Fox Renderfarm Launches GPU Rendering
Rendering and previewing in a flash! The craze for Marvel’s superhero movie Deadpool swept over the world.
As the first full CGI realistic human feature film in Asia, Legend of Ravaging Dynasties dominated the headlines once the trailer came out. These two movies were rendered with GPU rendering engines.
Obviously, GPU computing card and GPU rendering engines are gradually used in film production. It is a good start!
Now, as the leading render farm in the industry, Fox Renderfarm launches GPU rendering. Let’s start free trial with Fox Renderfarm’s GPU rendering.
Let’s get it started!
What’s the differences between GPU and CPU?
A simple way to understand the difference between a CPU and GPU is to compare how they process tasks. A CPU consists of a few cores optimized for sequential serial processing, while a GPU has a massively parallel architecture consisting of thousands of smaller, more efficient cores designed for handling multiple tasks simultaneously.
Adam Savage and Jamie Hyneman made a painting demonstration to show the difference between CPU and GPU:
Mythbusters Demo GPU versus CPU
What’s the advantage of GPU Rendering ?
In the field of graphics rendering, not only films and animations, but also CG art, GPU with its computing ability and architecture specially designed for graphics acceleration provides the users with a more efficient rendering solution, namely the GPU rendering solution. GPU rendering has great advantage of fast speed and low cost. Moreover, GPU rendering becomes more and more available now, lots of works with high quality rendered with GPU has come out. GPU rendering tends to be popular with users at home and abroad.
Thinking of the CPU as the manager of a factory, thoughtfully making tough decisions. GPU, on the other hand, is more like an entire group of workers at the factory. While they can’t do the same type of computing, they can handle many, many more tasks at once without becoming overwhelmed. Many rendering tasks are the kind of repetitive, brute-force functions GPUs are good at. Plus, you can stack several GPUs into one computer. This all means GPU systems can often render much, much faster!
There is also a huge advantage that comes along in CG production. GPU rendering is so fast it can often provide real-time feedback while working. No more going to get a cup of coffee while your preview render chugs away. You can see material and lighting changes happen before your eyes.
GPU Renderer 1.Redshift is the world’s first fully GPU-accelerated, biased renderer and it is also the most popular GPU renderer. Redshift uses approximation and interpolation techniques to achieve noise-free results with relatively few samples, making it much faster than unbiased rendering. From rendering effects, Redshift can reach the highest level of GPU rendering, and render high quality movie-level images.
2.Blender Cycles is Blender’s ray-trace based and unbiased rendering engine that offers stunning ultra-realistic rendering. Cycles can be used as part of Blender and as stand-alone, making it a perfect solution for massive rendering on clusters or at cloud providers.
3.NVIDIA Iray is a highly interactive and intuitive, physically based rendering solution. NVIDIA Iray rendering simulates real world lighting and practical material definitions so that anyone can interactively design and create the most complex of scenes. Iray provides multiple rendering modes addressing a spectrum of use cases requiring realtime and interactive feedback to physically based, photorealistic visualizations.
4.Octane**Render is the world’s first and fastest GPU-accelerated, unbiased, physically correct renderer. It means that Octane uses the graphics card in your computer to render photo-realistic images super fast. With Octane**’s parallel compute capabilities, you can create stunning works in a fraction of the time.
5.V-Ray RT (Real-Time) is Chaos Group's interactive rendering engine that can utilize both CPU and GPU hardware acceleration to see updates to rendered images in real time as objects, lights, and materials are edited within the scene.
6.Indigo Renderer is an unbiased, physically based and photorealistic renderer which simulates the physics of light to achieve near-perfect image realism. With an advanced physical camera model, a super-realistic materials system and the ability to simulate complex lighting situations through Metropolis Light Transport, Indigo Renderer is capable of producing the highest levels of realism demanded by architectural and product visualization.
7.LuxRender is a physically based and unbiased rendering engine. Based on state of the art algorithms, LuxRender simulates the flow of light according to physical equations, thus producing realistic images of photographic quality.
GPU Computing Card Parameter Table
Now Fox Renderfarm is applicable to Redshift for Maya and Blender Cycles. There are more than 100 pieces of NVIDIA Tesla M40 cards in Fox Renderfarm cluster, each server has 128G system memory with two M40 computing cards. Welcome to Fox Renderfarm to experience the super fast GPU cloud rendering!
