| Inside
Brazil r/s 1.0
By Nick Nakadate (NickN@MulvannyG2.com)
The highly anticipated release of Brazil r/s 1.0 arrives for AEC
visualization artists using discreet’s 3ds max™ or Autodesk
Viz™. With all the hype being thrown around these days regarding
render engines, we are seeing some heavy hitters step up to strut
their stuff. Let’s have a look at what Brazil r/s can offer
the AEC world.
Workflow
Brazil offers its own set of light and camera objects, materials,
as well as advanced GI and toon rendering. All of Brazil’s
features work with or without their Max and/or Viz 4 counterparts,
so one can get to work using existing DWG, Max, or Viz models and
improve quality more so with Brazil materials, lights, cameras,
etc. as needed. I have followed two workflows with Brazil. The first
workflow is starting with a Viz or Max file that is completed, and
then modifying it as needed; if a material needed more definition
or punch, I would create a replacement material, or replace a light
with a Brazil light for more control. Intermediate test renders
directed me to more tweaks along the way. The second workflow is
applying materials and creating Brazil lights from the start. The
workflow depends on your needs and familiarity with Brazil and Viz
or Max. I have found either workflow rewarding and reliable. The
Brazil compatibility with Max and Viz allows just about any level
of implementation at any stage in the process, which is a huge bonus.
Rendering
with Brazil r/s
First
off, I must stress that the public free downloadable beta of Brazil
r/s is just that—an early beta that does not have near the
functionality and speed of the full 1.00 release. Splutterfish provides
a support forum using IRC where help can be provided regarding rendering
questions.
The
Brazil renderer can be accessed from the current renderer list in
the render dialog. Although its detailed settings may seem like
a lot, I found it was fairly easy to navigate after experimenting
with some of the test scenes. Many of the best settings are defaults,
meaning tweaks have to be made to only a few settings. I’ll
touch on a few of the nicer options in the Brazil render dialog.
Variable
bucket size and interlacing is a great way to “speed”
test renders. The bucket interlacing is used to render the image
in several passes, as opposed to
rendering
the image in consecutive bucket order. This is useful in that it
allows you to see a broader range of the image before the rendering
completes.
Brazil’s
use of anti-aliasing (AA) is a huge benefit to workflow and reasonable
render speeds. The AA minimum and maximum values can be set by the
user and raised as needed. Low quality render tests can be performed
with low AA settings to make sure the scene is rendering as desired,
and then higher quality AA settings can be used for finished renders.
In my workflow I undersample all initial and test renders (something
like -2, -1, or -1, 0) and then increase from there as needed. Using
undersampling will allow for much faster workflow and more attention
to the global illumination.

A
portion of the Brazil render dialog.
Interlacing
Passes Image courtesy Splutterfish, LLC
The
Render Pass Control is a long-needed tool for compositing. It allows
a way to quickly and conveniently render out a specific 'pass',
without compromising the original scene setup in any way. A render
pass could be as simple as a rendering that only includes some of
the objects in the scene, or as complex as rendering only the 5th
bounce of reflected rays. This is immediately useful for sky and
glass compositing.
Distributed,
single-frame rendering, as well as network rendering, is available.
Brazil has it’s own interface for distributed renders. Segment
count and render type are set by the user and sent to the Max or
Viz Queue manager as separate jobs. An unfortunate quirk of both
the Brazil and the Viz distributed render is that all jobs are sent
to all server machines at the same time. Jobs are kept and rendered
by the machine that starts rendering the job first. The next job
is then sent to all servers and the process is repeated until are
jobs have started rendering. The good news is the distributed render
does work, it just takes a little longer than it should because
of Max/Viz opening and closing to start rendering jobs, especially
if the files are very large. I successfully and consistently rendered
several large files via five machines.

