A brief visual quality comparison of an imagery generated by two popular render engines. They are the industry standard V-Ray, which comes as a plugin for many packages, and the Cycles renderer, that already built into Blender. This making-of style article describes the process of converting a 3ds Max scene into a Blender while maintaining the same camera angle and lighting conditions. At the end of the article comes a final comparison of the results obtained with both visualizers, and, of course, it contains the answer to the question, is it time to switch to a Blender completely? Based on a real project. This will be especially interesting for experienced users of 3ds Max and V-Ray, as well as for those who are still hesitant about which software to choose to do the job.
Photorealistic highly detailed scanned manually retopologized anatomically accurate 3D model of a medium-sized domestic pig skull. Low-poly subdivision surface ready topology. A unique 11 bones and 11 teeth including tooth roots, each as separate 3d object. All 3D models is UV Unwrapped. The UV islands are reasonably distributed between 5 PBR textures sets to achieve optimal texel density. Two native formats, 3ds Max V-Ray & Blender Cycles. Both are handcrafted for the best use experience. The asset is ready for ultra close-up shooting. Thanks to the low-polygonal base mesh, this 3D model can also be used as props for the game engine, including animation of breaking into pieces.
Honest opinion of Digital Content Creator, 3D Artist and CG Generalist, about how good a regular 4K TV is for professional CG purposes. Conclusions based on 4 years of experience using TV as PC monitor for 3D modeling, 3D rendering, video and image editing, reading and programing. Contains a step-by-step guide on how to make a smart choice of 4K TV for graphic design. You will be able to understand a theory underlying the following record: 4K @ 60Hz @ Y′CBCR 4:4:4 @ 8-bpc and much more.
How to create so-called equirectangular or simply the spherical interactive 360 panoramas using 3ds Max and V-Ray. How to render, assemble and view them later. If you use other 3D rendering software, such as Blender, Cinema 4D, Maya, SketchUp or even CAD, this tutorial will still be useful to you, as 3ds Max is used as an example and the methodology for rendering and assembling a spherical panoramas is quite universal.
High-performance secure and easy-to-use free online viewer for 360° spherical panoramas. It works directly from this page and leverages the power of WebGL engine built into your browser. No additional plug-ins required. Just provide an image to the online 360 viewer on the page, and it will instantly prepare and show you a ready-made panorama, which you can rotate, zoom in and out, go in full screen. The 360 online image viewer is server-independent software, meaning it only works in your browser, so the images you use remain completely confidential.
What is HDRI and how it differs from LDRI. How to visualize, store and edit HDR images. What are the advantages of using 32-bit formats over standard 8-bit. How to deal with overexposure or underexposure of 3D visualization only with post-production tools, without having to re-adjust scene lighting and re-render whole image again. How to fine-tune brightness and contrast in a very deep range of an already rendered image directly in a 2D editor without losing any details.
What is Ray casting and why data organizing into BSP tree speeds up rendering. Why 3D visualization requires a lot of memory. Why a memory allocation failure causes V-Ray crash, and how to prevent it by not buying extra RAM, but using a batch geometry loading technique, to render heavy scenes. What's the difference between static and dynamic geometry types for mesh objects. Why dynamic raycaster slows down rendering and how to define dynamic memory limit.
Balancing visualization speed and quality with just a few global settings. An explanation of what
DMC Sampler is, its deterministic nature during blurred effects sampling, and how it affects rendering accuracy. What is the samples difference threshold and why does adaptive renderer utilize an early termination technique to stop the sampling process. How to speed up rendering and visualize drafts without having to adjust each effect individually.
A final overview (based on three previous tutorials) of pros and cons of GI engines available in V-Ray with accompany GI artifacts explained. You will learn why
Irradiance Map is a great default choice for
Light Cache for the
Secondary bounces and what are the benefits this
GI Engine's have from working together. As well as justification for not using
Brute force without need. You will also understand how to avoid noise and blotchiness of GI.
Photon map and
GI Engine's review. It explains their limitations and advantages. Here you will learn what
Light cache cells are and what they look like on clear examples. How
Light cache stores direct light and calculates diffuse reflections. Why do
Light cache need filters and what's the difference between pre-filtering and filtering? And of course, tutorial will explain an optimal settings for fast and realistic rendering with
An detailed explanation of how adaptive (biased) Irradiance map GI engine works and its advantage over unbiased Brute force. Here you will see exactly how IM samples cloud look like in three-dimensional space and it view-dependant nature. How it is built using different resolution pre-passes and how to control their resolution with
Min rate: and
Max rate: parameters. What should be the optimal values for fast, clear and detailed renderings.
The difference between direct and indirect illumination is explained. It will give you an understanding of global illumination nature and its role in computer graphics. It will show what is hemispherical diffuse reflection of light and the phenomenon of colored bleeding. What are primary and secondary bounces and why realistic 3D rendering requires special GI engines. How secondary lighting affects overall brightness of rendered images.