Subtitles section Play video Print subtitles Hello Folks In this video I gonna show you the main differences between Vray, Corona and specially Octane Render which is the renderer that I actually using more in my pipeline I´ll also talk about cpu x gpu rendering Biased and Unbiased renderers To maybe answer that common questions of... Which one is the best? Which one is the faster? And obviously make some advertise about my newnest Octane Render Course So that´s it, I´ll try to keep it simple and I hope you like it First of all I´ll talk about the difference between Cpu x Gpu render engines In therms of processing, on cpu renderers the Processor is the responsible for the rendering process On Gpu renders we use one or more Video Cards to process the rendering The first difference between them is the amount of simultaneous threads of each method For example the Processor has tens or hundreds of cores/threads to make a lot of processes And Video cards has thousands of cores/threads to make a single process On Nvidia video cards, these Cores are called CUDA cores which can be used by the Gpu render engines to make the processing faster So it means that every Gpu renderer is faster than Cpu renderers? No! And I´ll talk about it soon. The second difference between them is the memory usage For me this is the worst thing about Gpu render engines In the CPU render engines we use the Ram memory which in standard personal computers can be expanded to 64gb or more than that if you use high performance workstations on the other hand, GPU renderers like Octane, uses the Video Card(s) memory / VRAM So at this moment if you look for the best video card, you can find a TitanX, with 12gb of VRAM By a huge amount of money (at least here in Brazil) Is good to know that Octane Render doesn´t take advantage of SLI It means that if you has TWO video cards, the first one with 3GBs of VRAM and the second one with 2GBs of VRAM Octane won´t add the both memories, It will just add the Speed of them (Cuda Cores) always leveling by the Video Card with less VRAM in other words, even having one 3GBs VRAM video card, you could use just 2GBs of VRAM If both video cards were activated to render at the same time This memory issue can limit us a lot Cause more memory, means you can render more polys in your scene, more high quality textures, bigger the render size And wider the amount of rendering solutions as fur, displacement, motion blur, etc For this reason I´ll show in this video soon, how the Octane Render memory usage actually works And how to optimize your scene in the best way Now talking about compatibility The CPU renderers has advantages again Cause all the kind of Processors in the market are compatible with CPU renderers On the other side, a lot of GPU renderers just use the Cuda Technology, exclusive to Nvidia Video Cards So, AMD/ATI cards can´t be used on Octane Render If you were planning to buy Octane Render and you just have AMD/ATI Video Cards Is better to wait a little more to eventually Octane get this kind of support, which actually the developers has in their plans So, balancing these informations I think we can talk about Cost X Benefit of each method. All the equipments in Pink are the ones which needs to have really high performance, and probably a little bit expensive In yellow are the moderate in therms of price and quality And finally in blue, the ones that you don´t need to spend so much money on it. So in this case for CPU renderers we have the Processor, Motherboard and RAM with high performance but the Video Card don´t need to be awesome as it is responsable most part of the time just for the viewport processing On Gpu Renderers, in this case, Octane Render The processor is mostly used just for load the scene and geometry, but has almost no usage at the time of rendering process So you can choose if you wanna invest or not in a high performance processor The Motherboard doesn´t need to be the best one, but as advice try to find some with a lot PCIexpress slots For you upgrade your system with new video cards in future About RAM memory you can invest in less amount of GBs at least using Octane Render cause there is other GPU renderings on the market that uses Ram memory too But for sure it will be implemented on next Octane Render versions And last but most important, the Video Card. The most expensive item cause you will really need awesome video card(s) Cause better the video cards, means faster your renders and more complex your scenes can be, depending of your VRAM amount So, as a conclusion, for both kind of Rendering methods, CPU or GPU we can save some money in some itens in relation to others But balancing all these informations I can say that invest in GPU rendering, normally is a bit more expensive, at least in a first moment Cause there is something really important that we can´t forget which are the future upgrades on our workstation that is, we have to think in long-term investments Using CPU, we could be forced in some cases to buy a new computer, new processor, motherboard, ram, etc. On the other hand, for GPU renderers we just need to buy a new Video Card and thats it. Our speed and processing has been increased. It means, in Long-term, probably the investments on GPU rendering turns out cheaper. The Next thing I wanna show you in a simplified way is the difference between Biased and Unbiased renderers Starting by the biased ones, basically to be