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http://lists.blender.org/pipermail/b...ry/022590.html

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Tech-Demo "The extinct time"
#1   Old 28-Jan-09, 19:26   
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WoolyLoach WoolyLoach is offline
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Yippie-ky-yay! Go Farsthary Goooo!
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Open Source Development!
#2   Old 28-Jan-09, 19:31   
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Ace Dragon Ace Dragon is online now
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First the volumetrics and now this

Because of Farsthary Blender's renderer will probably end up taking big leaps to be on par with renderers such as V-ray and Mental-ray in several respects. He really deserves to be paid by the Blender Institute for all the hard work he's doing and likely cutting out a bunch of work Brecht would otherwise be doing for Project Durian. I know he doesn't require payment to do this work, but it could be done to give him thanks and incentive.

This is the beauty of open source in action, a developer who comes along less than a year ago and already is bringing big leaps to the software itself.
#3   Old 28-Jan-09, 19:39   
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kirado kirado is offline
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Awesome news as always!
#4   Old 28-Jan-09, 19:51   
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Eclectiel Eclectiel is offline
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ANIMAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAL !

In his free-free-time he will do these tiny little things like GI and Caustics.

Best luck for you Farsthary!!
#5   Old 28-Jan-09, 20:04   
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Funkyoshi Funkyoshi is offline
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You...rock...'nuff said...
#6   Old 28-Jan-09, 20:07   
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RickyBlender RickyBlender is online now
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that wil give more felxibility and power to blender internal renderer

anyway to add the IES lamp somwhere in there

that would be even more fantastic!

i can't wait to see 2.5 out

it will be totaly superior to what it is right now
and great to work with

Thanks
#7   Old 28-Jan-09, 20:07   
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farsthary farsthary is offline
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Hi all!

Well, one thing that happen very often in the world are paralell developments ,and I just have known few minutes ago that Matt Ebb have nearly done a photonmapper!!!!
So I think is better now to join again forces with him to finish it faster since I have some time for it and complement his implementation rather than have two implementations. I´m awaiting for his opinion on that.
I apologize with all of you (especially with him ) for rediscover the wheel, Matt deserves all the credits

Anyway, whe´re on it
#8   Old 28-Jan-09, 20:17   
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Lapinou Lapinou is online now
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About blender renderer being on par with ones like V-Ray, many blender developers (Broken, Yves Poissant, and Farsthary himself...) agree that a refactoring is necessary (memory alignment issues and more efficient trees for fast data handling)

I am sure that this will be a very good tool provided we have enough choice on the photon mapping like in V-Ray in order to have good looking illumination with little rays (and thus low cpu usage) during the baking through smart interpolation methods
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Last edited by Lapinou; 28-Jan-09 at 21:37.
#9   Old 28-Jan-09, 20:20   
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A good GI renderer is not written over night. Sincerely good luck with the development, it will be a lot of work.

cheers,
Matthias
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#10   Old 28-Jan-09, 21:06   
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Ace Dragon Ace Dragon is online now
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Quote:
Originally Posted by farsthary View Post
Hi all!

Well, one thing that happen very often in the world are paralell developments ,and I just have known few minutes ago that Matt Ebb have nearly done a photonmapper!!!!
So I think is better now to join again forces with him to finish it faster since I have some time for it and complement his implementation rather than have two implementations. I´m awaiting for his opinion on that.
I apologize with all of you (especially with him ) for rediscover the wheel, Matt deserves all the credits

Anyway, whe´re on it
And here I thought you were letting Broken host the images you have of your new implementation. Feel free to work on this with him, and make it even better.
#11   Old 28-Jan-09, 21:23   
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toontje toontje is offline
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CD, you can always donate on Farsthary website of course. The added bonus Matt and Raul has is that there are lots of state of the art papers out there for fast GI.
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#12   Old 28-Jan-09, 21:44   
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cekuhnen cekuhnen is offline
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GI Blender Internal? Am I dreaming?

It makes sense to work together and combine forces - I hope this will work out!
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#13   Old 28-Jan-09, 22:01   
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Tea_Monster Tea_Monster is offline
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(Boing-boing-boing-boing...) YIPPPEEEE!!!

