Last week, we attended the Chaos Group's first ever
public event held in the UK, where they presented to us the newest
releases of V-Ray for Maya and 3ds Max, as well as the soon to be
released versions of V-Ray RT on GPUs and V-Ray RT for Maya. They
also showcased their brand new fluid dynamics system, Phoenix FD,
and the very powerful PDPlayer.
Although there were many questions left unanswered - such as
release dates and pricing - what we did see was very exciting and
even prompted rounds of applause from a room full of 3D industry
types.
It is worth noting at this point that the only products
currently available are V-Ray for 3ds Max, Maya, Rhino and
Sketch-Up, and V-Ray RT (CPU) for 3ds Max.
The team at Chaos Group made it clear that V-Ray, V-Ray RT and
V-Ray RT on GPU's are 3 separate products that all fit into one
seamless workflow. The unique characteristic that separates V-Ray
RT from its competitors is that they all use the same features,
such as lights and materials and crucially, all produce exactly the
same end result - they just use different methods of getting there.
This small detail is incredibly important; when developing a scene,
you can rely on the fact that the final render will match your test
renders. Compare this to Autodesk's Quicksilver renderer and you
start to appreciate the benefit V-Ray RT offers you, as your
workflow and scene will remain exactly the same.
The workflow
The standard V-Ray renderer will remain the production renderer,
used to generate the final image or animation. As I'm sure you are
aware you specify render settings such as GI and anti-aliasing,
then set the render off and then wait until it finishes. This
method is ideal for a production rendering but impractical whilst
doing test renders, as you don't always need the level of detail or
costly special effects available with the production renderer.
Both versions of V-Ray RT can be used to work on the scene
during the modelling, lighting and texturing phases and both are
progressive, meaning the image gradually improves until you are
satisfied with the quality. V-Ray RT is also interactive meaning
that any changes you make to your scene are instantly reflected in
the RT window meaning you get instant feedback on material or
lighting changes, making the process much more intuitive.
The demonstrations at the event showed that V-Ray RT on GPUs
will generate an image of the same quality as the CPU version,
roughly 20 times quicker. In fact it almost seems like you have a
final render in your viewport. At any point in the render, an image
can be saved out and if you don't need any advanced effects such as
motion blur, displacement maps or proxies the image is even good
enough for production.
The GPU version is quite clearly the faster of the two RT
engines, but there are some limitations. The scene must fit within
the memory of the GPU which typically ranges from 1 - 4GB on
professional GPUs, so heavy scenes may be forced to use the CPU
version due to this limit. There are tools within V-Ray RT that can
reduce the size of textures to fit them within the GPU's memory.
However, the CPU version is still available for maximum
flexibility, and is still 10-15 times faster than the V-Ray
production renderer.
Although we were not given any solid dates or pricing, we left
the event very excited and wondering if the render farm of the
future would contain more GPUs than CPUs. Rest assured, we will be
putting the GPU version of V-Ray RT through its paces as soon as we
can get hold of a copy.
Follow the link to browse our selection of V-Ray software. To find out more,
get in touch with us on 03332 409 309 or email
3D@Jigsaw24.com.