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what is /3/ verdict on renderman? is it a meme? is it fast?

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Thread replies: 48
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what is /3/ verdict on renderman?

is it a meme? is it fast? are there alot of features?
is it competitive? (against redshift/corona).
hows the shadow/light system? any good shaders?
>>
It used to be good in the 90s to render toy story but now you should use Cycles
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>>577346
i dont think they used renderman on that
>>
>>577346
I don't think it makes any sense to shill for free products that aren't even good.
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>>577346
>but now you should use Cycles
the whole CGI industry is laughing at you deluded Blenderfags with your shitty wannabe App .
Renderman is still being used in connection with Maya, there is even a free version available for private use. However, today Arnold or Redshift are better than Renderman.
>>
>>577344
Renderman is the grandpa. He invented all that shit.
>is it a meme?
You mean if its a joke? No. Renderman is serious business.
>is it fast?
No, its like Arnold. Not fast but powerful. But version 22 gets an GPU+CPU combo render-mode. Release soonish.
>are there alot of features?
yep.
>hows the shadow/light system?
not specialized enough to give an expert answer, but good i guess.
>is it competetive?
Price. Yes. Speed. No/maybe. Quality. Yes.
Any good shaders?
All of them?

>>577346
good one. I chuckled.

>>577348
Of course they did.
>>
>>577344
Just look at the Pixar movies. Do they look good? Yes. Yes it's good, especially for big productions since it's built for Maya and allows for a shitton of new programmable functions. It's constantly being tweaked and enhanced by some of the best artists in the industry. Renderman is not a meme at all.

>>577346
>now you should use Cycles
classic /3/ autism

>>577348
yes they did, renderman is quite old
>>
>>577405
>>577517
>Not understanding basic memeing.
Pretty sure most blenderfags know that cycles shouldn't be used for production quality product.
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>>577520
hey man, this is /3/, can't take any chances
blenderfags think way too highly of their free n00bware
>>
>>577524
Blender is fine for a lot of things.
It's the delusion that you'll be able to use it in a production pipeline that needs to be shot down.
The software itself is fine, but it doesn't have any ground in the industry.
Blender could literally give you super powers, but it doesn't matter if nobody important cares.
>>
>>577520
you can use cycles for production work. but you gotta have hundreds of hours on cycles alone just to know what stuff to tweak.
blender + renderman + substance painter is the best workflow. hopefully people will listen and just axe cycles
>>
>>577529
And the reason nobody important cares about Blender is that it's horribly bugged and a useless waste of time.
>>
>>577530
And who's going to pay for your "hundreds of hours on cycles" just to be able to get anything noisy and sub-standard out of it?
>>
>>577531
its not bugged you idiot, its the least bugged software if anything
the problem with blender is that the devs are focused on developing retarded shit nobody needs instead of improving the workflow.
the baking is straight up broken, not that anyone uses baking in blender anyway, xnormal all the way
>>
>>577535
if you really have decent knowledge in cycles you won't get any noise, that's the thing.
cycles is not broken, its the config file that makes it bloated. you can get 300% more speed and less noise with a better config file.

they should invest more on blender internal if anything
>>
>>577536
>its not bugged you idiot
>the baking is straight up broken

You've been indoctrinated by the Blender Foundation, but you're making progress in breaking the conditioning.
>>
>>577538
Who's going to pay for all the hours you need to spend fiddling with the config file, making something better, making something worse, just to be able to get anything noisy and sub-standard out of it?
>>
>>577541
you lack reading comprehension
config file is something you can share
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>>577542
You lack business comprehension. But so does anybody who even considers using Blender.
>>
>>577530
Renderman in Blender is fairly unstable for me.
Material library does not work, random crashes, random errors, stuff breaking, meshes fucked up + all kinds of problems.

Blender and Rman is more instable than Maya + Rman for me.
>>
>>577529
agreed
>>
>>577544
and your'e just a shitter that have nothing to do with 3d. it appears you will be more suitable of cult research than a 3d artist
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>>577530
>blender + renderman + substance painter is the best workflow.
>>
>>577529
I dunno. I have worked with the old Softimage3D and old Houdini versions 3 or 4 and their not too user friendly interfaces just fine but Blenders UI and workflow just never ever clicked for me.
>>
>>577529
This
>>
>>577529
Pretty much. While some projects, like Hardcore Henry or even Stoopid Buddy's Supermansion uses Blender, but those are the exceptions than the rule.

