GPU rendering is more for indie studios and freelancers who need a flexible hardware upgrade path.
On Wed, Mar 1, 2017 at 9:57 AM, Steve Davy <stevi...@hotmail.com> wrote:
The whole CPU versus GPU thing has been going on for years.
I'm curious, are any production houses using GPU rendering? I've never worked anywhere that has been, yet. What are the implications for network batch rendering?
From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of mgw <mige...@gmail.com>
Sent: Wednesday, March 1, 2017 7:25 AM
To: maya...@googlegroups.com
Subject: Re: [maya_he3d] Re: Arnold vs Vray?
yeah looks great, I'm currently testing redshift and it works like a charm. great looking renderings, noise-free in seconds. where arnold takes ages redshift seems to be at least 4-5 times faster. I'm talking 2 xeon 8 core 2.4GHz CPUs vs. 1 Geforce 980 Ti.
I'm currently thinking of investing in a Geforce 1080 and go full GPU rendering.
Am 01.03.2017 um 15:50 schrieb John Draisey:
Yup, I saw a preview of the GPU based Arnold last year at Siggraph, and it was a 2x speedup going from a high end Xeon to a high end GPU (quadro m6000, or a Titan). For hair it was a performance wash. But this screenshot is a huge improvement. Marcos Fajardo himself says GPU rendering is the future, so I'm excited to see what Solid Angle accomplished with Arnold 5.
No, none of the big studios use GPU rendering.
From a cost standpoint, CPU rendering on blade servers is still the cheapest solution for big studios. GPU rendering is more for indie studios and freelancers who need a flexible hardware upgrade path.
No, none of the big studios use GPU rendering. Blizzard used Redshift for the Overwatch cinematics, but that's about it. Something Marcos Fajardo complained about was the fact that they have to create code for both Radeon and GeForce GPUs, so it's double the work. There's also limited RAM on GPUs at the moment. I use 64GB of RAM for my Arnold renders, but the most I can get on a GPU is 12GB. That's why the GPU renderers have been using system RAM in addition to the GDDR RAM.From a cost standpoint, CPU rendering on blade servers is still the cheapest solution for big studios. GPU rendering is more for indie studios and freelancers who need a flexible hardware upgrade path.
On Wed, Mar 1, 2017 at 9:57 AM, Steve Davy <stevi...@hotmail.com> wrote:
The whole CPU versus GPU thing has been going on for years.
I'm curious, are any production houses using GPU rendering? I've never worked anywhere that has been, yet. What are the implications for network batch rendering?
From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of mgw <mige...@gmail.com>
Sent: Wednesday, March 1, 2017 7:25 AM
To: maya...@googlegroups.com
Subject: Re: [maya_he3d] Re: Arnold vs Vray?
yeah looks great, I'm currently testing redshift and it works like a charm. great looking renderings, noise-free in seconds. where arnold takes ages redshift seems to be at least 4-5 times faster. I'm talking 2 xeon 8 core 2.4GHz CPUs vs. 1 Geforce 980 Ti.
I'm currently thinking of investing in a Geforce 1080 and go full GPU rendering.
Am 01.03.2017 um 15:50 schrieb John Draisey:
Yup, I saw a preview of the GPU based Arnold last year at Siggraph, and it was a 2x speedup going from a high end Xeon to a high end GPU (quadro m6000, or a Titan). For hair it was a performance wash. But this screenshot is a huge improvement. Marcos Fajardo himself says GPU rendering is the future, so I'm excited to see what Solid Angle accomplished with Arnold 5.
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