Octane For C4D Tutorial: How To Make A Strange Cube
Octane for C4D
It is not difficult to make the above-mentioned block effect. It is mainly the application of the mixed material of Octane renderer. Let us look at how this strange cube is made. The main software that we use including Cinema 4D, Octane renderer and so on.
Firstly, we should create a rounded cube, and a new clone of the cube. In this file, 15 copies are cloned in each axis, because the cube is 100 50 100 px, so the size is 1400 700 1400 px.
On the premise of selecting the cloned object, create a new motion graphics-effects-simple effector, turn on the attenuation, the attenuation type is square, the attenuation is adjusted to 100%, then adjust the attenuation size, and then adjust the position of the Y-axis parameters. The feeling of layer by layer is coming out.
The material of the ground material under the middle cube of the reference picture is different from the material of the scene. Here, a new plane is placed on top, and a new cube is placed again, placed in the middle, and the rounded corners are also given to a parameter.
The model part has almost been created, and now you can start making the lighting part. Create a new HDR light for lighting.
Firstly, create a new reflective material, modify its color, roughness and reflection intensity to adjust to the appropriate effect. Create a new transparent material, here modified the refractive index, the real effect may be seen when rendering, can be fine-tuned after rendering.
Create a new hybrid material again, mix the transparent material and the reflective material, and add a noise map to select the type of noise as a unit, so that the texture will be displayed in the form of a square, then control the global zoom, brightness, contrast Wait to control the range of the display.
Directly copy the noise map directly to the replacement channel, and the parameters of the replacement can also be adjusted.
I feel that there should be another layer outside the cube, so I copied a cube and slightly enlarged it to give a transparent material. Temporarily hide the two cubes just now, and then create a smaller cube to create a glowing material.
The scene material is a reflection material, where 3 stone texture maps are attached, and the texture can be modified to change the gamma value or intensity depending on the situation. Then the UV map is projected in a cube. The plane below the cube is also a reflective material, then a noise is added to properly adjust the roughness and the intensity of the reflection.
Now set the output size, place the camera, then fill the light, change the color temperature, and if the cube reflects the light.
The cube also needs to add some decorative spheres, create a new emitter and sphere, make the sphere a subset of the emitter, adjust the emitter parameters appropriately, and check the display object. Add the analog tag rigid body to the emitter, apply the inheritance tag to the subset, and select the individual elements. Add the analog tag collision body to the cloned object and the outermost glass cube. Click the play button and the ball will naturally fall on it.
Now add a little depth of field, the effect is almost the same.
Octane For C4D Making Forest Scene Model Light Rendering Tutorial (2)
Octane for C4D
In the previous tutorial, in order to make the scene more natural, many kinds of plants were added to the scene. After preparing to use the Octane renderer, all textures need to be converted to Octane's texture.
You can select all shaders that are not Octane, and convert all shaders to Octane shaders in Convert Matenials under Materials.
After converting the shader, remember to clean up the shaders before.
What you need to deal with now is the texture of the ground and the texture of the dead tree. The texture of the ground is Octane GLossy Material, which adds a total of Diffuse, Specular, Bump, Normal, Displacement.
Add a picture to the background and adjust it to the appropriate size and position.
Add the mushroom material, create a new Octane Specular Material shader, modify the Medium and Fake Shadows, change the mushroom to yellow and modify the butterfly material.
Now adjust the lights. Octane's Octane Arealight is used here, and the position of the light source simulates the sun's lighting effect according to the position in the background image. First illuminate the background with a light, then use another light to illuminate the tree.
Remember to turn off the light display and the lights will not be rendered in the rendered view. Be sure to adjust the intensity of the light with reference to the background image. Now adjust the light while rendering. This is a step that needs to be tested continuously.
The outlook is a bit dark, copying the care of the Octane Arealight supplement.
In the process, I feel that the position of the mushroom has exposed. Now put the mushroom in a lower position to avoid exposure.
Modify the camera settings, Kernels changed to Pathtracing option, Max samples changed to 1000, Diffuse depth changed to 8, the rendering speed will be slower. Change the GI clamp to 3 to reduce the noise of the exposure.
When Cameralmager's Response is changed to Linear, the rendering effect will be closer to reality.
