>>2873201>>2873247I can now add that rendering quality is noticeably better in similar conditions and it can do much more, but it also demands much more from your GPU. You will need either a high-grade card (I think you'll need at least a 12 GB RTX 2080) or low-end settings (neither personally confirmed) to get decent in-project performance in MikuMikuMoving with it. (This is not as big of a problem in MikuMikuDance, but in MMM I seem to be limited to an even lower rendering resolution than by Ray-MMD for MMM—trying to render in 2160p froze my PC for a good few minutes and failed, but I had a bunch of other software running then, including Bluestacks and Vivaldi.) However, cascade shadow mapping for the main light (and main light reflection alignment??) seems to work better in Ray-MMD.
Color control is easier in Ray-MMD, and Ray-MMD lights cast shadows without a radius limit (plus they already work in MMM, lol). On the other hand, Ray-MMD breaks down in MMM, with a possible crash depending on how you proceed, if you edit the material map with non-included texture resource-utilizing or offscreen-render-utilizing effects present, while sdPBR doesn't seem to do it—its materials are assigned from the main dialog (both break down if you remove the last existing skybox). Ray-MMD is also more widespread and thus has more community-created resources.
tl;dr: for juicier colors (or 100% compatibility with MikuMikuMoving), go to Ray-MMD, but if you have a high-end rig and want a more realistic look, sdPBR is better, and it's also being actively developed, while Ray-MMD is more or less abandoned. (With some weak action going on in the dev branch on github.)
Captcha: K0PRAW. Raw cope? Uhhh... no?