What Renderer Should I Be Using?

1–2 minutes

Renderers make a big difference in how your work looks once it is rendered out. At the start of the project I wasn’t aware of the possibility of different renderers, but now I use the physical renderer instead of the standard one. As it turns out, there are many more renderers out there, and an article by Greyscalegorilla compared them.

 

Physical Renderer

-Part of Cinema 4D as default

-Good for still images

-No longer being developed

-Very slow

-Lights need upgrading

-Overall just doesn’t look great compared to the others

-Good for low budgets as its free

 

Arnold

-Options for CPU and GPU

-Can also be used in Maxa, Houdini etc

-Used for many feature films

-Frequent updates

-Lots of speed enhancing

-Expensive

-Can be slower than some other alternatives.

-Texture baking

 

Octane

-Good photorealism

-Fast render speed

-Simple settings

-Custom material nodes

-Tri planar mapping

-Limited by the GPUU

-Stable

-Confusing licencing

-Good for designers

-Starts from $800

 

Redshift

-Can be very fast

-Production focused features

-Responsive development team

-Supported by cloud render farms

-Higher learning curve

-Can be unstable and buggy

-Requires a NVIDIA GPU

-Good for shiny non realistic things

-Expensive

 

Conclusion

At the moment, physical renderer is the best for me. I do my work on both PC and Mac, and I don’t have a big budget to be spending on expensive licences, so for now the free one will do.

 

 

Bibliography

Ashley, C. (2017). What Renderer Should I Use In Cinema 4D? | Greyscalegorilla. [online] Greyscalegorilla. Available at: https://greyscalegorilla.com/2017/08/what-renderer-should-i-use-in-cinema-4d/?utm_source=Greyscalegorilla+Newsletter&utm_campaign=c4396beed0-AUTOMATION_Intro_To_Cinema_4D_Welcome_Series_12&utm_medium=email&utm_term=0_025cbe1576-c4396beed0-391694169 [Accessed 3 Dec. 2019].