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Has Blender 2.8 surpassed Maya (and a lot of other modeling rendering programs)?

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http://www.cgchannel.com/2019/08/amd-releases-radeon-prorender-2-0-for-blender/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+cgchannel%2FnHpU+(CG+Channel+-+Entertainment+Production+Art)

 

AMD has officially released Radeon ProRender for Blender 2.0, the latest update to the Blender edition of its free physically accurate GPU renderer, at Siggraph 2019.

The update rewrites the plugin to support Blender 2.80, and adds AMD’s new AI-driven denoising system, adaptive sampling and the option to render large images as tiles.

The Maya edition of the renderer has also been updated, with version 2.7 adding support for tiled rendering, improved denoising, and support for portal lights.

AMD also announced new integrations of the renderer for a range of BIM, CAD and industrial design tools, including InstaLOD’s Studio XL. A plugin for Unreal Engine is currently in beta.

Blender: support for Blender 2.80, AI-driven denoising, adaptive sampling and tiled rendering
First released in open beta earlier this year, Radeon ProRender for Blender gets a complete rewrite to support the new features of Blender 2.80, itself released during Siggraph.

ProRender now supports the most commonly used Blender shader nodes out of the box, including the Principled BSDF shader and Blender 2.80’s new Principled Hair BSDF and Principled Volume shaders.

Some native Blender nodes, particularly noise nodes, are not supported – you can find a list here – but native Radeon ProRender nodes are provided for more “expert-level” set-ups.

Other changes include a new AI-driven render denoising system, which supplements AMD’s existing GPU denoising technology, introduced last year.

The update also introduces support for adaptive sampling, focusing computational effort on the noisiest parts of a render; and for rendering images as tiles, making it possible to render at higher resolutions than would otherwise be possible in the GPU memory available.

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I'd really like to see ProRender integrated in 3DCoat. They are making good progress with it, and best of all, it should work on Linux/MAC and AMD cards.

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Maybe not RPR but FIlament ?

Filament is a real-time physically based rendering engine for Android, iOS, Linux, macOS, Windows, and WebGL. It is designed to be as small as possible and as efficient as possible on Android.

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21 hours ago, druh0o said:

Why? I didn't see anyone using ProRender.

For the reasons I mentioned, plus it's free for developers to use. It works and works very well for an app like 3DCoat, where users are not going to be trying to render out an animation, but still images and turntables. Substance has iRay. You don't hear much about iRay, either, but it's there and I have seen renders from it. ProRender was also integrated in C4D (despite Redshift being bought by them....it still costs extra $$$ to use Redshift and nothing for ProRender) and Modo.

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Yeah, i know that ProRender in C4D (since R19 i think) and all this time no one actually uses it.

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I'm very happy with the changes to Blender in 2.8  I really wish they had added more themes, but that is being nit picky about it.  Collections are probably one of the coolest features.  

Everyone mentions hard ops, But I think Fluent is a very good boolean tool to.  

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14 hours ago, iceage said:

I'm very happy with the changes to Blender in 2.8  I really wish they had added more themes, but that is being nit picky about it.  Collections are probably one of the coolest features.  

Everyone mentions hard ops, But I think Fluent is a very good boolean tool to.  

Thanks for the mention on FLuent, I didnt know about that one. I watched the videos and it looked pretty good, very interactive.

 

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On 8/6/2019 at 4:02 PM, druh0o said:

Yeah, i know that ProRender in C4D (since R19 i think) and all this time no one actually uses it.

What data are your using to reach that conclusion? Just because you see some showcase examples of other render engines being used, that doesn't mean ProRender is not being utilized. Not everyone who does use it will display their renders in a gallery. Not everybody uses the default C4D Physical Render, either, but it's there for people to use if they don't fork out extra $$$ for a 3rd party render. ProRender gave them a solid, built-in GPU render engine. Same goes for Modo. For those wanting to use a GPU engine for nice studio renders and such, without having to pay several hundred $$$ for VRay or Octane, they can.

The same would be the case in 3DCoat. Many people may choose to render in their host 3D app, but there will be many who would find ProRender a nice asset to have integrated in the app. I am one of those. For animations, I would render outside of 3DCoat, but if ProRender or Cycles were available in 3DCoat, I would use them for still images, model sheets or turntables.

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15 hours ago, AbnRanger said:

Just because you see some showcase examples of other render engines being used, ...

Wait a minute! I didn't write that - about "i saw some showcase examples of other render engines ..." 

And writing that "Just because you see some showcase examples of other render engines being used" you're assuming that's all my experience with render engines in C4D? I also can reply: "What data are your using to reach that conclusion?" Ok. That's not correct. But that's ok.
 

15 hours ago, AbnRanger said:

What data are your using to reach that conclusion?

Let's see
https://forums.cgsociety.org/t/amd-radeon-prorender-render-engine/1827994/239
https://forums.cgsociety.org/t/prorender-tips/1844147/27
 

So, there was a real hype before ProRender was actually released for C4D. And some amount in about a month after that. But as you can see there is a dead silence after. For almost 2 years. But probably i'm wrong. Probably they just so happy with ProRender and using it in complete silence all that time? Maybe! Ok.
 

15 hours ago, AbnRanger said:

Not everyone who does use it will display their renders in a gallery.

Of course not everyone! But on average, galleries are good indicators. Why not?
 

https://www.artstation.com/search?q=Radeon ProRender&sort_by=relevance

 

But what about C4D with ProRender?

https://www.artstation.com/search?q=Cinema 4D ProRender&sort_by=relevance

 

So, based on these results (and a couple of videos you posted before, one of them is showcase example) i have to admit that i was wrong saying "no one uses it" I have to say "someone uses it with C4D". Peace!

