Page 1 of 3

Octane vs. Arnold vs. Physical Render in C4D

Posted: Sun Jan 17, 2016 6:47 pm
by Macurt
Hello!

I wanted to share some experimentation I did with Octane, Arnold and Physical render in Cinema 4D on osx. The point is not to compare which renderer is "the best", or most photorealistic, but more from a pragmatic pov, what kind of quality I could get in any amount of time. The test is not "correct" in any way, it's just a simple scene in which I tried to replicate the settings, light intensities, dof etc. My specs are in my signature.


The first one is C4D's native Physical render. The render took 15 minutes. I used GI with low settings, and Sampling quality set to High. The graininess is minimal, the gradients are smooth, it's totally production worthy. However, the bokeh is very unsexy! I couldn't get any decent bloom, however much I turned up the intensity of the lights.
1_Physical_15min.jpg

The second one is Octane. The render took 26 minutes. I used the Directlighting method with enough samples to get up to 26 minutes. The bokeh in this one is my favorite, like a real camera would produce. Although some parts are smooth, the background lights are really grainy and not production ready at all, for a render that took almost twice as long as the Physical render.
2_Octane_26min.jpg

The third one is Arnold. The render took 22 minutes. The lights in the background are arranged slightly differently, but with enough similarity to do a comparison. The bokeh is nice, but the dof is super grainy. Not anywhere near production ready.
3_Arnold_22min.jpg

The fourth one is also Arnold, cranked up to 2 hours and 15 minutes. Some parts are really smooth, but the background lights are still too grainy. Still not production ready!
4_Arnold_2h_15min.jpg


What's your take on this? What kind of hardware setup does one need to be able to use Octane effectively for animation? To use Arnold effectively?

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Sun Jan 17, 2016 7:09 pm
by aoktar
Hi,
Very interesting and so wrong comparison. Octane just needs a few second to clean an image like that on a GTX780. But here that seems you didn't apply any tweaks to avoid fireflys, trys to get faster results with kernel optimisations, etc.. And I think you should know all information about Octane to say that's not production. It's a bit weird while many people doing lot of productions.

Please follow these videos to learn how to use it
http://inlifethrill.com/trainings/octan ... imization/
http://inlifethrill.com/trainings/octan ... -settings/

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Sun Jan 17, 2016 7:41 pm
by Macurt
Yes I know the comparison is not correct. I'm thankful for all pointers!

However one could argue that I did no optimizations in Octane, nor Physical render, nor Arnold.

I will look at the videos you linked to now.

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Sun Jan 17, 2016 9:36 pm
by Macurt
I looked at the render optimization video, and it was great!
I used the same method as the video (and switched to Pathtracing) and got this result in 4 minutes.
5_Octane_4min.jpg
It's good for 4 minutes. But I want to smooth out the background lights and the reflections, so I cranked up the samples to 10.000 and got this render in 10 minutes.
6_Octane_10min.jpg
Not a huge step up from the 4 minute one. What am I doing wrong? Are the lights just too hot, or is there a parameter for smoothing out dof that I missed?

Thanks!

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Sun Jan 17, 2016 10:27 pm
by aoktar
I think you should decrease spherical lights's power. Imagine they have pixel values which are much higher than 1.0. So it's a problem for renderers like Octane. As you can see in Arnold. There is a trick. Try to decrease opacity of lights. So visible light pixels will be less brighter but illumination is same. But smoother. See my test. Also please be aware of that LV is displaying 8bit colors. Not true color. If you save an EXR from LV's file menu, you can check or modify in PS, etc.. also you can see better results.

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Mon Jan 18, 2016 1:22 am
by aoktar
Also V3 seems significantly better/faster on this scene.

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Mon Jan 18, 2016 10:02 am
by Macurt
Thank you Aoktar!

Is there a demo version of V3 for C4D on osx?? Would love to try.

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Mon Jan 18, 2016 10:34 am
by Macurt
And I just wanted to make clear that I didn't mean that Octane is not production ready, I'm sure it is! But the images that got rendered are not production ready.

Peace

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Mon Jan 18, 2016 4:29 pm
by Seekerfinder
Very interesting.... Anyone know what's up with the black refraction in Arnold?
Seeker

Re: Octane vs. Arnold vs. Physical Render in C4D

Posted: Mon Jan 18, 2016 8:18 pm
by prehabitat
Speed cheats via biased specular depth calc?