I do love that omniverse rendering is fast and able to show like what the scene kinda looks like within seconds which is gd for iteration and which i guess why most of us are even interested in using this in the first place. Of course it isn’t realistic to expect a render to match vray if the time taken is much lesser but if we are comparing the same amount of time taken, most of us would still expect something much closer like 5% difference which sometimes have to do with rendering characteristics and not so much of details and sharpness, so currently there are lots of lost of details and sharpness that even crazy amount of samples and time spend can’t resolved this.
Although I think the sharpness and details in the rendering can be better but it still isn’t that unfixable using a highpass filter in photoshop provided the readability of text isn’t important and when the details are not behind a clear glass.
Now for the issues that I think are quite problematic:
- Glass
The main issue is in the details that is behind a clear glass material (of course it doesn’t matter much when its a fluted or frosted glass). Its very noticeable in the screenshot below, these details usually doesn’t even resolved when the samples are in the 3k range or above, it does get better when the opacity is tune down. The reflection/refraction doesn’t seems to accurately show in the glass nor the mirror too, so clearly something is off about the reflection/refraction be it mirror or glass.
- Antialiasing/ rendering not resolving
I tested out the AA and it seems at 1 radius the render doesn’t resolve in many spots, so I switch to box sample and reduce the radius(like 0.6-0.8 range) which helps but still some just doesn’t resolve during the render.
This issue is more pronounce on glass material but I have also encounter this on fluted wood panel, sofa etc. The 2560 resolution output fluted glass panel on the right side, , the first panel closest to camera display every lines as it should, on the second panel starts to shows lots of missing and unresolved details (Path tracer display a blur when it can’t resolved it seems). The third panel is just totally blur , no hint of fluted at all. The 4k resolution example shows the first two panels lines display correctly but still the third panel shows many missing lines at high resolution and high sample rates.
Previously the glass panel is a normal map fluted texture, so I tested out physically model 3D fluted glass panel in the last three screenshot. The first is box sample pattern at 1 radius, the second is box sample pattern at 0.68 radius and the last is triangle sample pattern at 1 radius. The panel that is facing the camera feels correct but the bottom parts still have minor unresolved details. While the panels on the right feel way worst than before , moiré and even more unresolved details from second panel onwards.
(Realtime)
(Path tracer - clear glass no opacity 1024 samples) (~20 mins 2560X1440, RTX 3080 10GB)
(Path tracer - Clear glass with 0.7 opacity 1024 samples) (~20 mins 2560X1440, RTX 3080 10GB)
(Path tracer - Fluted glass >4k samples) (>4hrs 3840X2160)
(Antialiasing error )
(box sample pattern radius 1, 1024 samples)
(box sample pattern radius 0.68, 1024 samples)
(triangle sample pattern radius 1. 1024 samples)