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#14   Old 28-Jan-09, 22:16   
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Alvaro Alvaro is offline
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Quote:
Originally Posted by bobtronic View Post
A good GI renderer is not written over night. Sincerely good luck with the development, it will be a lot of work.

cheers,
Matthias
Wann Jensen says that photonmapping can be implemented in scanline render engines. Other than that, I also have my doubts, unless blender internal is refactored.

Last edited by Alvaro; 28-Jan-09 at 22:31.
#15   Old 28-Jan-09, 22:19   
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victorphellipe victorphellipe is offline
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Keep going man!
#16   Old 28-Jan-09, 22:49   
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I was going to stay distant from this thread for some days until the dust faded away but... argh... what the heck...

If you check [this] "thread" from the bf-committers, you can see there's quite a lot of discussion about Blender's Internal renderer "rewrite"... i definitely take Yves side but sadly i'm sure Ton's and other developers oppinions about Scanline stuff will prevail...

In any case, i'f you think about it, a "rewrite" of Blender's Internal renderer is almost mandatory for Durian, so is just matter of time... maybe a year or more but i see that as a sure thing anyway... Hopefully Raytracing will be the leader approach.
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#17   Old 28-Jan-09, 23:14   
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apoclypse apoclypse is offline
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Quote:
Originally Posted by tuqueque View Post
I was going to stay distant from this thread for some days until the dust faded away but... argh... what the heck...

If you check [this] "thread" from the bf-committers, you can see there's quite a lot of discussion about Blender's Internal renderer "rewrite"... i definitely take Yves side but sadly i'm sure Ton's and other developers oppinions about Scanline stuff will prevail...

In any case, i'f you think about it, a "rewrite" of Blender's Internal renderer is almost mandatory for Durian, so is just matter of time... maybe a year or more but i see that as a sure thing anyway... Hopefully Raytracing will be the leader approach.

I'm not sure what you mean, but most renderers (I'm not sure about VRay) actually are hybrid renderers, they use both scanline and a raytracer. Raytracing alone would not be optimal at all as there are still things that scanline can do much faster than raytracing, but raytracing speeds are pretty darn fast nowadays. As far as I know Blender uses both methods, because the raytracer was developed later it is kind of tacked on and pretty darn slow (so is the scanline for that matter) and there are far more modern, faster, better methods that blender could implement to increase quality and speed.

I agree with Ton and crew that jumping to physically correct everything would be impractical and considering how hollywood still "cheats" its ass off when it comes to rendering (especially those that use renderman, the best "cheater" in the world), scanline is here to stay, raytracing has its uses but even with the processing power we have now it all amounts to a still resource heavy process comparativley for something that could be done with "cheats" a whole lot faster.

The shader / scanline concept should not be replaced. Renderman has been around for years and I don't see anyone clamoring that its old. In-fact Blizzard just switched to rendermna for its Lich king cinematics. Name any movie with effects in it and I can near gaurantee you that there is a renderman rendered scene in it. Why because its fast, flexible and powerful. You lose felixibility if all you are focused on is physically accurate materials and lighting, you lose optimization because your rendere has to render EVERYTHING in-order to have an accurate depiction of the scene. Thats not opitmal and unecessary, imo.
#18   Old 29-Jan-09, 00:52   
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FishB8 FishB8 is offline
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Quote:
Originally Posted by apoclypse View Post
I agree with Ton and crew that jumping to physically correct everything would be impractical and considering how hollywood still "cheats" its ass off when it comes to rendering (especially those that use renderman, the best "cheater" in the world), scanline is here to stay, raytracing has its uses but even with the processing power we have now it all amounts to a still resource heavy process comparativley for something that could be done with "cheats" a whole lot faster.
I don't see why this issue is always presented as one or the other. I would think that a well designed rendering engine framework would be able to utilize all kinds of approaches allowing everything from non-photo-realistic all the way to physically accurate with all kinds of combinations in-between. Why does one have to come at the expense of the other?
#19   Old 29-Jan-09, 03:15   
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RickyBlender RickyBlender is online now
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one note here
if blender dev replace yafray with yafaray then you have the ray tracer in yafaray
so you would have the option of using it there

happy blendering
#20   Old 29-Jan-09, 03:52   
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