Join Rob Garrott for an in-depth discussion in this video Rendering faster with ambient occlusion caching and Embree physical rendering, part of Cinema 4D R15 New Features.
The physical renderer engine and ambien inclusion settings haven't gotten some important improvements in R15. Embree rendering dramatically speeds up physical rendering, and the ambien inclusion now utilizes the same cache algorithm as the new a radiance caching in global elimination. Now I have a very simple scene set up here, it's a bunch of little toy characters, all kind of splayed out on the floor, just piled up in a big pile. And the first thing I want to show here is the embree rendering. Now, embree rendering is a third-party algorithm that was developed by Intel, and Maxon licensed it for use inside their physical render engine.
So let's bring up the render settings, Cmd or Ctr+B, and let's take a look at the physical rendering settings. And under the Physical Render Settings, under the Advanced Options, is Array Tracing engine. Now, the default mode is physical rendering, and we're going to change that to Embree Faster. Now, the difference between Embree Faster and Embree Smaller. Embree Faster uses a lot more RAM. The machine I'm working on right now has 64 GB of RAM, so I'm going to use that one. If you're working on a machine that has a lot less RAM on it, or you're worried about your RAM consumption because you have other applications open in the background, then you'll want to use Embree Smaller.
So I'll leave it set on Embree Faster. One of the challenges of demonstrating these news render settings is that in order to actually show it, you have to create a scene that’s fairly complicated with fairly high settings. And those renderings take a long time. So, rather than render it for you now, I actually pre-rendered this scene. I pre-rendered it in two ways. One using the old physical render and the other one using this new Embree render. So let's go the picture viewer. I'll go the Window menu and go to Picture Viewer. And in the Picture Viewer, I have the physical render image set up first here. And you can see that the time on it was 3:01.
So that was using the old legacy physical setup. Now under the new Embree option, this exact same scene rendered in 1:46. So much, much, much faster, with exactly the same image quality. So, the Embree render engine is a big improvement on the physical render settings. So the next thing I want to show you is the ambient inclusion options. So let's switch scene files, we'll close up the Picture viewer, and go to Window menu, and switch over to my, O2-O2-AO start file. So let's close up the render settings. The scene I have set up here is very simple, it's a cloner object of cubes and the camera is down inside the cloner object.
In order to see what the camera is seeing, let's go to the Window menu and go to a new View panel. And now we can see that we're inside of this scene and it's basically a cloner room. So I have cloner objects set up for the floor, ceiling and walls of this room, and this is a really good demonstration of ambient inclusion. Because ambient inclusion calculates the intersections of objects, and so this scene is really all about intersections. All of these cubes are all intersecting one another, and that's where the ambien inclusion calculation happens, is where objects intersect. So, let's take a look at the render settings that I have going on, Cmd or Ctrl+B on the keyboard.
And under the ambien inclusion options, under the Cache property, there's this new Enable Cache option. The ambient inclusion in R15 uses the same irradiance caching options as the irradiance cache in the global illumination settings. So the biggest benefit to using this cache is when you're also using it in conjunction with global illumination, and that's what I've got going on here. In my global illumination settings, I've got my primary method set to be the default irradiance cache, and I've got my secondary method to be set to be light mapping. So let's do a rendering without the cache turned on. And I'll hit Shift+R.
So the first thing it's going to do is calculate the light mapping prepass, then it's going to calculate the radiance pass prepass. And then it's going to render the image. So now that it's rendered, you can see I have this cube room set up with the same glowing spheres and the ambient inclusion is affecting all of the cubes in the scene and it's giving us a really nice definition of those cubes. But one of the problems with the old ambient inclusion engine and not using the cache settings, is that if I want to make a change of the scene, the ambient inclusion has to calculate each time I changed a scene. If I change the color of the cubes that are on the walls for example, it still has to, actually recalculate the ambient inclusion.
Even though the ambient inclusion, hasn't changed because the intersection of the objects hasn't changed, it still has to recalculate. So, the beautiful part is that by turning on the cache option, it won’t have to recalculate. So let's re-render the scene again, this time with the cache turned on. So I'll go back to the render settings I can see it back here if you can't see your render settings hit Ctrl or Cmd+B. And go to the ambient inclusion options and enable the cache. And I'm going to leave the sample set to 128. But let’s hit Shift+R on the keyboard to re-render the scene. So now what you’re going to see is that it is going to do the light mapping prepass, it's going to do the irradiance cache prepass, and then it’s going to do the ambient inclusion prepass.
And that cache information is going to be stored for later use. So now you can see if I click back and forth between the old and the new, one thing that happens is that we get a lot less noise in the ambient inclusion just by using that cache option. So we're already getting a benefit. But now the big benefit comes when I want to change the color. So if I close up the Picture viewer here, I'll close up my Render settings. The only thing I'm going to change in the scene, is I'm going to change the right hand wall in the scene to red. So I'll take this red material and drag it onto the cube on the right hand side of the walls.
And now you can see that in my render view that the right hand side of the seem is turned red. Now under the old method, I would have to recalculate the ambient inclusion and my rendering would take a lot longer. But lets re-render now Shift + R, and watch the rendering happen again. It's going to go through the same prepass calculations that I did before. But now when it gets the ambient inclusion prepass, instead of recalculating that prepass, it’s going to reload it. And it goes by much much faster. So, you can see that the wall is now red. Let’s take a look at the render time differences between our two scenes.
And I’m going to go to my View menu under the Zoom Values and set it to be Fit to Screen. And so I can see my actual render time down here. In order to see it a little bit better, let's enlarge the window just a bit. And then do another View > Zoom Value >Fit to Screen. There we go. So now I can see my actual watermark down here at the bottom. So this last render took 44 seconds. The one before it took 44 seconds. And that's the benefit. It took exactly the same amount of time to render it even though I changed something in the scene. That's the beauty of the new caching for the ambient inclusion in R15.
- Rendering faster with ambient occlusion caching and Embree physical rendering
- Setting up Team Render
- Kerning type
- Creating custom edges with the Bevel tool
- Moving edges and points with the Slide tool
- Using the new sculpting options
- Organizing materials with the Texture Manager
- Creating complex, dynamic camera moves with the Camera Crane Rig