https://vimeo.com/165033253
https://vimeo.com/171674521
>>
>>577602
It's just something you need to get used to.
All UIs are bad if you're not used to them.
Even if the UI is completely buttfucked, people will still use the program if everyone else is. Just look at a lot of popular programs from the early computer days.
>>
>>577732
No. Blender is a special case. It's not just another case of a bad UI. It's broken beyond repair.
>>
>>577734
You're a special case too.
Still on a mission?
>>
>>577732
>all UIs are bad if you're not used to them
Somewhat true. But some take longer than others, specifically because of the layout. zBrush for example can take some difficulty to getting used to because of its UI, even without any previous 3D packages used. Some UI is just worse than others in management, and that's fine. Apply this same logic to Blender. Some UIs are not equal.
>>
>>577768
Zbrush's UI is officially retarded though
>>
>>577744
>You're a special case too.
those repeating digits tell the truth
>>
>>577768
I'll give you that. I've been using blender since 2.49 though, so it's nothing compared to that hell.
I guess I'm just used to it.
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>>577768
some of you guys are too naive about this UI thing.

blender UI is not bad, its good. you just have to suck it up and move on.
the split view is great, you have alot of screen space for 3d work. the pivot and origin are located perfectly right infornt of you, you can switch views and modes easily. you have pre-made layout for everything including video editing and game making. the hierarchy is great, the left panel is very useful for someone that hates using the keyboard too much. scene management is good, appending,groups and normals is good.
for animation everything is arranged by "views" so you can jump from timeline to curves to dope sheet easily and even combine them together.
blender internal UI is a bit fucked with the texture/material options but that's cool too once you get the hang of it

the only thing that bugs me is the baking, the right panel which have some different unrelated options to work with but that's it. you guys simply don't know the program well enough to give an opinion.

on the contrary, zbrush UI is fucked. and its not because they intentionally made it this way. its because they tried to turn it into a full 3d package
>>
>>577901
While I disagree with people who just say it's outright bad, you do have to admit that part of a good interface is being able to pick it up quickly.
So while yes you need to take their autism with a salt shaker, there is some truth to it, too.
>>
Bad blender UI forces you to learn hotkeys which in a sense makes you more productive in the long run.
learning hotkeys is a must for any program
>>
why the fuck does every thread turn into: "is blender shit ornot?!" thread????
WTF is wrong with /3
I should find some other 3d board ....
>>
>>577953
Because /3/ has a limited attention span and can only come up with 3-4 topics total.
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>>577959
>blender is shit
>muh industry
>SFM/ Daz / porn / furries
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>>577905
i agree that blender UI is harder to get used to, but every time is look at maya's UI i find the same buttons all over the screen, same menu's,same everything. and i never even used maya before.
is blender harder to learn? yes. but it doesn't justify the constant babying and whining
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>>578009
>blender UI is harder to get used to
Nobody can get used to something that's broken.
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>>578020
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>>578009
As if this crapware were even comparable to Maya.
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>>577344
I actually used render man for a 6 month long project. It was a short animation that had hair, fluids, volumes and SSS. It was a really high poly animation as well which came pretty close to the ram limitations of the systems I was using. I think this is where render man starts to shine...kinda like Arnold. When you have a mountain of data to process and render it can slow things down a lot. Render man and Arnold handle this really well and they both seem to do it with ease...but.... redshift render has ruined everything :p you can't beat the speed of it. If you are going freelance or just want to do some cool work at home then speed is the best thing for your work. Iterations and fast feedback are going to have a bigger affect than any render engine feature. Unfortunately using Arnold and rendeman and larger scenes will have you waiting 40 minutes at low resolution for any decent quality render using a lot of features l..and I had a dual 6 core 3.1ghz xeon setup (24 threads).
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>>577963
And if it ain't that, it's some idiot failing at his 3D application.
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>>578049
The usefulness of Renderman might increase with the new version 22 and their new CPU+GPU render modus.

I never liked V-ray or Mental-ray, nor I-ray or Octane. But i have a good feeling about Renderman, Arnold, Clarisse and Redshift. I think these are worthy to learn and have a future.
>>
>>578059
Definitely worth learning a few render engines. To be fair most path tracing render engines are really similar when you get down to it. It's more the shaders that differ. In saying that if they are based around IOR or even PBR it's really easy to jump between. The major learning curve is being able to optimise your render times and still get a nice clean image. You really need to understand where the render engine is putting it's power.

As far as renderman 22 and the GPU... If I'm not mistaken I thought that was just for the denoise process? I know they are working on a fully GPU based renderman as they mentioned it a few years back. I haven't kept up with it since I got a hold of redshift :p
>>
>>577963
You forgot the 4th, WIP.
Thread posts: 48
Thread images: 4


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