1. Point of View MattersNotiusweb wrote:Tutor, on the topic of > 12 GPU, where does the Thea and FurryBall limit sit (or is there a limit)? Also, thoughts on speed (vs Octane if it serves to simplify a description)?
BTW, just thoughts, did you ever see Indigo Render, it is nice but only allows 1 GPU as CUDA at the present time. NVidia Iray, at least for Daz Studio, allows 13 GPU, but is slow. Bunkspeed Zoom looks like it is good at doing cars, but who knows about the rest (animations, characters, effects, etc...)
I call all of the GPU renders that I use beta because they're always playing catchup with the underlying 3d packages. Also, each of them offers one or features to try to distinguish it from competitors. For example, Thea can harness the render prowess of your system's GPUs and CPUs. And we must not forget the quirks, e.g., FurryBall states: "When you combine differents GPUs for rendering, fast GPU will wait for slower one and it will cause the slower rendering."
2. GPU Usage And Scaling
Although neither TheaRender nor FurryBall has a licensed system GPU limit like Octane does, TheaRender scales the best for large numbers of GPUs per system for my uses. FurryBall states: "Number of GPU in single computer is unlimited, but we recommend 3-4 at maximum, because more GPU is not so effective and over head is too big." Redshift 3d, which you didn't mention, allows one to run multiple instances on the same system (splitting the render job) when one has more than 8 GPUs - an instance can run up to eight GPUs currently. But one can run multiple instance of Redshift 3d on the same system under a single license. The recently released FurryBall RT appears to be a better scaler than the up-to-date render version then being sold when the above-stated caution by FurryBall about 3-4 GPUs at maximum was first issued. Redshift, TheaRender and Furryball appear to me to be as fast as, if not faster than, Octane for certain scenes (but in the case of FurryBall that would be comparing 4 GPUs to 4 GPUs in Octane so it not comparing 12 apples to 12 apples). For full disclosure, I'm running MacPros and mainly self-built systems with Windows, Linux and MacOS installed on them.
3. The More The Merrier
Moreover, all of these different renderers have their own material/texture differences, some just small differences and others not so small, as well as what I'd call fillers for feature gaps of one or more of its competitors. For example, Redshift3d gets around the low GPU memory amounts in my GTX 590s and 480s by means of an excellent bucket renderer for large formats. Also, I tend to use at least two GPU renders together (Yes! You can do that) in the early stages of project development to get the precise (or closest) look that I'm after in the end. As to the others renderers named I've tried some of them out, but I'd recommend using TheaRender, FurryBall, Octane, Redshift or Blender Cycles ( and if you can afford it and it pertains to your underlying 3d application and project - a combination of them).
4. Decide For Your Self/System And For Your Particular Use Cases
1) http://furryball.aaa-studio.eu/products ... rsion.html
2) https://www.redshift3d.com/demo
3) https://www.thearender.com/site/index.php/downloads
4) https://www.blender.org/download/