
In any case, you’ll need to know what they are doing before you compare them. Then, you have different light transport algorithms, different materials, different lights, different camera systems…Ī good starting point would probably be to understand how a renderer works internally, “Physically Based Rendering” (the book) might be good for that. First of all, rendering engines are really diverse, from realtime game engines (like the Unreal Engine, Unity, CryEngine etc.) over production renderers (Cycles, VRay, Arnold etc., Lux also goes into this direction) to research engines (PBRT, SmallUPBP, Mitsuba etc.). “Differences between rendering engines” is a huge area.

Moreover, they are different in lots of implementation details. The difference lies in the light transport algorithm they use: Cycles is a forward path tracer (aka unidirectional path tracer), LuxRender offers a lot of algorithms (Path Tracing, Bidirectional Path Tracing, ((Stochastic) Progressive) Photon Mapping, Vertex Connection and Merging etc.), Yafaray has Photon Mapping iirc.Ĭycles is unbiased (as long as you don’t use options like clamping), Lux has both unbiased as well as biased modes, Yafaray is biased (at least if it uses Photon Mapping).Īlso, of course, a difference are the supported materials etc. All three are physically based renderers, which means that they solve the light transport equation (as opposed to Blender Internal, for example).


All three of them are raytracers (every modern non-realtime engine is).
