

All things you have to balance in any case,īUT if you render this heavily optimized setup, it still takes up production time AS YOU USE YOUR WORKSTATION/PC. There's AA, there's texture performance-load, high poly models, and some more. (and i would consider it standard to any professional CG artist to naturally optimize render time before eating through the cake) No matter how much i would optimize (or simulate) path- or raytracing in a given scene I can now wait and twiddle my thumbs as there isn't even clarification if and how the implementation will move forward over time, i.e.Īre they serious to (and Solid Angle is owned by Autodesk) push through putting such a high price on network rendering while nobody can get around it any more, given all the realism requirements clients ask for.

In my case, i'm lucky i have pushed off investing in a new workstation and especially i would need one or two render nodes on top. It would be fairer to smaller studios or individual artists, IF the focus lied more on end user licenses / number of workstations manned. This whole Node-based pricing KILLS the VR & Digital Arts community in the long run. With bigger studios anymore and your clients go there instead. And if your clients demand photorealism, which is almost standard nowadays, then you just can't compete Now, this might not be a budgetary issue for medium to big studios, however, small studios and especially freelancers like meĬan not really afford the $1000+ a year. The biggest flaw being the necessity to obtain additional Arnold licences at around $600+ for each Node you use. Point is, it's not, and this is from a budget&productivity perspective, a good trade-off for anyone dependent on Max.


I know very well which renderer "replaced" MR.
