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. To try and make the testing as fair as possible I tried to keep the scenes as similar as I could. Here are the specifications for my machine that I did the testing on I wouldn't call this a high-end computer, maybe a medium-high computer at best. I wanted to do a comparison, so this is a showdown of the 3 render engines I could get access to, and that I could make work on my system: Blender Cycles, Pixar's Renderman, and nVidia Iray.
Unfortunately, Iray hasn't been implemented into Blender so far as I could tell, but there are third party render engines. One of the comments mentioned how it would be cool to see Iray implemented into Blender, something I'd also thought about in the past and searched if it had been done before. Little bit of backstory I posted an album of renders of a lego minifig I made the other day, and in that Imgur album was a mix of some renders out of Blender Cycles, and straight out of Substance Painter with the integrated nVidia Iray renderer.
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