Vray Vs Octane for Max
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- PolderAnimation
- Posts: 375
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
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And is 16000 samples and 16 bounces (for this scene) not overkill?
Last edited by PolderAnimation on Fri Nov 16, 2012 9:40 pm, edited 1 time in total.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
octane rc2 integration 1h6min (448 fermi cores) pmc5k maxdepth16 filter 1.2

vray 1h23min ([email protected]) bruteforce64+lc3000s screen 0.01px+prefilter+filternearest10+caustic 6000sampes (36000000) dmc aa1-4 noisetrash 0.005


vray 1h23min ([email protected]) bruteforce64+lc3000s screen 0.01px+prefilter+filternearest10+caustic 6000sampes (36000000) dmc aa1-4 noisetrash 0.005

does Betrand know you've nicked his lunch?
workstation well past its sell-by-date, Vista 64 bit (!) with a pitiful amount of RAM, re-invigorated with a GX 590
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
3ds Max Design 2011 (have 2013 but can't be bothered to re-do all the UI), CS5, and that free z-brush program, whatever it's called
- paoloverona
- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
yep!, seem quite strange such time (gtx580 x4), Gabriele, did you try to see how was coming out the render after few minutes?, why the choice of 16 bounces?enricocerica wrote:What really surprises me is the rendering time, are you sure about 15 min on a single 3.2Gh processor with micro-displacement vs 50 min on 4 GTX580 in non indoor environmentgabrielefx wrote:vray scene is rendered with cpu
all materials have normal maps
all materials are converted one by one respecting all parameters
vray render took 15 minutes with one single 3.2Ghz processor
Octane for Max rendered for about 50 minutes, PMC 16 bounces 16000 samples, 4 GTX580
intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
The artist who did the scene used vray optimized parameters...with not so high values.
To compare vray with Octane rendering time I should use bruteforce for primary and secondary rays.
It's a really simple scene with detailed objects, one box with two walls opened, 3 planar lights and 4 flat deflectors...simple white boxes near the objects.
No matter what's the rendering time but the automatic translation of vray materials that is wrong.
Max color correction is not translated
Vray two sided material is not translated
black and white bumps are treated as color image textures and not as float
Vray normal maps aren't translated or go in the wrong slots
Vray camera is not translated then you have to create your camera and adjust the exposure
I sent the scene to Karba
Unfortunately on the web we don't have 3d libraries optimized for Octane for Max, then we have to conver them manually., and the process is not easy...but fun (for me).
To compare vray with Octane rendering time I should use bruteforce for primary and secondary rays.
It's a really simple scene with detailed objects, one box with two walls opened, 3 planar lights and 4 flat deflectors...simple white boxes near the objects.
No matter what's the rendering time but the automatic translation of vray materials that is wrong.
Max color correction is not translated
Vray two sided material is not translated
black and white bumps are treated as color image textures and not as float
Vray normal maps aren't translated or go in the wrong slots
Vray camera is not translated then you have to create your camera and adjust the exposure
I sent the scene to Karba
Unfortunately on the web we don't have 3d libraries optimized for Octane for Max, then we have to conver them manually., and the process is not easy...but fun (for me).
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- paoloverona
- Posts: 435
- Joined: Thu Mar 29, 2012 8:40 pm
You're right Gabriele, unfortunately too many V-ray materials are not translated (or wrong translated), we all hope that soon this problem will be solvedgabrielefx wrote:The artist who did the scene used vray optimized parameters...with not so high values.
To compare vray with Octane rendering time I should use bruteforce for primary and secondary rays.
It's a really simple scene with detailed objects, one box with two walls opened, 3 planar lights and 4 flat deflectors...simple white boxes near the objects.
No matter what's the rendering time but the automatic translation of vray materials that is wrong.
Max color correction is not translated
Vray two sided material is not translated
black and white bumps are treated as color image textures and not as float
Vray normal maps aren't translated or go in the wrong slots
Vray camera is not translated then you have to create your camera and adjust the exposure
I sent the scene to Karba
Unfortunately on the web we don't have 3d libraries optimized for Octane for Max, then we have to conver them manually., and the process is not easy...but fun (for me).

intel i7 3820 3.6GHz, 16Gb 1600Hz, windows 7 professional 64bit, gtx 580 3Gb x2, Octane 3dsMax 2.58
15 min in Vray You get with BF (brute force on both primary & secondary) = unbiased?
Or all this was left with Bertrand Benoits settings? (If so, that's bit unfair comparison.. =)
Or all this was left with Bertrand Benoits settings? (If so, that's bit unfair comparison.. =)
I don't think this was meant as a speed comparison. I doubt you'd need 16 bounces and 16,000 samples to get a noise-free image.
Regarding image quality, I prefer the VRay image because it's sharper and appears to have more detail. I don't think we can control the AA filter Octane uses, so that's probably where the difference stems from. Or maybe unbiased renderers don't have AA filters and due to their nature require some sharpening in post?
Regarding image quality, I prefer the VRay image because it's sharper and appears to have more detail. I don't think we can control the AA filter Octane uses, so that's probably where the difference stems from. Or maybe unbiased renderers don't have AA filters and due to their nature require some sharpening in post?
Probably You're right..Chris_TC wrote:I don't think this was meant as a speed comparison.
I love comparisons, but..Here's the main problem I see here:
You take two engines, Gab: one that has 10+ of development and the other one that isn't even finished yet.. Then You compare quite hiEnd model that was made in mind of program's (vray engine) possibilities..with things like displacement etc..
It's somehow akward to compare these in this way =) - if You get few millions polygons sculpt without any displacement, dress that with HDR..put under same conditions (both engines workin' in unbiased mode) and then compare..in that case it would be a bit more interesting.
Now You comparing stuff when You know that it's unfair to compare at all.. No offense, but this feels strange that's all =)
no, lightcache screen 0.00px Progressive Path Trace on both primary & secondary = 95% unbiased, 100% unbiased -BPTrace halper use in helpers/vrayglimpse wrote:15 min in Vray You get with BF (brute force on both primary & secondary) = unbiased?
Or all this was left with Bertrand Benoits settings? (If so, that's bit unfair comparison.. =)
brute force on both primary & secondary = 100% analog of octane DIRECT KERNEL, maxdepth bounce=8. when i speed testing vray_vs_octane i use octane direct glossy=20 depth, refractive=20 depth 5000k samples, maxdepth=8 and vray 20x20+bf64-128samples at 8 maxdepth (secondary bounce). its 100% likely analog images generate.