Danish Mood by Charles Nandeya Ehouman converted to Rhino

USD file format?

You can already use FBX or OBJ. I used OBJ to export from Blender into Rhino.

There is no USD importer in Rhino at this moment.

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This is my version… work in progress… (Vray 5_ Rhino7). :wink:
Any advice?

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Yes. Make your bed. Seeing this, Jordan Peterson would go mad. :wink:

But the rendering is fantastic.

// Rolf

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Rolf, thanks, i’m lazy, I prefer a healthy disorder to a fake order! :+1:
We would have to define the whole frame (from where the light enters) … that part is only sketched … everything else seems good to me.

The composition of the scene is mine, but the credit goes to Vray. You can’t ask for better (even if it’s not the only great engine, there are many others …).

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I did just now a rerender of this scene using Rhino Render with the multi-gpu using OptiX and that trims the rendering time down to 1m22s from 2m8s. That is only 64% the time it took multi-gpu CUDA.

For comparison, I rendered this scene earlier today on CPU with all cores selected (CPUx8), and rendering at resolution 800x1297 it took a whopping 1 hour, 50 minutes and 2 seconds…

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fwiw: I wanted to know what V-ray would be capable of in 1min22s, on my relatively old hardware, so I quickly threw this scene together and this I think shows that with the right software, CPU rendering is still up to its task:


credits photo in frame: @nathanletwory :slight_smile:

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Nice :slight_smile:

72 threads! I had only 8 (:

btw @Gijs how many samples did you use here? And any denoising used here?

I rerendered with some more stats. It’s using the intel denoiser which is very fast. It kicks in after 4 samples/pixel (27 seconds) which gives already a usable image:


and reaching 24 samples/pixel after around 1m20:

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Denoising is God sendt!

@nathanletwory that is one thing I have wanted to follow up, can you please make the denoiser kick in earler in the rendering? If I could I would have it on for every pass shown.

The denoisers in Rhino are all post-effects outside of my rendering. You’ll have to poke @DavidEranen, @andy and @johnc about that. FWIW, running the denoiser on every pass will slow down rendering quite a bit. Right now I believe denoising, if enabled, kicks in at about 5 seconds into the rendering and then once every second.

FWIW2 I tend to turn off all post effects, since they take up processing power. Even gamma, and I would also turn off tonemapping if possible at all. That will speed up rendering also quite a bit. I enable them once the rendering is done.

OK, but how much can it slow it down when games have them in the pipeline and do it 60 times a second on top of everything else?

To me getting a god impression as fast as possible is more important than shavig off a minute on the final render. But I don’t do animations though.

exactly that. I always need many test renders before the final result, this denoising is a huge time saver to more quickly evaluate the result closer to what the render is converging to. Compared to the time per pass there is hardly any penalty.

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Understood. I was talking more in the case of doing multiple final renders (esp when doing animations) where you can then get a significant time saving.

Anyway, the denoising process is not controlled by Rhino Render or Raytraced (yes, you can denoise in the viewport as well), but by the post effects pipeline. That is the reason why the denoising is available as a post effect.

Maybe create a new thread in the #rendering category and request improvements you feel are needed with these (:

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wow~
vivid colors more than better :+1:

Looks great. What I would change:

  • a better texture for the wall in the back, it’s scaled too large and looks too rough. Get yourself some textures from Quixel Megascans. Just sign up with an Epic Games account and then you get Megascans and Mixer for free. Good textures will elevate your renderings like nothing else.

  • the wood for the ceiling is unrealistic, since it would almost certainly not be CNC milled out of solid chunks of wood. So go for something more realistic, maybe not with the rounded corners. Alternatively just use a different, more realistic, material

Hope that helps

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The rear wall was deliberately chosen to give a raw, rustic, plaster… I will follow your advice with other materials. Thank you.

There are also “substitutes”, laminates, synthetic materials that faithfully reproduce wood (color, veining, possible roughness, etc.).

Here a bit different version (:

Looks like this in Rhino

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holy hell … That is awesome!!

incredible work! thanks for sharing!!

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Thanks Kyle. :wink::+1:t3:
This is the version with the lights on:

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