I love those games! Probably won’t get enough time for out of the box implementation but hopefully the system will be flexible enough to allow this with some effort.
Thanks a lot for kind words! But, don’t want to ‘overhype’ anything, things will be broken, slow or ugly, especially in the beginning.
Want multi-threaded, it’s currently under development for the 2D renderer in Kha, I will then start adapting it for the engine. Definitely important but it’s not in as of yet.
There is a possibility to assign a custom render path to each camera, or use the same one and set different contexts for some passes. With that said, I did not actually test this yet, and I recall some stuff was only having one camera in mind. But in the end it should be a thing that works.
Hi! I doubt that BF team knows too. Some members may know(I exchanged a sentence with brecht), and the only concern so far was the naming, which is being taken care of.
@adriansnetlis, BluePrintRandom, elmeunick9
Yah, exchanging source code would likely be terribly difficult. There are not even OpenGL calls, since Kha provides it’s own graphics API to make Vulkan/D3D/Metal and so on possible without rewriting stuff. The hardest thing for me was putting a versatile shader system together and all the render pipeline stuff - my note on not minding the exchange was meant for that, if it would come useful.
I hope so, very interesting stuff. For voxel path tracing, do you have global illumination in mind or a ‘regular’ render of voxels? The problem would probably be to impose some kind of limitation in Blender scene assembling, to allow only cubes and parse that into specialized format.
When things get broken(and they certainly will), I am here to fix. Raytracing pipeline is very limited, it is a proof of concept right now. I have some more ideas to push it further, will be sure to post that. Adjusting number of samples on the fly is nice idea, writing that down, should be fairly easy.
A month already passed, I still did not manage to get a preview version out(yah) - I tried to give reasons and complete overview of the progress here:
There is some more stuff mentioned but the main new things are Hosek/Wilkie sky model support, which you can drop into world nodes the same way as in Cycles
And a transparency support, using a weighted blended order independent technique. This finally enables to simulate glass nodes and similar!
Hope to pull off another run similar to this month, and get things out. As always, everything is lots more work than anticipated.