Forums > Digital Art and Retouching > What is a renderer exactly? (Maya specific)

Photographer

R.EYE.R

Posts: 3436

Tokyo, Tokyo, Japan

I come from Real3D (Amiga) and Lightwave 5.5-9.0 time and always assumed software had its own rendering engine.
Now I am starting poking around ZBrush and Maya and VRay intrigues me somewhat, but I am not entirely sure of the concept.

My past workflow went through modelling a surface -> texturing it -> setting lights -> rendering.
Now with the VRay for example - I don't have to texture the surface at all since it has own materials? Or I don't have to set the lights as it has a series of simulated presets? Or is it simply a "plugin" that uses different rendering algorithm somehow improving rendering speed by simulating diffraction and reflection calculations?

Jul 12 14 02:27 am Link

Photographer

RTE Photography

Posts: 1511

NORTH HOLLYWOOD, California, US

I think that is one of the horned animals that pulls Santa's sleigh.

Jul 12 14 02:41 am Link

Photographer

Thomas Art Studio

Posts: 97

Carthage, Tennessee, US

Anytime I have seen it used renderer is a shorthand version of render engine.

Whether the program has a render engine built in is dependent on the programs themselves a lot of the dedicated modelling programs don't come with a render engine since it is assumed the user will export the mesh for rendering through another program that will also be used to setup the mesh to be usable for the final output. (Whether for gaming or just artwork usage, most meshes will need to be rigged for movement and posing to be useful) So a lot of the time the render engine will be tied to the final step in the process (Scene building program or game engine) not at the beginning (modeller). Of course there are the all in one programs as well that have both the modeller and the scene creation/rigging programs like Lightwave. There are also more and more external render engines out there for more options and to fill different segments of the market. An example being a biased vs non-biased render engine

Jul 12 14 05:09 am Link

Photographer

Wye

Posts: 10811

Toronto, Ontario, Canada

R.EYE.R wrote:
I come from Real3D (Amiga) and Lightwave 5.5-9.0 time and always assumed software had its own rendering engine.
Now I am starting poking around ZBrush and Maya and VRay intrigues me somewhat, but I am not entirely sure of the concept.

My past workflow went through modelling a surface -> texturing it -> setting lights -> rendering.
Now with the VRay for example - I don't have to texture the surface at all since it has own materials? Or I don't have to set the lights as it has a series of simulated presets? Or is it simply a "plugin" that uses different rendering algorithm somehow improving rendering speed by simulating diffraction and reflection calculations?

The latter is more accurate.

In the context of Maya (and really in the context of any software that has pluggable renderers) here's how it works:  The renderer is the software that takes all of the information you provide it and creates a "finished" image.  I put finished in quotations because, generally, there is still one more step -- compositing -- which takes a number of images (called elements or passes) from the renderer and produces your so-called final image.

Now.. what is "the information you provide"?  Well.. you've got to give it models (animated or static) that have proper UVs (there are some esoteric cases where this isn't actually required but for now let's ignore them), you need to give it lights and you need to give it texture maps and material properties.

In the case of a renderer like VRay for Maya the material properties can either be supplied using standard Maya Hypershade nodes or you can use the (far superior) VRay materials. You can also use any combination of the two. But the mechanics is still the same.  Build a model, create UVs, make texture maps, create the materials, add lights and render.  This is true for basically any renderer you use in Maya be it VRay, Arnold, 3Delight, Renderman, Maxwell, Mental ray, etc.  Each of the above differs mainly in *how* they get to the final image and what sort of control you have.. but they're all basically doing the same job.

Some renderers are slower than others, some are more memory efficient, some simulate the physics of light more faithfully, some are very easy to control.. they all have various pros and cons.

Jul 12 14 06:27 am Link

Photographer

R.EYE.R

Posts: 3436

Tokyo, Tokyo, Japan

That makes sense. So in fact, it is just a 3rd party render module.
Interesting idea.

I was rather impressed with Lightwave's render engine and it was simple enough to surface and light scene. Now when I am starting to work with Maya I was expecting it to have a decent render engine itself, but all this raving about V-Ray got my attention. Wasn't sure where the final work should be done and how much it complicated the flow.

Anyway, thank you for the help - it does make sense.

