Using Cycles for Static Render


#1

Hello everyone, I am sorry if this is an old question or quite easy to solve, but I have tried for a while and have not found any good answers.

Here is the thing, I know Rhino has Cycles and it correctly uses my GPU, and raytracing view is magical. That had been said, the actual render when I use “RhinoRender” as a render engine, will not use cycles, but actually, it seems it uses the old CPU Only engine. Is there any way to have the main render engine, for outputting high quality, high resolution images, be with Cycles instead of the normal render engine? I could not find an answer to this anywhere.

Or is cycles restricted to being used only as a viewport/display option, with no way to using it as a render for outputting high end renders, as for example, with the normal Rhino render, or VRay?

Thank you all for any help,

Jessica


(Brittanykaydesign) #2

I’m having similar issues but my things look grainy


#5

I found a “cheat way” I think, which is to Capture the Viewport… when in Raytrace it allows me to set the desired output resolution and number of passes… But for that, Rhino has to be running on Raytraced mode… once it finishes processing the image, I’ll post what I managed… but this is a very simple model, I wonder why I can’t for example, work on Wireframe mode, have “Cycles” as the renderer… and use it as I’d use VRay or Thea… :frowning:


(Brittanykaydesign) #6

from what I read cycles is only part of raytrace mode.


#7

I am testing going on the viewport setting on the actual Viewport, and using “Capture -> To File”. It opens other options. But still… it keeps the Raytrace viewport set, has to be on Raytrace, and Rhino freezes until the output is finished. Which here in a 980M GTX is taking a while. The first try to do this also failed to generate an image… am testing again with a less complex output. :frowning:


#8

I believe what you are asking for (cycles acting as standard render plugin) will be coming soon in upcoming SR… @nathanletwory right?


#9

Yeah, viewcapturetofile is a not a good workflow, but unfortunately the only one if you need to use Raytraced (at the moment).

I use it only for 1:1 pixel capturing so I maximize the view, wait for the image to look good enough (usually only 200 samples for a product render) and then use viewcatpuretofile with these settings:

1= Viewport size (no need to recalculate if you use the same size as calculated)
2= Scale = 1 (no need to recalculate if you don’t scale the image)
3 = Passes = 1 (no need to recalculate if lower than what you have already calculated)

That way you do the calculations with live feedback and the image capturing is done in a second.

And a maximized view even on and oldschool FullHD screen is large enough for a full A4 print in descent quality.