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Not saying it isn't going to happen, but I find it amusing that just because someone states that they're starting to work on something everyone begins to talk about that feature as though it's In Blender.
Good times.
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Roland -- Check out The Beast! Are you ready to take the next step in Blender? Animating with Blender: How to Create Short Animations from Start to Finish |
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#101
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Harkyman, at the speed which those two are working, it is already practically a Blender feature.
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-- Do not put off till tomorrow what can be put off till the day-after-tomorrow just as well. -- Beauty is in the eyes of the beer holder |
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#102
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For what it's worth, I would be incredibly happy if plain old raytracing was updated to use a better acceleration structure before Yet Another Processor Intensive Feature was stapled on to the old structure. This is not to say that I don't think Farsthary(Raul) and Broken(Matt) are doing amazing things with the engine, because they are, but as far as I can tell the actual implementation of the raytracer hasn't much changed since it was implemented in 2.32.
Features have been improved and changed, but the actual process of ray tracing has stayed where it was. Someone, Keir I believe his name was, was working on a newer model, a BIH-tree, but left it in the end for another project (also very cool; camera tracking, in fact!). All-in-all, new features are nice, and probably much more fun to code (I understand, none of the developers are getting paid for this, ) but the octree is really starting to feel its age a bit, and with GI and volumetrics looming over the horizon, ready to be tied on top, it's probably going to sink just that little bit further into the mud.EDIT: Actually, instead of just honking my horn here, I might put a question directly to you, Matt (possibly Raul, but he doesn't come on here as much, it seems). What are your thoughts on the whole acceleration problem? How likely/easy would it be to revamp something so tied into the rest of the render system? Last edited by ZombieJohn; 04-Feb-09 at 15:11. |
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#103
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Quote:
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#104
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ZombieJohn, I think it wasn't Kier but YvesPoissant who had some kind of intention with the raytracer, but he is not allowed for work related reasons to work on it.
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-- Do not put off till tomorrow what can be put off till the day-after-tomorrow just as well. -- Beauty is in the eyes of the beer holder |
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#105
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I also agree on the raytracer - the system seems to be outdated and painfully slow.
Other projects like Lightcuts seem to suffer from slowdowns because of the bottlenecks in the raytracer system itself.
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C l a a s E i c k e K u h n e n Artist : Designer : Educator |
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#106
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#107
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Wow
![]() He doesn't comment for a long time and brings us a new present when he comes back online, this may benefit greatly from Jaguarandi's project, now if the code could be made ready for inclusion in 2.5 and be a feature used for certain situations for project Durian. I do wonder though, will we be able to use photon mapping and final gathering together, I think I heard of a tutorial saying that Maya can do this and give you incredible results, like Final Gathering could be used for detailed illumination and photon mapping can be used for detailed caustics and the first GI bounce.
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Soar, soar through the skies upon the wings of anything that can fly, to bring your dreams to reality, to bring success upon you, to bring you a good life for you and your family. Not everyone can get to the point where you constantly draw 4 aces in a deck of cards, but everyone is able to taste what success feels like and what that can mean for them. |
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#108
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Hey everyone,
Slightly confused as to whether this is what Farsthary has already linked to from his blog, but just today he sent us a patch for "Final Gathering 1.0" and asked us to post it so he could link to it from his blog... Maybe someone who's a coder could take a look at it and let us know. We'll put a link to it on Farsthary's blog as requested. Anyway, here's the file he sent us... hope you enjoy it! Link: http://www.mediafire.com/?sharekey=1...4e75f6e8ebb871 |
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#109
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Yep, they're the same according to diff.
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www.trollwerks.org — my own little home on the strange |
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#110
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ok, thanks Uncle Entity! I imagine he probably just sent the email first.
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#111
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Hello, long time I don't post a compilation.
I do a compilation for windows with msvc express 2008 of this project. I have manually added the patch and correct some think to have the compilation. You can download it on http://graphicall.org/builds/builds/...n=show&id=1041 Patch to compile with MSVC : http://lecocqguillaume.chez-alice.fr...ch_4_msvc.diff Normally the patch can be apply to other O.S Last edited by Lguillaume; 24-Jun-09 at 23:35. |
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#112
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OSX Intel build added
![]() Thanks Lguillaume for fixing the buttons_scene.c patch
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#113
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Oooh, this is going to be legendary!
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#114
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like Zorro!
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http://www.scatteredpixel.com |
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#115
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I quickly put together the first image using the new build (since there's no other images yet here)
http://blenderartists.org/forum/show...11#post1409911 High quality GI is now possible in Blender Internal
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Soar, soar through the skies upon the wings of anything that can fly, to bring your dreams to reality, to bring success upon you, to bring you a good life for you and your family. Not everyone can get to the point where you constantly draw 4 aces in a deck of cards, but everyone is able to taste what success feels like and what that can mean for them. |
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#116
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Hi all!
@CD WOW! that picture looks beautifull I want to apologize if I dont post more oftenly, i really can't , and as a request if this thread name could be changed to Farsthary and Broken works on GI ? hope soon appears new corrected builds with the multiple ligth set up cheers to all PD: I read all the mails, just I ask a little aptience to answer them Farsthary |
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#117
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Quote:
Thanks so much for your help! I really appreciate the work you have done, and please keep it coming. Regards kbot |
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#118
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Made up a new patch based on Lguilaume's msvc patch and the new multi-light bug fix farsthary was referring to in the last post.
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www.trollwerks.org — my own little home on the strange |
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#119
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With compositing nodes
![]() Without compositing nodes ![]() Node setup ![]() Couldn't help but play with it. Render time 3min 08sec. 319,924 polys. Used settings from ScenePhotonFGHQ with one light. Very nice work Raul and Matt!
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www.bendansie.com - www.montagestudio.org - durian.blender.org |
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#120
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