oodmb opened this issue on Oct 29, 2006 · 11 posts
oodmb posted Sun, 29 October 2006 at 3:12 PM
Attached Link: atomic desing
recently there has been much debate at which rendering engine is the best. this question hard to answer as each rendering engine is designed for a different purpose with different pros and cons Yafray- a plugin rendering engine with intent on rendering speed and quality and even photorealism. yafray maintains a balence between speed and photorealism which is useful for artists making animations of realistic scenes. pros- can render fast can render realisticaly has gi hdri lighting has dof works as a plugin in blender the settings are very editable glow lights supports refinement shows indepth render progress in comand line supports full multithreading supports ray tracing (including caustics) cons- yafray is not intended and does not have a capiability for artistic renders) does not support halo materials fewer settings for translucency and reflectivity (mostly lack of different frensels for these) no specular opacity setting does not support ambient occlusion can be slow (if settings are wrong) does not support zbuffer transparency (i dont think it does, not sure)Blender internal
blender's internal rendering engine was developed only for blender. it is focused more towards artistic renders than speed renders
pros-
halo materials
full textures support
zbuffer and raytraced transparencies
ambient occlusion
cons-
its actualy quite slow (even thoughmany people think yafray is slower, but settings just take time to learn)
harder to make acurite glass
no glow lights
no hdri
no global illumination
no raytracing (caustics and radiosity)
radiosity calculated by ambient occlusion or before hand
no dof (at least currently its not working too well)
grainy renders when using ambient occlusion or extreemly long render times
hardly any support for multithreading
INDIGO!
an external rendering engine with intent on unbiased super photorealistic renders and similarity to the commercial unbiased renderer maxwell. currently it is free but there is some talk of it costing more in the future although not nearly as much as maxwell
Pros
raytracing (thats the whole concept)
unbiased
fully working fully supported dof (something neither yafray or bi acheive)
doesnt add much to render times
fully multi threaded (many threads supported)
hdri lighting schemes supported.
superphotorealistic
paper tints supported
supports comand line
easy to shut off a render
takes up almost no ram
can shut off at any point and still have a saved image
exporting works (about half the time)
file format easily editable in notepad or some sort of xml editor
rendering settings edditable
saves a log of renders
mesh lights supported (any shape light you want)
sun lights supported
spot lights supported
always has cuastics if there are caustics to have
ior works for reflective materials (ie gold, silver, copper... as compared to yafrays where gold looks the same with a 1.33 ior as it does with a 2 ior or 3 ior)
will render indefinitly or definitly untill you are satasfied with render quality
nk data files
CONS.
almost all renders take from 3 hours up.
calculated at around 1 hour (vase scene) for a 200150 pixel render
12 (wasnt actualy enough) for same scene 800600 render
hard to export working file without needing notebook edits
GRAINY RENDERS. many renders have artifacts even with render times up to 12 hours
artifacts can be white, noticed most often in scenes with glass
no GUI- hard to edit settings
closed source although realeased under the GPL liscence
means that the creator can stop production any time he likes
slower developtmen process than it could be (although still pretty quick)
no artistic renders
no glow lights or halo lights
no support for particles
no support for physics deformed objects (like fluid simulation)
you need to know a little programing to use it
not many types of materials supported
only one type of diffuse shader
practicaly no settings for glass or transparent objects (other than transmisity, color, absorbtion, and ior)
because of its nature however, not many settings are needed.
little support for textures
only color and
possibly normals
must be an image texture
no support for node materials
error with more than 1 material per mesh
no oversampling
no refinement
no way to bias renders to loose artifacts
no antialiassing
no internal blender support (render from blender)
no blender-indigo build like yafray-blender or yafaray-blender builds
All three renderers are infact spectacular renderers. however, yafray is still my favorite renderer. its combination of speed and abilities makes it the most logical renderer for much of my work. of the three blender's internal is my least favorite because of its slow speed combined with command line progress, multithreading, and realism. the quality of the renders from yafray is far better than thoes from either bi's or indigo's. the realism from yafray is far superior to that of blender internal's however indigo wins in that area.
in conclusion, Indigo has the potential to overpower yafray if just a couple issues were addressed. all indigo needs to do is to adress the issues of speed, artifacts, a gui and open source. if indigo were to be as fast as yafray, the fastest, and have as clean render's as yafray's then indigo would be the best renderer. in the meantime, yafray remains the most logical choice of renderers.
there has been lots of talk of the developtment of yafray being dead. this is not the case. the new version of yafray .9 seemed so simmilar to yafray .8 that people questioned weather there was any change but a compatability change. i am fairly sure that .9 has some vast improved internal code changes as well as changes effecting its speed.
btw people, i would appreaciate it greatly if you would all visit my site www.atomicdesign.org and send that link to somebody else.