Jul 12 14 07:33 am Link

Artist/Painter

Augustine

Posts: 1153

Los Angeles, California, US

V-Ray 3.0 for Maya is right around the corner

http://www.chaosgroup.com/en/2/vray_maya.html

Jul 12 14 09:23 am Link

Artist/Painter

Augustine

Posts: 1153

Los Angeles, California, US

R.EYE.R wrote:
I don't have to texture the surface at all since it has own materials?

The secret to good materials:

"If a feature is going be used, it's going to be mapped.

I don't use solid colors; I don't use a single roughness value; I don't use a single layer opacity value..."

Mike Verta, via the Maxwell Forum

Jul 12 14 09:26 am Link

Photographer

R.EYE.R

Posts: 3436

Tokyo, Tokyo, Japan

Still on Maya 2012 and OSX 10.6.8, so V-Ray 3.0 is probably off the cards...

The surfacing is not a big deal, as long as I know where exactly I should be doing it: if I map a surface in Maya and then V-Ray resets it all in render, then what's the point?

Also, which part stores presets in relation to objects/scenes? Separately? So, on loading a scene one will have to re-load all the surfaces each time from V-Ray interface?

Jul 12 14 10:05 am Link

Photographer

LavishPhotography

Posts: 84

Miami, Florida, US

Another renderer worth mentioning is OTOY's Octane Renderer. Given you have an NVIDIA based GPU that can make use of NVIDIA's 'CUDA' technology; Octane renders in real-time and has quite amazing results. I believe they're up to version 2.0 now but you can either get a demo or free educational version (with valid .edu email address). There is a standalone version and also plugins for 3DS/Maya/LW/etc. Definitely worth looking into!

http://www.otoy.com

Jul 12 14 11:49 am Link

Artist/Painter

JJMiller

Posts: 807

Buffalo, New York, US

There are a ton of render engines

http://appleseedhq.net/about
http://www.solidangle.com/
http://yafaray.org/
http://www.luxrender.net/en_GB/index

Is one better than the other? Hard to say, considering the work put into textures/lighting/compositing makes a huge difference between good and bad CG.

Jul 12 14 01:23 pm Link

Photographer

J O H N A L L A N

Posts: 12221

Los Angeles, California, US

I believe, since rendering is probably the most computationally intensive part of the process, a dedicated rendering engine can be put on its own powerful hardware and then fed from the design software on client machines.

Jul 12 14 01:46 pm Link

Photographer

Wye

Posts: 10811

Toronto, Ontario, Canada

R.EYE.R wrote:
Still on Maya 2012 and OSX 10.6.8, so V-Ray 3.0 is probably off the cards...

The surfacing is not a big deal, as long as I know where exactly I should be doing it: if I map a surface in Maya and then V-Ray resets it all in render, then what's the point?

Also, which part stores presets in relation to objects/scenes? Separately? So, on loading a scene one will have to re-load all the surfaces each time from V-Ray interface?

vray for maya integrates fully into maya. You do everything in a maya context and then just hit render. Everything is saved in your maya file. There is no vray interface per se. Vray just adds a few more nodes to the hypershade (and possibly a few others elsewhere. I can't remember).

Jul 12 14 02:32 pm Link

Photographer

Michael Bots

Posts: 8020

Kingston, Ontario, Canada

Durian Project: Render Farm Tour
https://www.youtube.com/watch?v=fMJXiOF9MGM

Render farm using HP C7000 Blade
https://www.youtube.com/watch?v=dRSbR_Do8kY

ilm render farm
https://www.youtube.com/watch?v=gBPxNw8BIKs

Behind the Scenes of the THR's 'Simpsons' Cover Shoot
https://www.youtube.com/watch?v=EJQC9BM63ng

The Process of Animation by Walt Disney Studios
https://www.youtube.com/watch?v=6vZiv_sSTPA

Jul 12 14 02:38 pm Link

Photographer

R.EYE.R

Posts: 3436

Tokyo, Tokyo, Japan

I see, so basically this is similar to redesigned Lightwave surfacing (using nodes rather than procedurals).

Distributed rendering is a nice feature if you have more than one machine, which is not quite the case for me.
Still, if rendering time is sped up it's always good!

My friend is working on iRay for NVIDIA, I was planning to take a look later.

Jul 12 14 11:47 pm Link