|
|||||||
![]() |
|
|
Thread Tools |
|
||||
|
#1
|
||||
|
|
|
|||
|
Yippie-ky-yay! Go Farsthary Goooo!
![]() |
|||
|
#2
|
|
|||
|
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
|
|
|||
|
Awesome news as always!
|
|||
|
#4
|
|
|||
|
ANIMAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAL !
In his free-free-time he will do these tiny little things like GI and Caustics. Best luck for you Farsthary!!
............................................
Video: Arrays Sketching script demo. Video: Three Levels UI concept ... ( UPDATE 16-Mar-09 ) |
|||
|
#5
|
|
|||
|
You...rock...'nuff said...
|
|||
|
#6
|
|
||||
|
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
|
|
|||
|
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
|
|
||||
|
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
............................................
save the world: eat carrots Last edited by Lapinou; 28-Jan-09 at 21:37. |
||||
|
#9
|
|
||||
|
A good GI renderer is not written over night. Sincerely good luck with the development, it will be a lot of work.
cheers, Matthias
............................................
www.bobtronic.de |
||||
|
#10
|
|
|||
|
Quote:
|
|||
|
#11
|
|
|||
|
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.
............................................
Do not put off till tomorrow what can be put off till the day-after-tomorrow just as well. |
|||
|
#12
|
|
||||
|
GI Blender Internal? Am I dreaming?
It makes sense to work together and combine forces - I hope this will work out!
............................................
C l a a s E i c k e K u h n e n Assistant Professor Industrial Design Kendall College of Art and Design |
||||
|
#13
|
|
||||
|
(Boing-boing-boing-boing...) YIPPPEEEE!!!
Thank you Both!!! |
||||
|
#14
|
|
||||
|
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.
............................................
Portfolio · YafaRay Guide · Linear workflow with YafRay · Polikarpov I-15 Tutorial · Plane-Line Tutorial · Lighting Challenge #14: The Local Train Last edited by Alvaro; 28-Jan-09 at 22:31. |
||||
|
#15
|
|
|||
|
Keep going man!
|
|||
|
#16
|
|
||||
|
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.
............................................
http://proyectotuqueque.blogspot.com/ |
||||
|
#17
|
|
|||
|
Quote:
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
|
|
|||
|
Quote:
|
|||
|
#19
|
|
||||
|
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
|
![]() |
| Bookmarks |
| Thread Tools | |
|
|