How/Which one is better, DAZ3D Iray VS UE5 Character Render Result?
James
Posts: 1,038
I'm searching on the internet on how the result of DAZ3d character rendered on the UE5 looks like. Is it better than iray or below? Does it look like plastic?
Could anyone shows some pictures or links?
The reason I'm asking this, because my graphic card can't handled iray when there's more than one figure and a set. Too slow. RTX 2060.
So I'm thinking to rendered it on UE5.
I can't test it yet myself, since I'm still having difficulty to export from daz to ue5, even with the newest bridge and plugins. It still keeps throwing errors.
Post edited by James on
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You cannot compare a path or ray tracer, and a real time 3D engine.
If you ask what's better, Filament (real time) or Unreal Engine... well in real time, there's no better engine than Epic's Engine. So the answer would be UE5, of course.
Same, Unreal Engine is NOT a rendering engine. It's a real time rendering engine ;)
Rendering engines : it takes time to get 1 image.
Real time rendering engine : you get 60 (more or less) images per second.
Rendering engines are for movies, still images.
Real time are for games, AR, VR.
The whole workflow, from 3D modeling to shadering, texturing, etc. is very different. You can't get a great result out of the box. Everything sold for iRay needs extra work to be converted properly to another rendering engine, whether it be ray/path tracing or real-time. And even in real-time you've got different approaches. 3D models and their textures have to be prepared differently for Unreal (Specular-Glossiness) or for Unity (Metallic-Roughness).
The differences between 3D worlds is less visible nowadays (polycount becomes less and less an issue, Lumen / RTX brought approximations of Global Illumination in real time, ect.). But still, it's different worlds with each its specific workflows. To get something look "good" you need to know a lot about both 3D worlds in order to "convert" your items and recreate the shaders nodes that will give a similar aspect to skin, hair or anything.
I guess you meant iRay ? ;) What you could try in DAZ : Render Settings > Phtoreal Mode > Check CPU, uncheck CUDA / RTX.
This way you render only with CPU. Render your still images using ManFriday Render Queue for example, over night :
- You don't have to wait.
- You can set max samples and max time to the maximum available. And trust instead a high enough Converged Ratio (95-98%) to decide when your render is fine enough to be stopped. This way, rays will take their time to bounce and tint properly each pixel with its final RGB value. Converged Ratio will decides for you when the render is good enough.
- Your computer stops alone when the render is done (thanks to ManFriday's Render Queue).
- You wake up happy because everything calculated while you were asleep ;)
Hai, thank you for the explanation.
But I want to confirm one thing.
UE5 has settings option for ray tracing
https://prnt.sc/apPScpVVqrty
So it should able to do like the render engine does?
There isn't any like a render engine does; it IS a render engine.
It specialises in real time rendering, which is different, although the differences are times far less than they used to be.
My advise.
Find someone who has created a render in UE5, and consider if you like how it looks.
Other people can't decide if you will like it, only if they will like it.