Rendering
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I offer my 2 cents regarding render software (and software in general). There are different criteria that I look for in render applications. I am beginning to notice that my criteria changes as my experience grows. So I offer the following for developers to consider.
- For the beginner, a free, easy to use, no limit on time or size render tool.
- For the nominal user a medium priced, render tool with some professional features.
- For the professional, a high priced, full feature tool.
All of these applications share the same user interface, and basic metnod of use. In this way, one can experiment with beginner's programs, and upgrade to the level they require without having to learn a new system. In other words, level 2 would tweak 1, and 3 tweaks 2. I am currently using a beginner level program that I will eventually out grow. As rendering is a small part of my work, I do not look forward to learning a new application.
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honoluludesktop
I 'll just pitch in my thoughts, and I'm thinking more on the Photoreal lines than NPR
I'm a baby in the rendering field, but something I personally made the decision on when I decided to get better at it, was, that I needed to go beyond the "point and click" style rendering systems.
This is not to put them down, as there are some damn fine ones out there, and they give the ability to show clients their projects reasonable quality in a very efficient manner.
What I noticed though is that the people whose work I really admire, had taken the time to learn the more complicated systems, and it was the greater control over their renderings that seemed to me to set them apart.
Although I can appreciate what your saying, that it would be nice to have this learning curve take place within one rendering system, but I'm not sure it's possible.
The reason I say this is, the "point and click" (not derogatory, just a name to differentiate) engines that do a good job seem to do this by offering default presets, that can be tweaked.
Relying on these, I feel will not help you understand what it takes to master these settings. And from what I can see is what sets the really good renderings from the middle of the road ones.
That's the grunt work, and the learning curve is steep. The baby steps are learning how each parameter affects the way light is assimilated within a scene.
Fortunately, I think (at least I hope) it's worth it, and there is a lot of support offered on each of the rendering engine forums, and this one. Also some of the challenges offer an opportunity to not only experiment yourself, but see what others are accomplishing and ask questions.
I just wish I had paid attention in Physics. -
Dale, Thanks for your insight. Had to google NPR to see what that is:-) Your comments suggest that you are more then being a "baby in the rendering field". Sigh... if you are right, its unlikely that I will ever get involved in a medium to high end system. Not sure what you mean by point and shoot, but is sounds like what I am currently using. I have reached the point where I would like to be able to blur shadows, cast colors, etc. I am willing to pay for this, but hesitate to go back to the basics. It's not that I don't want to put in the time, it's just that I need to be productive while learning. Kind of like going from a beginner draftsman to one who is able to manage a project.
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I was actually going to use the Cad/ drafting process as an analogy, because in some ways it's similar.
Like you I have to track my hours at work, so I can't just play, and I am expected to produce visuals of reasonable quality.
My answer to this is to always have something on the go. So I'll do a set up before work with a focus on on issue I want to learn. Then let it render away, review at lunch, make some adjustments, and let it render again.
In this way it's not like drafting, as once your have imported the scene, worked with you materials, and lighting etc, the computer does all the work. By keeping the scenes simple, I can at least move forward in the learning process, because I know I have a long way to go.
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