NEW finalRender was launched just past September 2017. No frills that there is a tough act to beat in the flooded market of renderers, that’s true, but cebas is confident we are on the right track. The development team is working hard on the next updates, which includes the state-of-the-art GPU AI-denoiser (NVIDIA OptiX) and the latest hybrid technology that will put our users in good stead in the long run.
Uniqueness: talking about a TRUE HYBRID
– GPU and CPU rendering at the same time: what is the uniqueness of cebas trueHybrid Trademarked approach? It is actually one application whereby CPU and GPU are rendering at the same time and no difference between the two as the GPU is treated exactly the same as CPU with combined power processing simultaneously;
– this is not a GPU-only approach, finalRender behaves like a GPU renderer even on CPU with the added power, all the latest materials, and flexibility made available. A significant difference if you were to compare renderers. finalRender = only trueHybrid in the market today.
– finalRender is about a balance of speed plus the additional flexibility working with your render elements; yes, there might be some other renderers that will give faster speed, fR development is towards quality and flexibility for the users.
Features Video: https://vimeo.com/240749822
AS +CPU SO +GPU.. ALL Render Elements working: No Restrictions!
– finalRender supports everything CPU plus GPU one a single application, an important distinction, unlike renderers that may offer hybrid with restrictions.
FUTURE UPGRADES IN GPU
– finalRender is also designed to take full advantage of future GPU developments and you will not need to buy a new renderer in view of the future fast flow of changes in system architecture, where big data handling can only be done on GPU.
See AI-Denoiser blog post
ACHIEVING THE ONE BUTTON DREAM RENDERER
– this new launch, cebas aims at achieving flexibility for the artists while making it as simple as it can get with the one-button-solution approach;
– as few buttons as possible with flex controls is all you need to learn : so CG artists can concentrate on the aesthetic presentation of your images instead of mind-boggling UI. It’s about achieving greater art-direction vs. technological tweaking. You can concentrate on the more important lights, shadow, materials … scene setups. And just press Render.
BEAUTY OF UNBIASED & RANDOM RAYS
– random rays are shot to the scene without any directional preferences : based on physically-accurate theories, if you can shoot enough random rays, the scene will resemble what mother nature does. finalRender is developing this technology and will enhance it further.
RENDER ELEMENTS : FRAME BUFFER
– 3ds Max ActiveShade mode gives a few render elements on screen which are complicated – fR enhances use and rather than confusing popup windows whereby these render elements are dumped into your hard drive taking up space, you now get all the layers and data elements properly organized and individually displayed to work on.
– finalRender FrameBuffer allows you to close off the dumping and provides a well-organized tree-sorting of the elements (see menu item : enable TreeMapping) and there is a saved History of your renderings. You can save and rework every stage of rendering that you have tweaked.
See more tutorials at Vimeo.com/cebasvt
– with FrameBuffer, u can adjust your HDR rendering (see menu item: Photographic Raw );
– artists can develop the rendering real time right in the finalRender screen and there is less hassle to go back and forth on Photoshop; especially useful to those that do not have the Photoshop pipeline.
– You can adjust all the combos : from Temperature / Tint / Exposure / Contrast / Highlights / Midtones / Shadows / Black / White / Vibrance / Saturation / Vignetting / Hot Pixel … just on this one ‘fR- FrameBuffer’ button alone; Reset-able as well for modifications while rendering on real-time.
PER RENDER ELEMENT FURTHER FINE-TUNE
– Right in 3d Studio Max, in fR- Frame Buffer: you can select : fR-Diffuse/ fR-Speculars/ fR-Lighting / fR-GI/ fR-Reflection / fR-Refraction / fR-Background : a huge deal of control on your side. It’s control and it is flex power!
– better still this is a Non-Destructive way of doing things and you can always return to your Original;
– You see a lot of noise coming into fR-Lighting and fR Global Illumination so finalRender allows you to work with these elements :
-introducing the new fnalRender’s new FrameBuffer for Render Elements – raw image adjustment with no need for Photoshop so you don’t have to have another PS pipeline, real time feedback;
– try fR-Lighting element and adjust the De-Noiser; Edwin demos the same using fR- GI. The good thing is that these two example render elements are only part of the composition and you therefore have the flexibility to create in-depth image/model changes.
– As promised, the detail adjustments is non-destructive to your original;
COMPOSE LAYERS (fR- FrameBuffer)
– Enabling the Compose Layers will then bring your detail adjustment of the render elements making a new image that can be saved;
– in other words, you need not switch to a Photoshop layers to see how things stack up and the final result – you get it right in the 3dsMax and fR-FrameBuffer on your work screen;
– and whatever you see in the FrameBuffer, you can now Save it. FR is fully integrated in 3ds Max and you can work on everything in Max.
The best is yet to come. Subscribe at cebas.com/finalRender


