2022-05-12: Ghost posting is now globally disabled. 2022: Due to resource constraints, /g/ and /tg/ will no longer be archived or available. Other archivers continue to archive these boards.Become a Patron!
What's the best rendering engine for semi-stylized works/general animation? I want good looking results without much shit.(excluding cycles and luxcore)
Create your own /thread
>>912310Ignore this guy.Marmoset/Unreal engine are your best options
>>912318I'm looking for a path-tracer, I'm doing shit that involves a lot of mettalic envrionments
>>912406Metalness 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.
>>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
>>912406Lumen (especially when combined with ray tracing) might work well enough + UE5 also has a path tracer.
>>912558>Unreal>PBR for stylized stuffgood 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
>>912653base color input -> power node -> 2.2
>>912700Not 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.
>>912309Arnold-1 in AA
>>912727yer doing it wrong