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the early days of 3D Studio Max, one of the few weak spots of
the revolutionary piece of 3D software has always been its renderer.
The Max scanline renderer does its job well, but it has a few
major flaws. First of all, its speed leaves much to be desired
when it comes to rendering complex scenes with complicated materials.
If you decide to go for Blur Software's rusty old raytracer
that comes with Max, it's really time for a cup of tea, or two,
or three. The second shortcoming since the introduction of Max
is the level of realism that could be achieved. It required
quite some effort and a thorough knowledge of lighting techniques
to get rid of the 'cartoony' look of the rendering result and
achieve a realistic result. But I wrote "could be achieved",
because the recent release of Max 5 introduced a fresh set of
advanced rendering tools. These tools include the long-awaited
possibility to calculate reflected light in a scene, enhancing
realism by eliminating the mentioned hard contrasts between
lit areas and shadow areas. But ... the improved lighting functions
come with a price of their own. If you want fine quality you
can now go and drink the whole Max teapot before a render is
finished.
Luckily there are some really interesting third-party
alternatives for the Max rendering system, in the likes of finalRender,
Brazil and VRay. I mention this threesome and deliberately leave
out Mental Ray and Renderman, because finalRender, Brazil and
VRay are truly integrated renderers, as opposed to the conversion
bridge that's necessary to connect Max to either Mental Ray
or Renderman. In this review I'm going to shine a spotlight
on VRay. Nope, I'm not going to write a comprehensive comparison
between VRay and the other renderers. I leave that up to those
guys who like to spend hours rendering scenes with each available
renderer.
Let me first share a little bit of basic knowledge
with you about today's advanced rendering techniques. As I mentioned
before, the hottest technique of the last few years is the calculation
of reflected, indirect light within a 3D environment. There
are two major techniques that can achieve this blessing: radiosity
and global illumination. The terminology can be a bit confusing,
because radiosity is actually a global illumination approach.
But the term global illumination (short: GI) has become a concept
of its own, as radiosity is geometry-dependent and GI isn't,
to mention a difference. In other words: the more a scene's
geometry is refined by the radiosity process, the more refined
the calculation of the reflected light energy will be. This
can result in a huge polygon overhead and equally huge rendering
time. A further restriction of radiosity is that you will have
to model your scene with real-life dimensions, proportions and
light strength if you want the reflected light to be accurate.
The GI approach is more artist-friendly than
radiosity. Basically, GI is based upon the ancient technique
of ray-tracing, but applied to determine bouncing light energy
in stead of calculating bouncing reflections and/or refractions.
GI is not geometry-dependent, so you can use it in any scene
setup with any proportions. Then why hasn't GI already been
implemented in each available 3D package years ago, like ray-traced
reflections? Well, reflected light behaviour is much less predictable
than your average bouncing reflection rays. Reflected light
energy is a lot more self-willed and belongs more in the interesting
area of fuzzy logic. One of the most complicated techniques
to determine the path that light tends to travel is the Monte
Carlo algorithm. Some radiosity engines use this algorithm,
like the Insight renderer from Integra, but again it's too slow
to be really useful for the average artist's purposes. Today's
GI renderers make use of an altered, generally speedier incarnation
of the Monte Carlo approach, imaginatively named "Quasi-Monte
Carlo".
GI JOE
Let's have a look at a product from some of the hottest GI Joes
in town. The Chaos Group from Sofia, the beautiful capital of
Bulgaria, have created the VRay plug-in rendering solution for
3ds Max. After having worked with finalRender since the release
of Stage-0 I must admit I have become totally addicted to the
use of GI in my 3D scenes. I've always remained relatively enthousiastic
about finalRender's performance and rendering results, until
the day that the Chaos Group recently made the very smart marketing
move of releasing a totally free cut-down version of VRay! I
couldn't resist checking out this free version and it didn't
take long to convince me that VRay is a worthy opponent for
finalRender. One of VRay's most obvious talents is its raw speed.
