Render diff Cycles Vs BLender one does and one does NOT

I was trying to see the diff on a render using the two engines. Yet one shows my materials why Cycle does not.

I was on another thread about a BG and was suggested to use Cycles when adding a BG. I tried to switch RE’s but I get one as it should BR and CR is basically the object.

Why?



Thanks!

Blender Render and Cycles materials are not transferable between renderers. You’ll have to set up the materials again for the cycles renderer

Richard,
So one must decide on the render engine before modeling?

Is there a resource that shares with what is the better engine for different applications?

IGE: Smooth non descript objects work better in this engine, or sharp defined non organic objects work better in that engine?

I see that both are useful for diff applications… But how does one know which to select when new?
Thanks
NC

No, not before modelling… just texturing, as they both work in totally different ways… your model will be exactly the same between both render engines…

I use cycles about 99% of the time now… BI just cant handle the realism that i am after. if i am doing any motion graphics work then I pull out BI

Doublebishop,

So I need to switch engines and re- apply materials to see a result?

Re-create, all the materials will still be there, and applied to the correct object, but without any data for Cycles to use, that’s what you’ll have to add :slight_smile:

If only I could see what you were thinking when you responded??

Hmm, Idk what I was thinking.

Basically:

  • All material ‘slots’ will still be on the correct meshes/objects
  • Each material will have no data for Cycles, so you will have to select a material type for each material (eg DIffuse, Glossy) and reapply any textures as well

Ahh that is a bit clearer. Thanks Zeealpal

In other words I need to re- assign those materials when switching engines. I am unsure how to do that. I’m real new to Blender and what is taken for granted or elementary is kinda overlooked in the tuts.

And this applies to any render engine you use. They all have different material systems.

v-Ray
Renderman
Lux
Yafaray
Pov Ray
Mitsuba
Corona

etc…

To accurately compare render systems using the same scene is actually quite challenging. You must understand each render system to construct the comparison in a balanced way.

Atom,
I had no idea there were that many engines. I think my v2.68 only has two…Are those downloaded somewhere else?

Imagine a resource where it shares with what to use with what engine.

IGE: If using Pixel blend use it for non descriptive images, IGE Clouds, ocean, etc. If working with sharp or defined objects like a building or a car use Frame blend…

Netcommercial you can do that with compositing. But the way objects reflect off each other and shadow etc. this does not generally yield desirable results.

You can visualize each render engine as a complete and seamless ‘skin’ of lights and materials that is painted over your scene’s geometry.

If you take a bit from here and a bit from there you quickly end up with a ‘Frankenstein’ image.

So I can, but I can’t… with no references as fore-mentioned.

When you refer to: “You can visualize each render engine as a complete and seamless ‘skin’ of lights and materials that is painted over your scene’s geometry.” -You are referring to stacking layers as would a pre-comp in After Effects?

“If you take a bit from here and a bit from there you quickly end up with a ‘Frankenstein’ image”- What does this mean? Trying to composite the different engines together as in my stacking example?