![]() Interactive rendering allows you to skip the “test renders” part of scene creation.Denoising, which can reduce render times by up to 75%. ![]() Chaos Scatter tool for controllably creating hundreds to millions of objects such as trees, rocks, grass, and more.In-built library of materials, objects, HDRIs, Scatter presets and more with Chaos Cosmos.Interactive LightMix tool, which allows for adjusting scene lighting without re-rendering, and even during the rendering.It delivers predictable, reliable, and physically accurate results, and aims to make you and your renders faster thanks to: Stay tuned for the next blog post, in which we will talk about licensing and pricing improvements we have in mind for 2016.Chaos Corona is a high-performance (un)biased photorealistic renderer, with the best ease-of-use of any renderer. That is it everything left to do now is to download the benchmark and share its results with the community so we can build a comprehensive database of Corona Renderer performance with different CPUs. I would like to thank Robin, who was the primary developer of the benchmark application. Some maps are still not supported, but we are working on that. Both export and import is a one-click solution, no 3ds Max is necessary, and speedups of up to 30% were reported compared to rendering inside 3ds Max. You can try it yourself today if you are feeling lucky. We are hoping the standalone application will become a viable alternative for distributed rendering some day. It supports procedural maps, shader networks, and the compressed Corona proxy format for geometry. ![]() This comes handy especially when you are selecting a new hardware to run Corona.įrom the technical standpoint, the most interesting thing is that the benchmark showcases the possibilities of our new standalone format, which is now much more powerful than ever before. All times you choose to publish are displayed in a table here. Everything is a one-click solution now, no manual copy/pasting required. ![]() Download it and share your results now! Compared to the last benchmark we have updated the rendering core, made the scene more challenging, and added easy verification and sharing of render times. Today we have finally updated our standalone benchmark. ![]()
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