Renderman is overall the nicest looking render of the lot, in my opinion. This puts our memory consumption at render time at around 1.1GB That all said, let's look at the actual quality of the results across the renders. The hands, legs, pelvis, head, hair, and blaster pistol all come with 2k PBR texture sets, and the body has a 4k PBR texture set. This puts the final vertex count for our scene at 151, 751 there are 151k polys with 303k tris. For reference, the scene is comprised of relatively low-poly base meshes which are then set to Subsurf Division level 3 for the viewport, and 4 for the final render. This is because Renderman currently has no GPU Acceleration support, so rendering took place all on the CPU. Renderman took close to an hour, while Cycles and Iray on average clocked in at under 5 minutes for this scene. The first thing to note is that the render times out of Renderman are orders of magnitude slower than in Cycles or Iray. Let's look at the results from Renderman, Cycles, and Iray. Because Cycle's materials are node based and so customisable, it's harder to make direct comparisons to Renderman or Iray, however I believe my PBR shader is a good analogue to their physically based solutions, and since it's built with the industry standard Metal/Roughness workflow in mind, the same texture maps were used across all shaders in all render engines. I set the IOR value to 1.6, as this is what I found most closely resembled the results of the PxrDisney shader. In Cycles I was using my own PBR Shader solution which I've had available for several months now, and just recently improved the Fresnel accuracy, roughness, and IOR controls for. I set each render engine up to render at 4096x2560px in order to get a good amount of detail to examine the results, and had them render at 128 samples this is the default for Renderman and leaves enough grain in the final image to see how each render engine handles noise.įor Iray, I didn't have much in the way of options for light or materials, but I matched the HDR I used for the other tests the rest of the material handling seems to be piped straight from Substance Painter.įor Renderman I was using the default PxrDisney shader this is Pixar's own Physically Based shading solution which they've been using since around 2012. Below is a list of NVIDIA GPUs we updated with VRAM greater than 12 GB.To try and make the testing as fair as possible I tried to keep the scenes as similar as I could. So, use a good graphics card (optimal: + 12 GB VRAM) in your system. If your computer doesn’t have a dedicated GPU, there is every chance that Blender will crash. You can take the help of your graphic card website to update the driver of the graphic card. Doing so will not only increase the overall performance of your computer but will also reduce the chances of Blender crashing. You’ll need to keep your computer’s drivers up to date to prevent Blender from crashing. Version 11.0 for Arm-based processors (Apple Silicon). macOS: Version 10.13 or newer for Intel processors on supported hardware.Intel: Haswell architecture and newer.Since Blender 2.91, Terascale 2 architecture is fully deprecated, try using 2.90 (albeit not supported, it might still work) NVIDIA: GeForce 400 and newer, Quadro Tesla GPU architecture and newer, including RTX-based cards, with NVIDIA drivers (list of all GeForce and Quadro GPUs).Then if you want to know whether your graphic card will support it or not, I have given a list below, which you can see: Blender can also crash in that case if the driver for your graphic card is not updated then first of all update the driver of your graphic card.Įven after that Blender is crashing then it means that your graphic card is not sufficient to make the blender run smoothly. If Blender is crashing despite your system having enough RAM, there may be a problem with your graphics card or driver.
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