fastest renderer

hi,
I know, that most of you cant hear this anymore, but I havent found any recent information about renderspeeds. I want to render an animation in a short time. So, which render is the fastest and does support GI?
My results so far:
-Cycles: not yet suitable for animations (fireflies+noise)
-SLG:really fast but does not work for me
-Yafaray: fast, because of photon-mapping, but unstable
-Kerkythea: only usable via export, integration is not good and I still dont know how to do animations
-Appleseed: error while loading shared libraries: libicuuc.so.42: cannot open shared object file: No such file or directory (no more information needed)
-Lux:nice results, but slow and I cannot tick it in the addons box

So, does anyone know a renderer suitable for animations?

thanks in advance,

tillonius3002

blender internal :wink:

yeah, but BI has no global illumination and Kerkythea was faster WITH GI than the internal with direct lighting.

I guess you haven’t tried V-Ray yet…

What about 3Delight ?

Youre right.
But V-ray is not too good integrated and quite expensice, so this is not an option.

I think you are being unrealistic then. Work out your troubles with one of the ones you failed with. It seems the renderer is not the real problem here.

The problem isn’t that this or that renderer can’t do it; the problem is that you can’t do it.

EDIT - Here are other suggestions. Have fun - http://www.pointzero.nl/renderers/

Vray integration is very good and it’s one of the cheapest defacto standard renderers out there. 350 Euro for a masterlicense with 10 rendernodes is peanuts.

And speed is always relative to the GPU or CPU you use.
If whatever renderer fullfils your quality requirements is too slow, buy faster hardware. Easy as pie.

ok organic,
concerning solving the problems, do you know where I find the mitsuba executable path on linux?
I have found it, but I cant select it.
So, do you have any Idea, what could be wrong?

Attachments


If you have good gpu, it’s octane renderer. Super fast.

How many CUDA-cores should a “good GPU” have?

Not really, for complicated scenes exporting frames to .obj and importing and voxelizing in Octane can take a lot of time. Often more than just rendering it in another renderer.
Another problem can be the “hacky” integration of materials writing them directly in the octane scene file.

The question should be: How any GFlops in single precision should a good GPU in CUDA have.
The answer is: Everything over 1000 GFLops is nice.

Gigaflops and not CUDA cores, because the speed comes not only from the quantity but also from the speed they are clocked with.
The fastest card is the GTX580 with ~1580, the GTX560 is the lower end near the 1000 GFlops limit.

And speed’s not everything, you need a lot of VRAM, because the whole scenedata will be sent there on rendering and everything below 1.25GB really is a PITA. The GTX580 is the only GeForce that is fast and is available with 3GB VRAM.

So a GT 540m with 1GB VRAM and 96 CUDA-cores wouldnt give a speed up over cycles?
As far as I know, octane now has an exporter and a preinstalled materials database. Arexma, do you have an Idea for the problem with mitsubas executable?

thanks in advance,
tillonius3002

A GT540m is a mobile card.
For starters you don’t want to render on a mobile card. It’ll run at 100% GPU load and incinerate your device. Notebooks are not made for that really, the huge thermal stress of renering the viewport-heat, stop rendering-cooling, in realtime mode is no good, and constant thermal stress is no good either.

If you intend to do it, get a cooling pad for your notebook, or just put it on 2 books so it’s lifted from the desk and get a fan to blow under the notebook to keep cool air flowing.

And you can do the math, GFLOPS translate linear to the speed. The 540 has 250 GFlops. It’s still faster than the CPU, but no comparison to a good GPU. A mediocre mobile solution, trading speed for less heat and powerconsumption along with a reasonable price.

I got an Octane license for a long time now, and there is no Blender exporter, at least not from Refractive - well there is but it’s age old and not really developed further.
There’s a community exporter though and it works so far but it’s hacky and I don’t know if it’s currently being developed further.
There’s also a material library but for octane it means you have to export the scene without materials at frame 1.
Then apply all the materials in Octane, save the ocs.
Then close it go back to Blender, set everything to render the animation and make sure only to export the .obj, not to touch the project ocs to keep the materials intact.
You’ll also not have much luck with blenders lightsources, they don’t work in Octane, only meshlighting, environmental maps or octanes sunlight system.
Then you can start rendering by blender opening the same ocs over and over again, always overwriting the according .obj with the current frames geometry data.


If you’re unable to find your mitsuba executable I can’t really help you, you got to know yourself where you put it.
When pointing to it, just make sure to DEselect “relative path” bottomleft, else it will not work.

According to their website (http://www.refractivesoftware.com/images/feat_plugins.jpg) they have a plugin, do you mean that one?
I installed mitsuba with a .deb file, so it probably put it there…

EDIT: I found this on the same page:

Octane Render (Commercial Version) includes free plugins for:

Autodesk 3D Studio Max
Autodesk Maya
Autodesk Softimage XSI
Blender
Maxon Cinema 4D
Sketchup
Modo

Octane Render Plugins allow for complete integration for single frame or automatic animation rendering.

Further more, the workflow for the plugins allows you to edit your materials and lighting in Octane Render in real-time, instead of having to use the traditional and tedious workflow of editing materials in your host application plugin, and then export and await the results.

Once your scene is configured in Octane Render’s User Interface, you can re-render a new frame or animation using the plugin, keeping your Octane Render settings intact.

As I told you there is practically none, because:

Here is the blender 2.49 exporter python script for beta 2.2 RC1, for testing:
Limited to Blender 2.49 (2.5 version will be available later)

This post is from May 2010, no Blender 2.5 exporter yet.

That’s why Yoyoz (thanks) made a community exporter, which is hacky.

And now Refractive is looking for someone to write an Octane exporter/integration for Blender.

Hi tillonius3002, i think the best solution for you is cycles and an investment in better hardware.
You get the best render integration in blender for no money. At least get a mainbord with 4 pcie slots, a 1200 Watt supply and start with a GTX580 3 GB. IIRC renderfarm.fi is integrate cycles in the renderfarm project, this is another reason for cycles.
BTW. the community exporter for Octane works good and is up to date with the latest blender svn/2.62.
Octane is much more marture then cycles and fast but you need also very good hardware.
Some user there work with 4 GTX 590. :slight_smile:

Cheers, mib.

Yeah, I know better hardware would be good, but at the moment only a Notebook is possible, and this notebook is quite new, so I wont buy a new one. i have enough money for octane, but that would have to be really fast. Today, I will try to get SLG and/or Mitsuba working. Cycles is too slow, for animations, because the video is still noisy after 1hour/frame due to pathtracing :slight_smile:

thx for your help so far :slight_smile:

come on guys, there must be someone out there who knows where linux installs things:
I only installed mitsuba, and collada dom (not the dev packages) from http://www.mitsuba-renderer.org/releases/current/maverick/
And now it wants me to point to the installation directory, please help me!
tillonius3002

EDIT:
I get this stuff now, after rendering obj file from mtsgui:

till@till-Aspire-5750G:~/Downloads/mitsuba/mitsuba$ optirun64 mtsgui
KGlobal::locale::Warning your global KLocale is being recreated with a valid main component instead of a fake component, this usually means you tried to call i18n related functions before your main component was created. You should not do that since it most likely will not work
/usr/local/bin/optirun64: Zeile 119: 6338 Speicherzugriffsfehler vglrun -c $VGL_COMPRESS -d $VGL_DISPLAY -ld “$VGL_DRIVER” “$@”
Another bumblebee powered application is running, keeping bumblebee alive.
till@till-Aspire-5750G:~/Downloads/mitsuba/mitsuba$