AMD's (ProRender) Plugin for Blender

Link :


Will it be possible to use procedural textures and displacemnet in Prorender materials ?

54125621615. Nothing. I felt like it should have more information.

Good to see some evidence that a Pro Render version of blender already exists. Does any one from Blender foundation or any Devs know where this branch is being held? Is it on AMD’s git page? Can someone try to find out where we can get access to this. It’s already in a working state by the looks of it, That’s good enough to open up the branch to others to download and play with the source.

For now, is where the heart is, in development.
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In a more recent ProRender promo video they said the Blender plugin is coming 2017 :frowning:

My guess is this won’t affect the bge?

This is a path tracer. It has absolutely nothing to do with real-time or the BGE.

AMD Dev Central tweeted out some more info 2 days ago and links to this page

Here is the relevant bit:

Radeon ProRender for Blender Beta Features

Fast and accurate – It’s designed to be physically accurate, lighting fast and easy to use.
Hardware agnostic – If your computer can run OpenCL 1.2, it can run Radeon ProRender.
Fully integrated – for use with Blender.
Physically correct material library – comes with its own material library for easy starting and reference points.
Supports emissive and photometric Lighting, as well as lights from HDRI environments, letting you blend a scene in with its surroundings.
Supports Windows.
No cost!

You can ask questions on that page too.

Does it support sss and displacement?

Below are some of the supported features:

  • API (C-style)

  • Unbiased/biased path-tracing

  • State of the art sampling algorithms

  • Multiple importance sampling

  • Many lights support

  • Adaptive rendering

  • Physically-based materials

  • Layered material support

  • Standard uber-material

  • Volumetrics

  • Physically-based camera

  • Lens and sensor simulation

  • Physical bokeh

  • Motion blur

  • Analytic and physical lights

  • Point, directional, spot lights

  • Area lights

  • Image based light with IS

  • IES profiles support

  • Incandescent material

  • Physical skylight

  • Post-processing filters

  • Numerous image reconstruction

  • Tonemapping

  • Based on open technologies

  • OpenCL

  • OpenGL (interop supported)

  • OpenImageIO

  • OpenVDB


Real time path tracer is a future goal. I believe one day real time cycles engine will come.
Here is preview of Octane in Unity. It’s not completely real time.

I don’t quite understand - what’s the business model for AMD? It’s OpenCL so it doesn’t force people to buy their cards. Its free so there’s no revenue there. I must be missing something.

Amd prorender only works on Windows or Linux is not intended?

Winning brownie points with customers after a decade of being viewed as the cheap alternative company who doesn’t give a shit about driver, firmware, or hardware quality. They have a lot of ground to make up to be viewed as a serious player in the CG/VFX industry again.

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Becuase GPU rendering is becoming interesting market and AMD is nowhere there, or % is marginal. Probably also pushed a bit by their partners…

Main reason AMD cant use Cuda, As Cuda obviously is Nvidias compute platform. OpenCL is AMD’s adopted compute platform, They developed code that can add market share for their products by supporting high quality GPU rendering on AMD cards.

Best way to get people to addopt your card for rendering in this way is to give ALL the base code to implement it for free.

More interesting is they also have a Vulkan version of the underlying intersection API that runs Radeon Render, Radeon Rays.

Apple dont properly support OpenCL, Nvidia intentionally doesn’t support modern opencl (and what it does support in opencl is heavily crippled in performance on purpose not to compete with Nvidias Cuda). This is why for example Otoy gave up on it’s opencl version of Octane.

But if AMD support their Opencl intersection API by converting to Vulkan they can then gain access to all vendors gpu compute markets as both Apple and Nvidia have to support Vulkan. Things are getting interesting now, AMD can still progress opencl 2.1 -2.2 to help push C++ code on GPU with their platforms but still through Vulkan get access to all Vendors hardware including the CPU.

Cuda cant run on the CPU, so when talking about new chips over the next years of 16 threads, 32 threads, 64 threads, 128 threads and being able to utilize the gpu on the same task gives AMD with Opencl or Vulkan an advantage over Nvidia and it’s closed cuda compute systems.

AMD cards are better ar OpenCL rendering tasks than nvidia cards (using the same API)

also releasing closed source tech would not really benefit as much when compared to an open source solution (also probably because they dont have the capital for that)

One good example where AMD cards are better at OpenLC is LuxRender. But that is a small project compared to the big guys. AMD has to invest money (by supplying us free products) to ensure people will view their products more seriously. Nvidia did the same thing recently with their release of a free copy of a ray tracing engine.

hm a system that can use CPU and OpenCL for rendering… might out render cuda in options and speed.

but oh well looking at the video, they got a shadow catcher ??