Is octane for rhino worth trying?

Raytraced (Cycles) is able to do this on the GPU, though.

Very cool! Yeh, definitely a lot to learn for sure. I do a ton of imagery for the construction industry, I’ve learned so much over the years, i feel like i could almost build my own home at this point. :grinning:

Hi Micha,

The Rhino file for this project was right at 100MB. I exported each of the animation sets separately, as each was a different set up with different objects. There were 4 animation sets total for this animation.

I just re-exported the set with the most frames to see how long it took and how large the file was. It took just under 7 minutes and the file size was 24MB. The exported file to bring into the Octane Standalone is a single .abc file.

Hope this helps!

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Hi Gijs,

Thank you! The average time per frame for the far off shots was 15 seconds and for the close up shots was 17 seconds. Please note however, that this scene is highly optimized. It is using the Pathtracing Kernel, but I spent some time (maybe an hour or so?) doing tests to optimize everything for speed.

I usually only do this for animations, the still shots I typically don’t optimize quite so much. But . . . the still shots look much more realistic too . . .

This was run on 4 Nvidia 1080’s.


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@Ryan thanks for the additional info.

Maybe it helps - the shadow catcher doesn’t work with GI env lighting, but if you use a light dome, than it works quite well.

Thanks @Gijs and @Micha for the workaround on Vray. If we use an HDRI lightdome instead of an environmental light with the same HDRI, are there any rendering output differences?

@gustojunk Other than the shadow there are no differences in lighting.

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At work we currently have 3 designers all using Rhino 6 and Octane V4 for the last 6 months. You are right, there are very few tutorials for this workflow. You can learn a lot from the Cinema4D tutorials ( is excellent) but I have found that there is a learning curve to getting a good workflow depending on the type of work you are doing. Using HDRI environment textures for lighting has made a big difference for me, since there are no great lighting rigs in the Rhino plug-in version as opposed to Cinema4D. I do like how fast the rendering in Octane is with the new GeForce RTX 2080 Ti I am using, and the quality of the renders is very good and doesn’t take too long to get there. I have also encountered a lot of bugs, more so than when I used VRay for Rhino, which is pretty frustrating but Octane support usually gets back to me fairly quickly. Ultimately I think Octane is a good value as a service overall. I get really fast, good-looking interior renders, and I can even automate rendering multiple views with the Badger plug-in, which is very helpful. If you haven’t already, do the Octane Bench test and make sure your hardware is appropriate for getting the most out of Octane before committing. I previously had a single NVIDIA Quadro K4200 and it was way too slow for Octane to work well, path tracing was impossible. Octane is only worth it with a good graphics card.


interesting info here!
I agree with the opinion that both Octane and Vray - are great options. We using Octane simply because at the time it was the only option with GPU render for Rhino. Since then VRay came up and it still playing catch up (its almost there). But I’d still use Octane because looking at VRay GPU features here: , I still see some PARTIAL support.
But there is a place for VRay in our workflow. I can think of one example - VRay Fur -easy to use. In Octane - I’m not sure how to do fur…
I also find Octane faster (but this might be biased to a fact that we use it longer, then VRay…)
VRay still not available for Rhino WIP too.

you can use VRay in WIP version, just manually install the .rhp

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I would also consider THEA render engine, it does have good real-time rendering capability, even with complex models. It may not have all the bells & whistles that VRAY has, but is fast due to it’s combined CPU+GPU render capability (Presto). I’ve been using Maxwell until recently, but the real time render capability is MUCH faster than Maxwell FIRE, along with much faster production rendering means I’ll be using THEA from now on.

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Maybe a silly idea, but have you ever thought about Blender 3D?
It’s not a ad inn, but another piece of software, but great for realtime rendering since release 2.8 with eevee ( ).
The good news is: it’s free! GNU license.
The bad news is: it takes quiet a while to learn. I mean it’s like you enter the cockpit of a Boeing while your used to fly a spitfire. Switches, meters and lights every where you look.
Than again, there is a very big community and loads of tutorials and books, in which you also have to find your way around * grumble *

FWIW the Cycles engine of Blender 3D is in Rhino 6 (and Rhino WIP). But there are more feature rich engines out there, like many of the mentioned here already :slight_smile:

Wow, cycles iin rhino? That’s nice!

In v6 it is called the Raytraced mode for viewports. In current Rhino WIP (to-be-v7) it is the Rhino Render.

Found it, but is there in anyway the possibility of the use of nodes?

Its the start of a new decade: Do you mind if I ask again how close WIP cycles is to current Blender version? Is the gap closed yet?

A post was split to a new topic: Raytraced / Cycles crash on Mac

In case you missed the trailer for TwinMotion 2020. (It now supports megascans and raytracing in realtime)

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