Edited by druh0o

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7 hours ago, druh0o said:

Wait a minute! I didn't write that - about "i saw some showcase examples of other render engines ..." 

And writing that "Just because you see some showcase examples of other render engines being used" you're assuming that's all my experience with render engines in C4D? I also can reply: "What data are your using to reach that conclusion?" Ok. That's not correct. But that's ok.
 

Let's see
https://forums.cgsociety.org/t/amd-radeon-prorender-render-engine/1827994/239
https://forums.cgsociety.org/t/prorender-tips/1844147/27
 

So, there was a real hype before ProRender was actually released for C4D. And some amount in about a month after that. But as you can see there is a dead silence after. For almost 2 years. But probably i'm wrong. Probably they just so happy with ProRender and using it in complete silence all that time? Maybe! Ok.
 

Of course not everyone! But on average, galleries are good indicators. Why not?
 

https://www.artstation.com/search?q=Radeon ProRender&sort_by=relevance

 

But what about C4D with ProRender?

https://www.artstation.com/search?q=Cinema 4D ProRender&sort_by=relevance

 

So, based on these results (and a couple of videos you posted before, one of them is showcase example) i have to admit that i was wrong saying "no one uses it" I have to say "someone uses it with C4D". Peace!

I'm asking what statistic data you are using to draw the conclusion that "Nobody uses ProRender." It's a fair question, no? For one thing, ProRender is still relatively new compared to most 3rd party render engines, and despite the fact that it is free for users and developers, alike, it is still being aggressively developed.

My position is that, while it may not yet be mature enough to overtake expensive 3rd party render engines, it is a good alternative to iRay, which comes natively in Substance. It's MUCH better than 3DCoat's default render engine. It's certainly better than ZBrush's native render engine. So, that is the real comparison...not how it stacks up against expensive 3rd party render engines in C4D. 

Bottom line is that for what its designated purpose would be in 3DCoat, ProRender would be a great option, and not only for those with an NVidia card.

 

 

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Hi 

If you wish to continue the discussion about RPR, please create a new thread in the appropriate forum.

Thx

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2 minutes ago, Carlosan said:

Hi 

If you wish to continue the discussion about RPR, please create a new thread in the appropriate forum.

Thx

The discussion stems from the OP's post about the new ProRender update in Blender, so it's part of the discussion. I mentioned that I'd like to see that render integrated in 3DCoat, and someone disagreed. Would be nice to render turntables in Pro Render, in 3DCoat and if needed export to Blender via applink, ready to render in ProRender in Blender. That way, a user can do their look development in 3DCoat and send it to Blender to render animation content. 

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This is probably a  superfluous post for most of you but I'm finally getting around to trying it, and learning its interface and it's beautiful. I'm thinking it's better than Maya's.  It's got a really good feel to it. EEVEE is awesome. Is there another preview renderer out there that's as fast with such great results? It's just amazing to me because Blender was such a steaming piece of ***** for such a long time. 

 

899254139_Blender2.8.thumb.JPG.4dafe826cb170440d98e2cb9da03fb97.JPG

This seems to be an excellent series of getting started in Blender videos. I'm enjoying it..

 

https://youtu.be/7MRonzqYJgw

Edited by L'Ancien Regime

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Quote

 

The Stuff Pablo is working on is truly amazing for Blender, once you start using the vox remesher, you probably wont go back to dyntopo.

Funny how ZBrush went from a remesher workflow(dynamesh) to sculptris mode (dyntopo) while Blender is doing it the other way around. Having more options in Blender is always a good thing :)   

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1 hour ago, Nossgrr said:

The Stuff Pablo is working on is truly amazing for Blender, once you start using the vox remesher, you probably wont go back to dyntopo.

Funny how ZBrush went from a remesher workflow(dynamesh) to sculptris mode (dyntopo) while Blender is doing it the other way around. Having more options in Blender is always a good thing :)   

Well, it's not an "either or" proposition. It's a "both and." Still, nothing really tops Voxel sculpting for freeform sculpting, without worrying about topology or self-intersection issues and other niggly little problems geometry sculpting can present. That's why I really prefer 3DCoat to anything else because of the flexibility to jump back and forth between the two, without having to worry about losing SubD levels and such.

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I've been doing that Chris P tutorial for the last few hours and is it ever fun. I'm really amazed because I've tried a couple times to pick up Blender and it was sheer torture, but now it's actually a pleasure to use. Normally when I start working with a new program there's always mysterious glitches that drive me into a hellish rage. That hasn't happened yet. 

I'd rank this tutorial up there with Pixelbahn's Maya tutorials on You Tube. 

:)

 

 

lens.JPG

Edited by L'Ancien Regime
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9 hours ago, AbnRanger said:

Well, it's not an "either or" proposition. It's a "both and." Still, nothing really tops Voxel sculpting for freeform sculpting, without worrying about topology or self-intersection issues and other niggly little problems geometry sculpting can present. That's why I really prefer 3DCoat to anything else because of the flexibility to jump back and forth between the two, without having to worry about losing SubD levels and such.

You're correct, seems he found a way to keep both methods. Not complaining :)

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As i remember, multirres is completely broken. It requires a pretty big change in how store and calculate multiresolution levels that is not so much a bugfix but likely more of a partial rewrite of the system.

Which is why pablo is making a new data system from scratch.

source

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If blender keeps developing in the direction its going, I can't see how 3D Coat can continue to grow (user base) in the future. This is actually something to think about. If Blender's sculpting, retopology and painting tools continue to get better, due to the nature of a true modeling environment, substance designer like texture creation via nodes, a real time viewport and tons of high quality addons, what does 3D Coat really have going for it? Food for thought.

Edited by RabenWulf
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