Brazil
Distributed Render
The
Ray Server controls reflections and refractions. I found the “Max
transparent Intersections” setting control key to obtaining
desired transparency with some NPR toon and diagrammatic renders
that dealt with transparency.
Ray
Server Dialog
The
Luma Server is where you control the light settings of all lights
used in Brazil renders. These lights include all of the default
max lights, Brazil’s Area Lights, and Brazil’s Sky Light.
Here you to have control to enable and disable all lights and shadows,
and you also control the sampling and the behavior of the lights.
The settings you’ll want to pay close attention to are the
Indirect Illumination, “Allow default lights” (I keep
this off most of the time), Skylight checkboxes, Shade Rate, and
View and Sec rates. The Shade Rate controls the number of Global
Illumination samples per image sample. The View Rate is the sampling
rate used by the sampler to generate the global illumination in
the scene. The Sec Rate determines the sampling rate used by the
sampler to generate Global Illumination samples, when the sampling
point is seen as reflected/refracted in an object. This usually
allows you to get away with lower values - especially for reflective,
convex, surfaces. Again, like the AA settings, initial renders can
be done with the default settings and increased from there for more
polished results. The default view rate, sec rate, and number of
bounces are a good starting point.
Luma
Server Dialog
Brazil skylight allows for a sky color or an environment map. Skylight
can be designated to affect direct and indirect illumination separately
in the luma server.
Skylight
can be used to contribute to the GI in a scene along with any lights.
Unfortunately, sunlight is not present in Brazil’s lighting
options, leaving Viz’s daylight system the option for accurate
sunlight at designated locations.
Brazil
utilizes global and caustic photon mapping with precision control.
Photo-realistic renders are much more readily attained with the
highly accurate GI that acts as one would expect. Inclusion of Sub
Surface Scattering (SSS) of light will prove to be the finishing
touch on scenes with delicate balances of material and light. HDRI
(High Dynamic Range Image) support adds more to the lighting toolbox.
Benchmarking
Performance
The large data sets Brazil can handle paves the way for extremely
complex scenes. Don’t be afraid to open those ”Do Not
Render” files. More than likely, they will render, and your
only enemy will be your CPU’s file load speed. I rendered
a few of mine, and found the RAM usage to be far below other rendering
engines. Brazil handled several million-poly scenes with ease.
Another
great reason to use Brazil over vanilla Max or Viz is the speed
of the raytracer. A recent test of a 4 million poly scene with about
50 lights, four of which cast raytraced shadows, rendered in one
hour with Brazil (no changes to the original Viz settings); in Viz
the same scene rendered in just over 4 hours on the same dual Ghz
PIII box. In another comparison, a dual PIII 1Ghz box beat out a
single processor 2.5 Ghz P4 box (with a 533Mhz frontside bus) by
a 600% increase in speed.
With
Brazil in use, it is easy to afford GI renders when the Brazil raytracer
makes up for any speed vanilla Max or Viz render engines lose.
Another
GI Example of the Sponza. The scene below rendered at 800x600 with
max materials and one Brazil light and Brazil GI in 1 minute 47
seconds on a Dual PIII 1Ghz computer. After researching the Challenge.N3.net
website I found this image blows away the other render engine competition,
regarding speed and quality as factors.

Scene
modeled by Marko Dabrovic For THECHALLENGE.N3.NET.
http://hdri.cgtechniques.com/~sibenik2/
Brazil
Sub Surface light Scattering: Image courtesy of Richard Annema
Brazil
GI: Image Courtesy: www.arnoldimaging.com
Brazil
GI: Image Courtesy: Scott Folts, RA, of Ashley McGraw Architects

Brazil
GI with Skylight and Brazil light. People added in Piranesi 3.
Image courtesy MulvannyG2 Architecture.