faster they calculate just a few samples/pixels on our scene, representend by the yellow points on the first image after that the Renderer use this points as references to estimate the intermediate samples, represented here by the blue points this approximation calculation is called Interpolation, that way the renderer saves a lot of time on calculating every sample/pixel in maximum quality The good points: Interpolation can save a lot of render time being highly customizable The bad points: The Interpolation method can cause some splotches, flickering on animation or errors on light calculation as I represented on the third image The Unbiased renderers, by default, renders all the samples/pixel in a brute force way, it means, without interpolation The good points: the brute force calculation normally avoid the splotches, light leaks, errors on lighting and flickering on animations. The bad points: as the renderer calculates every sample/pixel in a brute force method, you can have longer render times in comparison with biased ones. So, as we can see, biased x unbiased has no relation with cpu x gpu rendering methods but, the way they calculate the samples of our scenes Is good to remember that Vray, even being a biased renderer has a lot of ways to work in an unbiased way. For example using the GI with Brute Force on primary and secondary bounces or in some cases Light cache x Light Cache and using the progressive method of Anti Aliasing you will have vray simulating an Unbiased Render Engine Calculation similarly, Corona and Octane render, even being unbiased has a lot of techniques to optimize them to cheat a little the longer render times common on unbiased engines So, enough of theory, let´s see some action I gonna show you a comparison between the lighting process on the 3 main renderers And the idea is not to just focus on render time, but specially the whole process until the final render with a good lighting without noise, splotches, etc For these tests I used the newnest versions of each one: Vray 3.3, Corona 1.3, Octane 2.24.2-2,16 (beta) for 3D Studio Max But you can find the Octane Render plugin for a huge list of softwares, like: Maya, Cinema 4D, Revit, Modo and a lot more. Just for your information, the next videos are 3x faster than real speed. As the 3 renderers has planar lights I lit the scenes equally, using just a planar light on the right window Leaving the lights and cameras with default values and after that just playing with the camera, lights and render settings until reach the final render, so this way, every test on each render engine will start at the same point to make it fair Vray and Corona Renderers were made with my I7 4960X and Octane Render image, with just One GTX 780ti Let´s see the tests Starting with Vray, we can see in the first test the light appears overexposed using the default values So I changed the light intensity and after that I adjusted the Exposure and Contrast on VFB, which sincerely I do not like so much I setup the render with settings that I know that gonna result in a fast and clean render in the end It´s important to say that I made all my efforts to optimize the maximum I could each one of the renderers using all my knowledge But maybe using your own techniques you could have different results in therms of time and quality Jumping to Corona I just gonna change to UHD Cache mode which is a little bit faster than default hdcache gonna make 2 more renders just to adjust the light intensity and finally just playing with the contrast we are good to go So in this moment is clear how easier is to work with a unbiased render like Corona, without worry about light issues and other artifacts And finally on Octane, we just need to adjust the realtime exposure, the enviroment color to control the indirect light and that´s it. Comparing all of them at same time, we have a higher workflow time when using vray Which is the time needed to configure the whole lighting perfecly to just Render the final image In other words, we waste more time setting up vray Corona was the second and Octane the fastest one. Comparing render time Corona was the slowest but for sure we could speed up the rendering using for example bucket mode and playing a little more with the settings and again, Octane render was the fastest. Then, we can already conclude that Octane is the best one? In fact, NO! Octane render had a best behaviour in this specific simple scene, using this specific one light source and specific video card maybe in more complex situations for example interior scenes with a lot of lights or more complex landscapes we could have very different results In these presented situations the time were no more than 2 minutes but if you expand it to more complex scenes and the time compared in hours you could have almos 2x time setting up Vray in comparison to Corona, but vray with faster render time at least in this presented situation So, the question is: Which one is the best? or Wich one is the best for you?! There is some people who can´t take longer render times, (this is my case). And others who don´t wanna waste time learning how to configure a lot render settings This way we can see that the best one will depends of your workflow, the time you have for each step of your project And of course, your experience and personal taste Now making another comparison In this case I redid all the renders on each Render Engine, trying to