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Posted Fri Mar 28, 2014

Renderer News

Cebas announces MoskitoRender

11 Comments        

MoskitoRender is a new GPU renderer by Cebas that offers true physically-based spectral rendering for 3DS Max. According to the company, the renderer provides a true continuous workflow with current 3DS Max scenes and has no materials of its own, supporting all of the 1,300 materials from the Autodesk Material Library as well as the standard 3DS Max materials. Release date has yet to be announced. Meet the Moskito on Cebas' website.

Comments

by jumanji - March 28, 2014 12:41 pm

Wait, MoskitoRender? and no FinalRender 4 gpu+cpu?
It’s not april’s 1st yet!

by Christian - March 28, 2014 4:38 pm

As far as I understood the article on their website there will be two new products: MoskitoRender and finalRender 4.

But I cannot tell the difference of these two. Guess we will have to wait for some more information to come.

by nickolay411 - March 28, 2014 7:10 pm

“the renderer provides a TRUE continuous workflow”

“thinkingParticles offers TRUE Non Linear and procedural animation technology”

“thinkingParticles, on the other hand, uses a TRUE particle system approach”

“This means TRUE power at the artist’s finger tips! ”

“Release 5 introduces, for the first time ever, a dedicated TRUE soft body rope …”

“finalToon is a full blown TRUE Line Renderer”

“finalToon is implemented as a TRUE 3ds max Render Effect”

“this advanced, versatile TRUE 3D stereo camera tool is now available to the general finalRender user”

“fR-Volumetric – A true volumetric shader that creates shader data within your objects ”

“True distributed network rendering”

“True area shadow support”

“True micro-triangle displacement support”

freaking A! Can’t get anymore true than that!

by AlexMcLeod - March 28, 2014 9:45 pm

Same old nonsense.

“…the least amount of hardware and creative restrictions of all GPU-only renderers…”

But it’s NVidia only. Sounds like a hardware restriction to me.

“…with no compromise and as if there were no GPU restrictions at all…”

But it’s NVidia only. Sounds like a huge compromise to me.

“…has NO materials of its own…”

How is that a selling point? Supporting generic materials means it supports physically implausible shaders. Why bother making an unbiased renderer that supports any old shader?

“What better name [than Moskito] can we choose for our latest striking development movement?!”

Mosquitoes are known for being incredibly annoying, for making a high-pitched whine, and for spreading diseases that kill millions of people every year.

Edwin might’ve written the greatest renderer in the world, for all I know, but he makes it sound about as appealing as malaria.

by Don Nash - March 29, 2014 1:49 am

I was one of the Beta testers, and I must say….at first I was somewhat unimpressed. It looked a little too simplistic, but that was because not much information had been made available for it, at that point.

Once Edwin released the manual and some training videos, it started to make sense. It’s actually really nice and seems pretty solid. You will want to have a 2nd card in your system, just for display purposes (using your best Nvidia card basically as a render node), so that there is no lag in your display while making interactive adjustments.

What’s distinctive about this is that it’s focus is specifically on supporting native Max/Mental Ray materials/shaders, lights, etc. All 3rd party renderers tend to be proprietary. This one is not. It’s meant to give the Max artist a GPU renderer that doesn’t hassle you with proprietary constraints.

It works with Mental Ray Fast SSS and even Volume Fog (he said he would try to add support for Volume Light and even Pyrocluster, if possible).

It’s my understanding that finalRender R4 will be a Hybrid Renderer, and the GPU engine will be largely based on the technology in Moskito. Think of Moskito as being to finalRender what iRay is to Mental Ray. Except Moskito supports Mental Ray components much better than iRay

by Nildo Essa - March 31, 2014 1:56 am

@Don…
thx for that clarification..but what about render speed? how does it compare to vray GPU or Octane for example?

by Don Nash - March 31, 2014 10:51 pm

@Nildo: I can’t compare it to Octane, as I don’t have a license of it. Same goes for VRay 3 (I have 2.4, and haven’t upgraded). It has fewer limitations than either, though. As VRay RT still doesn’t support SSS or any kind of Volumetrics, the last time I checked.

Comparing the Interactive nature of Moskito, I haven’t seen anything that performs better….in terms of refresh speed and stability. It’s a real treat, imho.

You can see some video showing it (FR GPU and Moskito are basically sharing the GPU core tech)

https://www.youtube.com/watch?feature=player_embedded&v=cyXhwdeMXh0

http://www.cebas.org/blog/

by wawoo - April 1, 2014 9:54 am

I don’t get it , how its possible to announce a render without release date or prices, with no demo versions or even a gallery samples ,with comparison between it and other cpu renders, I hope its not another year before they release it, Cebas is fare behind in the gpu section, dont know what is the reason, but they need to release any version faster than that.

by Don Nash - April 8, 2014 12:27 pm

@wawoo: I can understand the angst. Heck I’ve been a user of finalRender for years, and waited on them to stabilize the Interactive renderer on FR 3 and then 3.5. Never happened. Not in any of the service packs or anything.

I had also been waiting for R4 for 3+ years as well. So, I know where you are coming from. But Moskito basically is the GPU-only segment of R4 GPU…but with the different approach I previously mentioned. I am loving it, and this approach, too. It’s like the GPU renderer we all thought iRay was “supposed” to be.

by marcelo souza - May 31, 2014 9:50 am

The Render looks good, but this is the WORST video presentation of a Renderer i even saw in my life. Is it made in the 80-90´s ?

by Don - June 3, 2014 11:12 am

@marcelo: Come on, man. Don’t be “that” guy….who always pops up in the Youtube comments, or on forums to say something brutal and demeaning. Edwin is a programmer/technical guy, and IMO, it’s really not that bad. Most of the videos on the page were very helpful.

When you are a vendor and have to put your nose to the grind stone and develop an incredibly complicated codebase from the ground up, it can be a financially exhaustive endeavor, as well as a mentally stressful one. So, he could have been in a rush to get the app to market, having to do a lot himself, that would otherwise be delegated elsewhere.

With that in mind, how about a little grace, huh?

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