Now focus on the butterfly and add some depth of field.
Now that the effect is nearing completion, you only need to add some light fog in the later stage.
Octane For C4D Making Forest Scene Model Light Rendering Tutorial (1)
This is a simple natural forest scene production, the main elements are composed of branches, butterflies, grass, mushrooms, vines and several kinds of grasses, divided into three parts including foreground, medium and background. The main production software and plugins for this small scene model lighting rendering tutorial include C4D, Forester, Levy Grower, Octane renderer.
Create a new terrain, turn the function off to sea level that can get the terrain. Modify the terrain to achieve a satisfactory effect, and create a surface behind the scene for background texture.
Forester's plant library is very rich, and you can choose a satisfactory tree to generate. The tree used in this scene should be a relatively dry tree, so make some adjustments on the basis of the original. Remove excess branches and twist the trunk.
Adjust the position of the placed tree.
Firstly, we should determine the camera position, then place the model of other objects according to the camera position. It is recommended to use the Octane renderer’s camera. Now adjust the lens position in the view, in this process you need to mainly reserve the foreground and the background position.
Now the interaction between the ground and the trunk is not enough, so you can use the brush to adjust some of the unevenness of the ground, so that the combination of the branches and the ground is more natural.
Add a mushroom to this step. You can make a cluster first, then copy the mushrooms and then scale and place them.
The butterfly directly uses an existing model to find the location directly in the camera. Now that the models that need to be prepared in the early stage are available, the rest of the elements can be created with plugins.
In order to look more natural, there should be some vines placed in the distant background map, and Lvy Grower is very simple to make vines. Some vines are also added to the trunk.
Don't forget to adjust the position of the plants in the lens. Remember that both the foreground and the mid-range need to be placed. Use Forester to continue adding other types of plants and adjust them while continuing to place.
In the real-time selection, change the ground mode to the vertex drawing mode, and then you can draw the area that needs to grow the grass, which can be random. You can now select the Objects/Octane Scatter in the Octane renderer and add the grass to the Octane Scatter and place the terrain on the Surface of the Octane Scatter. Change the Distribution mode to Surface mode, and then map the previously drawn vertices to the Vertex Map under Octane Scatter. Now only the area that was previously drawn will grow out.
Use the Octane renderer to see the effect.
We need to add a random effect for the grass. Add effects to the Effectsor under the Octane Scatter and turn off the position changes in the random effects. Just select the zoom size and rotate randomly.
Now the effect of the grass is ok, but some flowers are still missing. Continue to use Forester to plant some flowers for the grass.
In order to enrich the level, you need to add a few shorter shrubs. The more plant species, the richer the picture looks.
Now that the plant is almost finished, how to make it later, please looking forward to our next article — Octane For C4D Making Forest Scene Model Light Rendering Tutorial (2).
An Artwork Production Sharing By Octane For C4D
The software used are C4D, Megascans, Zbrush, Substance painter, Octane renderer Collecting material The early data collection is also necessary. I usually look for good ideas on Painterest and then find out what these things look like on Google. This method is not limited to this one. Making a model In the ZBrush engraving model, I am not very good at ZBrush, but fortunately my model does not require too much delicate engraving, as long as it produces a large shape. UV I import the model into Unfold3D and expand the UV. The UV parts are kept as continuous and do not overlap, but multi-stretching is good. Material and details I use Substance painter to make the material and use the material to make up for the details without engraving. (I don't have a ZBrush topology. In order to keep the model number is not too big, I also saved a lot of small details. So I used bump in the Substance painter to make small details. C4D environment construction I picked the right trees and stones and fungal models in megascans, then put them into C4D and built the environment and lighting. (At first I thought that only three lights could be used, but during the production process I added more lights to outline the gold coins. Rendering I used the octane renderer for rendering, which has accurate spectral calculations. There are many ways to achieve the desired effect in post-production, and you can choose what you are good at. The color of the original image is too saturated, I lowered the saturation and added a little dirty stain, and then adjusted to increase the blurring of the vignetting and the edge, making the lens feel stronger. This production process is shared here, and some processes may not be the best. But there are many ways to make a picture. The software is just a tool. How to use it is depending on the person who uses it. I hope everyone can like it. My other works, By: Xclucis
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