achieve the almost exactly same result of light and realism Here we can see how is possible to achieve similar light results on Octane in the first image, Vray in the second and Corona the last one So when people ask me, Which one can achieve the most phorealistic results? The answer is whathever! Cause you can reach realism in any of them, and a lot of other renderers however each renderer has its particularities and its own ways to reach the photorealism Then, again. You need to know what render engine fits better on your pipeline and workflow At this moment probably a lot of you are already looking at these 3 images looking for errors, expecting to show to your friends how your favorite render engine is the best one and crushed the others So that´s why, in this case I LIED! In fact this is the correct renderers order The first image was rendered in Corona, the second one in Octane and the last one Vray I lied intentionally to you detach from this kind of little stuff, which in the end are almost unnoticeable specialy if we aren´t seeying the images side by side to the other. Then I´lll keep the mistery. Right now, Did I told the truth about the order? Well, I´ll let you sleep with this question which is so much funnier I´ll start to talk about Octane Render into details About the positive points and specially negative points Cause I´ll not here to talk about good stuff and sell courses First of all I gonna show you how the Video Card memory (VRAM) usage works. For this purpose I downloaded the GPU-Z software free software, which shows every detail about your video card(s) On sensors tab we can see the actual VRAM usage, which in my case its a GTX 780ti with 3GB of VRAM The most important here is to see what processes our computer is doing right now At this moment I just have the 3D Studio Max opened with this scene and obviously the windows which is being calculated as part of the VRAM memory (displays too) It means that as my Video Card is being used for this processes I´ll not be able to use all the 3GB of VRAM in my render I´ll have a bit more than 2GBs to use in my scene. Remember that you need to have enough space of VRAM to calculate, scene geometry, your textures which in case of Octane it already have this Option, Use Cpu Memory, to calculate your textures with your RAM memory but the other functions as Displacement, Motion blur stil need to be loaded on your VRAM I´ll render this scene even without any textures, and this aircraft which is very detailed with screws, etc uses 185mb of VRAM and this amount of VRAM used will variates a lot depending of the Render Output Size. Cause bigger the render size, more memory is needed to render out your image So in this example, with this option activated(lock resolution), I can make Octane adapts the render size to the window size and also we can see how the memory usage variates according to the window size then we can think. well, in this scene I could put a just few airplanes in this scene or we could extrapolate the VRAM limit, Well, so... Octane just work with simple scenes with just a few poligons? Well it depends on your scene Octane has an option which can help us a lot in some cases selecting the object and right clicking on it you´ll find the octane properties and inside it we have the Movable Proxy option when activated it works as a proxy, using the first model as a base and any instance of it will be treated as a reference In other words, Octane will calculate the proxy instances once, even if you have thousands of instances of it I´ll start the render again, and we can see the memory usage decreased to a little bit more than 130mb and it happened because each piece of this model was also converted to a movable proxy so the little pieces like screws copied as instance are being calculated just once on the VRAM too And the nicest part of movable proxy option is the feature of move and copy objects while rendering so, if I make some instanced copies of this plane you will notice how the memory doesn´t change in this example I used it with aircrafts but think about how can you use with any object for example a grass model, to scatter in a terrain or even trees to make a forest knowing this, we have now to face the worst problem with octane render until now which is what happens when we extrapolate our VRAM limit to show that, I will deactivate movable proxy on all objects, make some other copies, and render again then we receive this message: Warning render failed It´s important to optimize everything inside your scenes on octane render each one of these methods I explain in details in my Octane Render Course so this way you can use the minimum of your memory and render really complex scenes as these examples here Don´t forget the movable proxy with exactly similar geometries and copied as Instances In conclusion, if you have a huge and complex scene, where you have the obligation for example to create various completely different types of trees, or hundreds of cars also with different models and because of being completely different models the movable proxy couldn´t be the option to save VRAM Well, in this situation you have two main options: First one you can buy a video card with a lot of VRAM as TitanX for example, that counts with 12GBs of VRAM cause imagine you´re almost finishing your project and deadline, and not be able to deliver it because your VRAM wasn´t enough And the second option is to