The Best Rendering Engine?????
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If you're going for photorealism I'd suggest at least looking into Maxwell. Check out the image gallery at http://maxwellrender.com/ (If there's an engine out there with a better gallery, I don't know of it). And here's an old post with some of Richard's Maxwell renderings, http://www.sketchucation.com/forums/scf/viewtopic.php?f=81&t=11121
-Brodie
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Thanks guys.... excellent advice all round. David, thanks for your analysis of the packages it was a great help. I have several months before the start of my 5th year so I think maybe Kerky then Vray is the way to go. I guess I won't know until I start to sink my teeth into these programs.
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jim_tim
Glad i could help . Keep in mind that when learning you will loose a lot of time in tests but the good thing i can tell you is that in the end you will be able to set up a scene pretty fast (especialy because you will start making a material library as time goes by), but i won't lie there will ALWAYS be some testing. So my best advice is saving each test (even if just a material change) you did with a name that's recogniseble now so that you can see the diferences in the materials, lights, renders methods, in this tests and understand what you want and don't want.
kwistenbiebel and remus
What you're saying is correct but i remember some users in the indigo forum saying that when they had to export a heavy model they had exported from a pc with a linux 64 or xp 64 bits and it worked. Why does this work? i have no ideia and never tried this so i can't really confirm it too, but there must be because windows have more memory available to write.
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@unknownuser said:
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kwistenbiebel and remusWhat you're saying is correct but i remember some users in the indigo forum saying that when they had to export a heavy model they had exported from a pc with a linux 64 or xp 64 bits and it worked. Why does this work? i have no ideia and never tried this so i can't really confirm it too, but there must be because windows have more memory available to write.
Interesting....
When working in Linux, Sketchup runs under the 'Wine' emulator right?
Since Sketchup is Not Large Adres Aware and just a single processor thread, I can't see why Linux could change that.
It seems impossible to me that you can spread a task that is monothreaded (like SU) to multiple threads in a dynamic way....
But I don't know much about Linux.
It is interesting though.
Would that also mean that , by running Sketchup through Wine on a Linux box, you can overcome the other shortcomings of Sketchup? (slowlyness, coma, stalls and crashes). -
Sketchup + wine = strange models (couldn't resist)
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With regards to the 64 bit thing, my guess is that it was indigo running out of memory rather than sketchup, thus by using 64 bit indigo it was able to address enough memory.
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i don't think so kwistenbiebel. Sketchup it's a native 32 bits aplication, so when it exports the exporter itself still runs using one core so no speed gain in there but as he's temporary wrinting on memory, because a 64bits OS still have more memory available that 3.3Gg ram of a 32bits OS, it's a litle hard for you to get an error of out of memory in the 3d export (don't forget of course this using a 64 bits version of indigo).
Of course i'm no coder so i could be just wrong...anyone who know's this better feel free to correct me.
David
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David, if an application is 32 bit it also has a memory limit, even if it is on a 64 bit OS, so still very possible for sketchup to run out of memory.
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have you seen Modo 401 preview render? (scroll and next pages)
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I know remus but indigo is 64 bits. My bridge project i couldn't render it with indigo because i could export it from sketchup but when indigo opened it gave me an error relating to memory. I doubt that would hapen in a 64 bits version. But then again i'm no expert...
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My work addled brain is getting all confused...I'll just take your word for it and let this thread go back on topic.
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All great insight you got here and it truely does come down to what your end goal is. If you are looking to really get into the mainstream of illustration work, you may want to consider v-ray as first priority. It is probably the most widely used in the industry, fastest, and produces top quality. Now, I am talking about final production work that big arcthitecture firms use and animation/illustration/motion graphics studios use. I know not everyone uses it, but it seems to be the most popular, plus it also is incorporated into most of the big name 3d aps., but there is unfortunately no standalone version. The other thing to consider if you are really trying to get serious about illustration is recognizing that there will probably be a point where you are going to need to make the a switch to the 3ds max, due to the limitations of SU in various areas, and v-ray is "THE Rendering Engine" for 3ds max, but from what I am told v-ray for su is fairly similar to vray for max. For just an architect, you may not need all this and another ap may suite you better, but like I said, if you want to get to the level of huge studios like spine3d or neoscape, you will want to learn v-ray. And if you have the time to learn it, which you will honestly need, the workflow can actuallly be very fast. Vray is more about what settings not to touch as opposed to altering a million different things. I recommend reading through the manual and just start playing with different materials. It will definately be worth it if you ahve the time to put into learning it. But the more apps. you learn the better you are so dont just look for one solution.
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