Image
Courtesy: www.arnoldimaging.com
Brazil
Lights
Brazil lights come in the five types of: Omni, Spot, Directional,
Rectangle Area, and Disc Area. The lights allow complete control
over hotspot, falloff, focus, and attenuation. Shadow types available
are Brazil, Area, Advanced Raytraced, and Shadow Map. Handy workflow
options include display of the light’s properties, global
and caustic photon generation counts, and illumination and shadow
include/exclude lists. I found myself using all lights equally in
place of the corresponding Viz or Max lights. The visible attenuations
and hotspot and falloff decreased scene set-up time and the number
of render tests. I am hoping IES lights will be supported in the
next release, as these are vital to many renderings. Inclusion of
lighting analysis tools would be ideal as well.
Hotspot,
Falloff, Attenuation, and Decay are all visible in viewports.
Cameras
Brazil Cameras are extremely versatile and do just about anything
you would want. Orthographic to fisheye lens projection types offer
solutions to most camera needs. The Bcam Wizard offers almost all
camera and focal length presets. Brazil DOF, environmental, and
clipping plane options populate the rest of the rollout, along with
the camera icon options. The visible camera ranges helped speed
up shot set-up for most scenes. Overall, Brazil cameras are a big
improvement over default Max and Viz cameras.

Depth
of Field, Environment Ranges, Clipping Planes, and Cone Display
Materials
The wide range of Brazil materials will surely allow artists to
push more boundaries with the multitude of subtle, and not so subtle,
material call-outs encountered on projects. The Brazil Advanced
material gives unprecedented control (via a GUI) of almost every
aspect one could need. The advanced material serves as a “container”
for Brazil-specific shaders that are based on Renderman™ shader
language. I was very impressed with the options that greatly exceed
the Max and Viz material options. I felt in more control of the
materials than ever using Brazil shaders. Since the Brazil shaders
are in the Viz and Max format, material creation was very easy.
The advanced options allowed for the “extra” tweaks
to make materials read just right.

A portion
of the Brazil Advanced Options
The
inclusion of Brazil glass and Brazil chrome make for much more realistic
and attainable results in less time than the default Viz or Max
materials.

Brazil
Glass in action with caustics: Image courtesy of Splutterfish, LLC

Oilcanning
in curtain wall with Brazil glass, Brazil chrome, and caustics.
Car
paint and wax, base shaders also offer quick solutions to seemingly
age-old material needs. Object lights that contribute to GI also
add to Brazils material/lighting solutions.
Brazil
Object lighting

Brazil
Car paint shader: Image courtesy of Splutterfish, LLC
Brazil
toon materials open the door to many NPR effects, and should not
be underestimated. Map slots for line and surface properties allow
for simple and complex NPR renders. Toon base shaders include: gooch,
multilevel paint, and material pass-through. Gooch is a non-photorealistic
way of representing most technical drawings. It usually consists
of a transition from a warm tan color to a cool blue color. Multilevel
paint is the traditional cel shading style used in animations. It
allows one to utilize several steps of shading to mimic traditional
cel drawings. The material pass-through allows you to use inking
lines around any material, without having to use the paint option.

Brazil
Toon Material

Brazil
Toon using transparency, noise, and gradients.

Brazil
Toon: Gooch Fire truck: Image courtesy of Splutterfish, LLC

Brazil
Toon: Stipple: Image courtesy of Splutterfish, LLC
Plug-in
Support
Many will be happy to see RPC and Piranesi support, along with several
other vital plug-ins. RPCs render just as in max or Viz scanline.
The RPC Cars are Brazil-ready also. Piranesi EPIX files will need
to be rendered with the “enable the 3ds max compatible Z-buffer”
option checked due to Brazil’s handling of the Z-buffer.

Brazil
Toon: Stipple: Image courtesy of Splutterfish, LLC
The
Bottom Line
With such a rich and reliable 1.0 release, Brazil is sure to be
an extremely valuable tool in the design toolbox of small and large
companies alike. The care taken to ensure compatibility of Brazil
and the workflows with Max and Viz makes for a powerful rendering
solution most users will warm up to quickly. Brazil has stepped
up the evolution of rendering, and put the pressure on all the competition.
Although I don’t have my copy of Max 5 yet, 3ds Max users
have told me Brazil provides a significant improvement over the
3ds Max 5 Light Tracer and radiosity. With the few wish-list items
and complaints I have, I have no doubt Brazil will continue on,
participating in leading the way to more and better high quality
AEC and VFX renderings. And, yes, Brazil r/s was well worth the
wait.
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