use another renderer as Vray or Corona, since they do not depend of VRAM and has a lot of techniques to optimize complex scenes like this example I mentioned See, why is so hard to say: This Renderer is better than the other ?! Each situation demands different needs, and each renderer adapts better to each of this specific needs. So now let´s talk about the nicest things on Octane Render, therefore I´ll open the scene used on my Octane Render Course First of all on the camera you can see a bunch of options here but I´ll talk about just a few I´ll start talking about FOV (field of view), no secrets here, we are just changing our camera lens the Aperture will controls the DOF (depth of field) intensity all in Real time and without affecting camera exposure and to change the focus point Octane has this awesome button called focus picker when activated, where you click, it automatically will change the focus to that point And as you can see I´ll changing the focus to various points of my scene freely Jumping to exposure settings. You can control your exposure in realtime without doing any other rendering speeding up a lot the whole process of lighting If by accident your light is overexposed you can use the Highlight Compress which is very similar to the Burn Value of Reinhard Color Mapping on Vray Another impressive features of Octane Render are the real time Post Production effects to show you that, I´ll go back to previous camera position and activating the post production effects we can see the realistic bloom and glare effects without render the image again being applied on the brightest areas of the scene as the sunlight and the car specular I´ll also an interesting effect to apply for example in interior night shots point lights without worring about some plugin to do this or post product it latter And talking about post production, for the ones who likes to work in post production Octane has a huge list of render elements that can be accessed directly on Octane Frame Buffer Some of them you have aditional controls, as Z-depth for example which you can control also in realtime, just changing the Kernel method to Info channel and selecting Z-depth channel Controling the behaviour with the Z-depth Max option and to finish the camera part I wanna show you how the motion blur works I´ll change to another camera, and here we can see this yellow car that it´s already animated and activating the motion blur option, we have this real time feedback of it the duration controls the amount of blurriness and speed of the objects in movement and notice how fast is the render even using motion blur on it with just one Video Card as we can see this is a typical commercial scene with a few houses, cars and trees so it´s not a scene as simple as the one I showed you on workflow and lighting examples Jumping to lighting features, I´ll need to make some changes first I´ll turn off the motion blur, the Background layer, I´ll delete the sun and split our viewport screen in two parts this way we can see the render by the camera view and change the lighting at the same time I´ll also activate the clay mode, which will tint all the objects with a bright grey, perfect for lighting tests Since I have everything setup I can start creating an Octane Sunlight see how is easy to control the light and shadows position when you have a realtime response like this the feedback and render time are really impressive, specially with this level of realism without almost any effort and of course, on Octane Render you´re not limited to Octane Sunlight, we can also use HDRI images I let some pre setted HDRIs here, so I just need to apply it on the environment and that´s it realtime feedback, and without restarting the render again and again remember that I rendered this scene just once and keep testing camera, lights and other stuff with just one render at this point you can control the intensity, contrast and hdri rotation depending of what you want as final result was precisely this convenience that just convinced me to use Octane Render as my main Render Engine on these days Seeying this kind of features is quite hard to not fall in love for Octane Render Let´s understand now how the Octane Render Materials works basically Octane has 3 materials types: Diffuse, Glossy and Specular material Diffuse is normally used to create opaque stuff, as fabrics, translucent, light materials and matte Glossy material is the most important one cause it has reflex, so we gonna use it for 90% of our materials The main difference between Glossy and the Vray or Corona material is that it uses Roughness which is almost the inverted value of the Reflection Glossiness of other renderers therefore, higher the roughness value, blurry will be the reflections And the last one, the Specular Material which is used mainly for glasses and other kind of translucent materials On this image we have a 4th material called Mix Material, which is used to combine two materials in one for example: diffuse with glossy, glossy with specular, etc... Or other combination that you may want So the octane materials works in a very intuitive way but the main problem with its materials is the incompatibility with 3D studio Max Cause with octane is not possible to use Standard Materials, Maps or Procedurals which makes harder the process of advanced material creation but as a way out, you can see on the right side of the image the list of Octane