Man, I turn around for one minute and y’all go talking behind my back…
Actually, I’m pretty flattered by the “Dr. Farnsworth” comment. I have a former coworker at Electronic Arts that used to call me that, but everyone else just calls me ‘Farny’ as there are too many Mikes in the world. No, I don’t have a Ph.D., although someday I might get one for the heck of it.
Working on Cycles sounds like a blast, and a real challenge. I wrote a GPU path tracer (just a toy one) a while back using OpenCL, and it was both really fun and really frustrating. C’est la vie.
Aside from my wife getting on my case about spending too much time programming, I could still work on both RenderSpud and Cycles, as RenderSpud is more intended to be geared as a standalone, multiplatform production renderer. I currently work at Tippett Studio doing R&D for film VFX (we use mostly Pixar’s Renderman, and I am in charge of studio-wide shaders and am one of the two primary developers for our fur/hair system used in quite a good handful of movies now), so production rendering / animation are my main areas of interest. And I’m obviously a former game graphics developer, so I’m familiar with the real-time side of the world too.
As for my experience integrating RenderSpud into blender as a render engine, I used the python interface rather than the native to-the-metal stuff because I wanted to make it as agnostic to the blender version as possible (there was a lot of version/api churn during the 2.5x series). I had to write a proper python wrapper for RenderSpud to do it, which was fun. I understand Cycles did it the other way; and considering how long it takes to go from blender native -> python -> RenderSpud when translating a scene, I can imagine why avoiding the python side would be a good idea.
But, I can’t commit to it in this very post; I have to check in with relevant parties and mull it over. I’m a little torn as this is all very flattering, but I was trying to round up some artists I work with to see if they could help me work on a short with RenderSpud to help me refine and improve it. There are just too dang many awesome projects to work on.
Anyway, 'nuff of that, if you all want to know more about my experience, go read my blog. I’ll keep an eye on this thread now, sorry for being late.
-Farny
PS - A note about Arnold; I’ve talked a bit with the developer, Marcos Farjardo, and he told me it was a straight path tracer written in C. The Sony Imageworks guys (I know Larry Gritz and talk to him every so often) have a variation on Arnold that is all OSL, obviously. Tippett Studio split work on the Smurfs with them and we had to comp our cat (Azrael) with their smurfs. Arnold is a solid renderer, but it doesn’t do anything beyond production-tweaked vanilla path tracing, as far as I know. RenderSpud’s bidirectional path tracing is definitely not production ready, but the path tracer itself is somewhat mature, as it’s quite a bit easier to implement and maintain.