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912309 No.912309 [Reply] [Original]

What's the best rendering engine for semi-stylized works/general animation?
I want good looking results without much shit.

(excluding cycles and luxcore)

>> No.912310

Create your own
/thread

>> No.912318

>>912310
Ignore this guy.
Marmoset/Unreal engine are your best options

>> No.912406

>>912318
I'm looking for a path-tracer, I'm doing shit that involves a lot of mettalic envrionments

>> No.912429

>>912406
Metalness isn't predicated on pathtracing, it's just how much the albedo is mixed into the roughness. More metalness, more color at low roughness. Any PBR renderer will work for this purpose, so unless you really need GI or raytracing, just use something fast and easy to work with.

>> No.912558

>>912429
>>912406
>Any PBR renderer will work for this purpose, so unless you really need GI or raytracing, just use something fast and easy to work with.
'nuff Said

>> No.912574

>>912406
Lumen (especially when combined with ray tracing) might work well enough + UE5 also has a path tracer.

>> No.912653

>>912558
>Unreal
>PBR for stylized stuff
good luck getting colors that aren't washed out by the dogshit "filmic" tonemapper
>that's a nice RGB value you got there, be a shame if something happened to it

>> No.912700

>>912653
base color input -> power node -> 2.2

>> No.912701

>>912700
Not even close to correct. Gamma correction hasn't been done like that since the early 2000s, nowadays we handle RGB channels differently for a start. Even if your sRGB calculation was correct it wouldn't undo the other horrors of the ACES tonemapper, like removing all saturation on high values.

>> No.912720

>>912309
Arnold
-1 in AA

>> No.912726
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912726

>>912701

>> No.912727

>>912726
Doesn't work

>> No.912728

>>912727
yer doing it wrong