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If you're depending on a different render engine then you're going to need to adapt materials. It's that simple regardless of where it is actually processed.
Kendall
good point
There are already renderfarms for Blender Cycles. No need to wait.
RIB is not relevant for Iray. I don't think you need to find an Iray compatible Farm. You can just rent a server and render with it after installing Iray server and activating the licence.
Crigit roughly described the process here http://download.daz3d.com/forums/discussion/132951/tutorial-iray-server-render-farm-batch-rendering-for-daz-studio
I think there is something missing like buying a floating Iray Server licence and how to use it
...that was sort of the gist of this thread as there is a setup and login for cloud rendering in the Render Settings: Advanced tab that has been there since the post beta release of ver 4.8. I wouldn't think they'd include something like that in the settings if they weren't considering offering such a service in the future.
It could be , or it could be like an appendix.
Have you been working your way through the listings at rentrender.com ?
I noticed that many of them still say, "Iray support coming soon..."
Prorender.de looks interesting... When their client is run, their GPUs appear as if installed locally!
Does that mean it is software agnostic and will even work directly within DS?
My german was not up to investigating it further.
https://www.prorender.de/renderservice-renderserver-rendermodul-renderfarm-gpu-plus-remote-gpu-computing.html
I know but ATI ProRenderer has only been available a short while. Are you implying Blender Cycles is the material equivalent setup of ATI ProRenderer? I am interested in ATI Pro Renderer because of portability of material setup work flows accross different brands of SW.
If you want portability there are only two ways I see
1 °/ A common shader language. In 3D rendering I see OSL or MDL. Nvidia doesnt use OSL and MDL is proprietary. I don't know what AMD will be using but if they don't implement OSL but rather something on their own there will be no shader portability
2°/ Rely on the same shaders across engines. Ex : using the same disney brdf based shader in all engine
Right now Cycles has OSL and Disney Shader. AMD Pro render doesn't. So I don't see the point in waiting for a free renderer that will certainly not be as mature as Cycles.
LOL, I won't be waiting...it will take me that long to madel everything I'm going to model in Blender. I'll render in Blender or Unity then but I expect that the ATI ProRenderer will be ported to Blender & Unity, despite Cycles & despite the coming of the Octane renderer to Unity.
Thanks very much.
3DL also has full OSL support...
Just for everyone's info: support of OSL *does not* guarantee that the materials look the same. It just means that the shader language code will be read. Each engine can, and will, render the material(s) differently. Noise generation, brightness, contrast, and even shadow/light acceptance/reflection can/will be different.
Kendall