I’m currently involved in making a render setup for rendering in Cycles. For my own projects I’m used to setting things up in V-Ray, so that’s my reference as most of you know.
First impression is that everything is really slow, except for the rendering itself. The whole interface is slow (unworkable during rendering) but even without rendering it feels very sluggish.
The UI that I have to deal with is the material editor, and the post effects, render settings and tone map tabs.
The interface flickers when scrolling and sometimes doesn’t refresh properly until I pause the rendering. (render effects)
To make things clear, I am rendering on the CPU (dual 18 core xeon) only, so the graphics card should be free to deal with the UI. (M4000) and normally I don’t have any issues of lagging interface.
When switching to another rendering view/camera during a paused rendering, then unpausing will not refresh the render, I need to rotate the view to wake it up.
The material editor UI is…let’s put it mildly …horrible. I’m sorry to say this.
It’s probably due to the limitations of ETO (I have some first hand experience with how utterly difficult it is in there to get a nice layout), but everything looks ugly, it’s not a pleasure to work with at all. If you look at the current rendering engines out there that are quite popular it’s a step back in history, this feels like V-Ray 1.0 for Rhino from 10 years ago but worse.
Bump maps hardly work, normal maps a bit better. Bump maps look great in rendered view, but cycles seems to have no clue what to do with it.
Displacement mapping: same story. Even on a properly tesselated object, no matter how high I make the displacement, nothing happens.
Tone mapping is very limited, we need more control over the settings, for example the filmic one has only three steps. Medium is quite good, the other two are useless, at least in this project.
I didn’t find a sky model that adjusts its color with the position of the sun is this correct?
I tried to make a simple noise texture, but even just the texture takes literally minutes to generate, meanwhile giving me a spinning blue circle…I suspect it has to do with the fact that these procedural textures are generated over the objects the material is applied to, which seems to be a rendering preprocess on its own. Why does this take so much time? It is a lot faster when my view is in shaded mode (or at least other than rendering or raytraced, paused or not). But the process to distribute this over the model is unworkably slow, hence I cannot even consider using a procedural texture. It’s nice that this can be previewed in the model, but I’d rather have it as render only effect. At one point I just had to kill Rhino because it ended up being unresponsive.
When using a gradient as a sky, I get a lot of banding (look at the more or less horizontal banding and the more triangular ones best visible in the top part of this image:
I will update the list above once I am a bit further in the project, and continue to note things down what works and what not.
One more: viewCaptureToFile … generating preview takes way to long. Why? the view is already there.