A scene that used to make me fetch that good ol' teapot again
now didn't allow me to grab the teapot handle before the rendering
was already finished! As a matter of fact, with the right settings
(no GI and other heavy stuff of course) the VRay renderer can
become at least twice as fast as the Max scanline renderer,
with comparable image quality. But even when switching on the
real deal, like GI, reflections and refractions, VRay doesn't
disappoint in terms of speed and image quality.
The
star of VRay's GI show is without doubt the "Irradiance
Map", a smart approach at embedding gathered GI data
into a map that can be reused like a radiosity solution. The
real smart part is that through the employment of intelligent
analysis, buffering and interpolation, the irradiance map
provides some of the fastest and smoothest results in GI-land.
Basically the irradiance map can quickly sample GI at a low
resolution and interpolate the gathered data into a noiseless
result. The irradiance map is also one of the first GI solutions
to be quite noiseless and useful when rendering animations.
VRay offers several options to reuse, add to or replace the
previously calculated irradiance map with every rendered animation
frame.
VRay features two alternative GI calculation methods next
to the irradiance map. One of the techniques is called "Direct
Computation". In finalRender this is named "Brute
Force". Both terms indicate that this technique has no
smart tricks up its sleeve, but just goes for it. With Direct
Computation you get the real thing: top quality GI, but except
for an adjustable amount of GI sampling subdivisions there
are no additional smart options to speed things up. This makes
Direct Computation only useful for relatively light-weight
scenes and too slow for complex interior scenes with a lot
of light energy bouncing around the place. Last but not least
the third alternative GI method is VRay's Global Photon Mapping
technique. This approach has some of its own advantages and
disadvantages, but can be speedy with the right settings and
is definitely worth a try. I won't bore you with another theoretical
explanation of how photon mapping works. The only thing I
want to add about photon mapping is that because of VRay's
current development stage photon mapping temporarily only
works with the special VRay Material, which is mentioned later
on in this article.
VRay is much more than just a GI renderer.
It is a complete advanced rendering solution. For example it
also offers the rendering of caustics. Caustics are reflected
highlights from direct light hitting glass, water, chrome or
other highly reflective surfaces. Like with using GI, I was
again pleasantly surprised by VRay's ease of use. After a short
struggle with some spinner values and the scene's light intensity
my trusty Max teapot already produced an intricate caustic pattern.
Other VRay features include a small collection of special camera
lenses and real 3D motion blur. But there is more...! VRay completely
ensconses itself into the Max interface and also offers a special
VRay volume light that can take on a rectangular or a spherical
shape, as opposed to the volumeless point source lights that
ship with Max. If you prefer the standard set of Max lights,
then you can make use of the VRay Shadow type, that offers faster
area shadows than the ones that come with Max 5. When you open
the material editor you can choose to use the VRay Material,
offering some advanced options like true Fresnel reflection,
advanced translucency, glossy reflections and refractions. If
you prefer to keep using the standard Max materials, this is
no problem at all. VRay is designed to work with any Max ingredient
and you can still benefit from VRay's fast as greased lightning
reflections and refractions by using the VRay Map in your standard
reflection and/or refraction map slot.
VRay comes in three shapes: VRay Free is the
ultimate version to have a go at VRay and see if you like it,
VRay Basic is the standard package and includes the essential
features, except for a number of things, like the area light,
the VRay material, support for lighting based on High Dynamic
Range Images and more. To be honest the difference between VRay
Free and VRay Basic is not extremely large. My advice is to
spend some more money and go straight for the real thing: VRay
Advanced, which includes everything mentioned in this review
and more, like free distributed rendering for up to ten computers,
regardless of how many processors there are in one computer.
THE CONCLUSION
As said before, for quite some time I've been a faithful user
of finalRender from the Germany-based company Cebas. I guess
I can't avoid that my fresh enthousiasm for VRay makes me a
deserter. Although VRay is still in a relatively early development
stage, it already feels very stable and ready for production.
At the time I write this I haven't tried Brazil yet, but somehow
VRay keeps giving me the results I expect to see, without having
to wrestle with a discouraging multitude of complicated settings
and without having to drink gallons of tea while waiting for
a rendering to be completed.
Metin Seven
www.metinseven.com
www.sevensheaven.nl
www.figurefarm.com

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