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  • 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

  • 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 allll 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! Andll 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 reasonll 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.

  • Thenlll 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

  • ll start to talk about Octane Render into details

  • About the positive points and specially negative points

  • Causell 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 processesll not be able to use all the 3GB of VRAM in my render

  • 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

  • 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

  • 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, thereforell open the scene used on my Octane Render Course

  • First of all on the camera you can see a bunch of options here butll talk about just a few

  • 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 seell 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

  • 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

  • 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

  • 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

  • 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 :)

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