render procedurals and maps that actually is enough to create a lot of materials Octane has no blend or composite materials so the most part of texture blending needs to be pre made on photoshop for example And for the ones who likes to reuse materials or models made in other render engines Octane already has a Material Converter, (marked in red) and making use of it you can convert standard 3D Studio Max materials, Mental Ray or Vray materials directly to Octane But as every converter you can´t expect a perfect material conversion, so sometimes is easier to do it by hand I gonna show you two fast examples of how is is the material creation process on octane render In this first example, an old scratched metal the video is accelerated but is easy to see how the process is the same of any other renderer but with the advantage of being full realtime In this case I just used variations of the same texture on specular, roughness and bump It basically would work at same way on Vray or Corona, using the textures on Reflection, Reflection Glossiness and bump just adapting the textures for each one of these channels In this second example you can see a more complex material, which is this tree leaves And the material creation follows the same of any other renderer where we have a material representing the front of the leaf and other one representing the translucent part On Vray we could do this using vray 2 sided and on Corona with translucency So if we forget the lack of materials and advanced maps I consider this realtime material creation another positive point to octane render Now to finish this video I gonna make one last comparison between the three Renderers based on my experience with them I made this table marking in blue the things that I considered advantages, yellow the things that could be better and red things I don´t like at all Starting with the flexibility, Vray is the best one, also to be the older one with Vray we can do almost any kind of scene and for sure you´ll find support to a lot more tools and plugins than the other two corona is almost there, and Octane I still consider it very limited in comparison to the others but even as it is, is already possible to create a lot of things with it About rendering configuration, for me, Octane wins cause you can make satisfatory renderings with almost no headache Corona takes the second place cause it has a simpler configuration if compared to vray In therms of Splotches, Flickering and Light Leak issues, Corona and Octane are the best, thanks to unbiased rendering processing On the other hand using vray can be very painfull to get rid of this rendering errors in some cases About materials, Vray got the first place again because of its huge variety of materials and maps In second place Corona which is already really close to Vray and the last one Octane for the reasons I told you a few moments ago In therms of memory usage, again Octane get the last place cause as I explained in this video it gets limited VRAM while the others uses the RAM memory About the Lighting, Camera and Exposure, even considering that all of them can reach the same photorealistic quality I consider Octane the easiest to work, with the possibility to do hundreds of adjustments and changes with just One render since the beginning Corona gets the second place cause it its very easy and intuitive too, speacially using the interactive mode And vray takes the third place, cause in my opinion, at least for beginners I consider Vray a bit more complex to setup than the others as it´s not so intuitive or optimized in default settings And the last item of this my table is the Network Rendering which for me is another victory to Octane Render, cause despite the need to buy a license to each Slave computer, as Vray or Corona it has a very important difference as it uses just the Slave Video Cards processing so, the Slave computers doesn´t need to find the texture and scene paths and there is no need to buy plugins licenses to each Slave computer so imagine how much you can save in softwares and plugins licenses just by using Octane Render In resume we can see each of these renderers has its particularities and adapts better to specific situations If I could give you a tip, it would be: If possible learn all these three renderers and the others not mentioned here and after that use each one of them to the most suitable ocasion At least is what I have done for me and haven´t regretted I hope you enjoyed and learned with this video In case of any questions you can write on the comments or just call me inbox on facebook Don´t forget to access the links on the video description Here is two other videos The first one is the introduction of my Octane Render Course (in Brazilian Portuguese Language) and the second one is the first lesson of my course which is about the Instalation of octane render, Memory Usage and How to choose the best videocard for Octane Render you can have more information about my Octane Render course in the link: www.thilima.com.br/octanerender And if you like this video, please like and share with your friends and if you like it a lot, please subscribe to my Channel to keep updated with new videos That´s all, seeya :)
B2 render rendering renderer scene memory cpu Understanding the differences between: Vray x Corona x Octane Render (ENGLISH SUBS) 149 13 Sheng Han Weng posted on 2016/11/07 More Share Save Report Video vocabulary