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#1 2016-04-12 22:47:09

actarus
New member

Guerilla advantages

Hi,

I'm currently study the the possibility to introduce a rendering software in our pipeline. I would like to know witch are the advantages of Guerilla compare to Clarisse, his strenght and weakness in a 3ds max/ vray /nuke pipeline. The idea is to manage the scenes with a lot of polys in this type of tool. We would like to keep our traditional pipe on Vray for light scenes, and match in term of look the renders from guerrilla, do you think it is something doable?
Thanks by advance

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#2 2016-04-13 09:12:32

hulud
Guerilla dev, the guy to hug

Re: Guerilla advantages

Hi there,

I don't know Clarisse but I can tell you what Guerilla 1.4 is able to render on massive scenes :

* Lot of geometry. Using the Geometry -> Compression attribute, one can fit 1 billion unique polygons in 24 go of ram. I mean real polygons here, no instances.

* Procedural instancing. Guerilla is shipped with a fast procedural instancer which generates __lot__ of instances on a surface with a lot of parameters.
http://guerillarender.com/doc/1.4/Libra … ndFur.html

* Classic instances. Export locators in an alembic file and replace them with a high def model in Guerilla.
http://guerillarender.com/doc/1.4/User% … ances.html

* Guerilla is compatible with Golaem, Yeti and XGen if you prefer to use those procedural plug-ins.

* Lot of textures. Guerilla renders images with tera bytes of textures in front of the camera.

* Lot of lights. Using the Light Threshold attribute, Guerilla is able to render scenes with 100.000+ lights. We successfully rendered scenes with 500.000 lights. By the way, you can put lights in your classical instances.

* Lighting iterations are fast. The first render of a massive scene may be a bit long to start, but thanks of its internal caching system, every new render starts in few seconds, even on massive scenes, whatever the modification you have done.

Now about matching Vray :

You will probably have to match the Vray lookdev using the Guerilla shaders, but no doubt you can do it. The Guerilla's Surface shader is simple and flexible. We can help you if you need to convert existing assets to Guerilla.

Keep in mind that Guerilla has been designed to render everything needed in an animation or VFX production, including motion blur, SSS, hairs, FX, volumes in a simple and clever way. Using the uber shaders, the RenderGraph overrides, and the fur procedural, you create better looking assets, faster. The fast lighting iterations and flexibility make it a productive lighting tool.

I would like so much to tell you about Guerilla 2.0, but they will kill me here if I speak, so stay tuned :-)

Happy Rendering


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#3 2016-04-13 17:52:56

Narann
Member

Re: Guerilla advantages

We are finishing a full feature animation with it and the experience was very good!

It's more than a renderer, it's a lighting tool.

And the more important from my perspective: This is procedural/non destructive (RenderGraph system), meaning you can test many parameteres quickly without having to loose/break everything.

You are happy with a look but want to try another color? Just duplicate the node, put it aside and try other values. This workflow is amazing per see and if you are a little organized you can go further.

For infos:

Surface shader: http://guerillarender.com/doc/1.4/Libra … rface.html

Hair shader http://guerillarender.com/doc/1.4/Libra … _Hair.html

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#4 2016-04-18 18:51:38

actarus
New member

Re: Guerilla advantages

Hi,
thanks for take the time to answer, I'm currently testing to match the look of vray shaders we have done with Guerilla, experiment and learning the global way of thinking of guerilla. I will maybe come back to you with a exemple to match If I'm not be able to do it. By the way, very agreable software to use, just a little detail, is there a node like the "backdrop" of nuke to organise the nodal scene?

Last edited by actarus (2016-04-18 18:52:01)

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#5 2016-04-18 19:11:04

Ben
Guerilla dev, the guy to hug

Re: Guerilla advantages

Hi Actarus,

Sure there is, just right-click, and select New Frame !
Move it and resize with the middle mouse (on each side of the backdrop to resize, and in the center to move.)

Also about organizing, you can create Macro nodes (like Groups in Nuke) and place your nodes inside.

Cheers!
Ben


Benjamin 'Ben' Legros
Guerilla developer
http://www.guerillarender.com

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#6 2016-04-18 23:52:36

Gam
Member

Re: Guerilla advantages

I  used Clarisse and Guerilla in production. The choice is quite simple... Guerilla
More flexible, more powerfull, more td and artist friendly, more.... everything

Last edited by Gam (2016-04-18 23:53:44)

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#7 2016-04-19 09:30:10

hulud
Guerilla dev, the guy to hug

Re: Guerilla advantages

You have to know I gave this guy my last and only Guerilla T-Shirt Giorgio Moroder Special Edition..


Cyril 'Hulud' Corvazier
Guerilla developer
http://www.mercs-eng.com

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#8 2016-04-19 10:41:22

mathieurey
Member

Re: Guerilla advantages

Hi, We are progressively switching from Vray to Guerilla here.
No surprises between frames, you can precomp with low def grainy images and then replace footage when rendered.
Great Pipeline integration...Td friendly as Gam Said.
We are rendered 3dsmax/fumeFX/thinking particles with huge amount of polygons and voxels with guerilla without any problem.
We're actually trying to write as 3dsmax script to translate Vray scenes to Guerilla ones...and post it as soon as it is useable.

Regards,

Mat

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