For each piece of 3D software out there, this is a renderering method, and for each rendering method there is a whole set of renderers. Choices choices choices. If you are not a graphics artist, these choices don't really matter to you, just as long as you pick the one with the pretty name. If, however, you are concerned with graphics to an extent, these choices are very hard and very time consuming.
There are two major renderers out there: Phong and Ray. This article is to discuss the advantages and disadvantages of them, perhaps to make that choice a little easier.
First up-to-bat is Ray. This comes in a variety of shapes and flavors. For example, there's RayTracing, RayShadow, and RayPainting out there. Ray seems to be the standard rendering format out there, as it is used in StrataVision, Strata 3D, Bryce, Lightwave, and (of course) POV-Ray, along with other small 3D programs. When told to render, it renders every other pixel in increasingly fine horizontal rows, basically starting out with a blurry image and focusing it. RayTracing is an approximate renderer, meaning it takes longer to get a perfect picture from. When working with large images and very complex models, Ray seems to be the best tool for the job as it calculates light, not actual objects.
Ray also seems to be the best renderer for heavily texture-reliant images with a lot of color:
Here is a picture I have rendered in RayTracing. As you can see it is quite vibrant, but ever-so-slightly blurred around the actual textures, as well as the background. Still, it calculates reflectivity, gloss, and glow outstandingly well, which makes it my number one choice for renderings.
Now we move into Phong Territory. It is not as popular as Ray, but can also be seen in Infini-D, StrataVision, and other Software. When told to render a mesh, say a cube for example, phong will immediately focus on the nearest point. It will render all of the sides of the object connected to that point, one-by-one untill it has rendered the whole object. Essentially, it focuses on the object, wrapping texture and light around it seemingly as an afterthought. In fact, it takes so little time after it has calculated the object that Phong is a very quick little renderer for basic meshes (small polygon counts), while bogging down like a water buffalo in February molasses when told to tackle complex models (high polygon counts). Phong is your best for textures and shapes, but tends to detract from overall image quality:
Here is the same picture rendered in Phong Shading. Note how the blue engine glows are virtually nonexistant from phong's poor handling of glows, and also note how the cockpits have extremely crappy gloss and color, due to phong's poor handling of reflection. On the other side, note the outstanding detail of the textures, and the amazing background: Nothing's blurry! There are actually stars!
Overall, they seem to come out equally, but both specialize, so go by this advice:
-For complex models with average textures and overall image quality, go for Ray.
-For good textures/backgrounds and simple models, go for Phong.
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Time is the best teacher, yet it kills all of it's students.