Ray Trophi Render Engine

I rendered a Blender 3.5 introductory scene with my own Ray Trophi Render engine. My CPU-based render engine rendered this scene in about 1 minute. Denoise was applied with the Intel Open Image Denoiser plugin. Scene design belongs to Nicole Morena


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wooow! I like it a lot! Great art! :art: :woman_technologist: :muscle:

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Exciting ! I see your scene features some refraction (the cheese dome on the right) but it behaves a bit weird doesn’t it ? I don’t see the mugs behind it showing through. The bottle on the table seems normal though. What kind of surfaces can you render so far with it ?

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Yes, that’s right. That material is glass, but the roughness value has been accidentally increased. I saw it later. I’ve also leveled the new render. Other glass jars and bottles on the table were rendered correctly. In rendering, I have physical material micro scattering methods that work. Dielectric pbr metal works well, volumeteic material is also available, but I continue to improve. I prepared this scene specifically to test the results of rendering a childish animation of colors and lights.

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Without comparisons with other render engines, these images don’t mean much

Nice!

Can your renderer do soft shadows? I think they would benefit this kind of gentle-looking scene.

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For those interested, my source code is here https://github.com/maxkemal/raytracing_Proje_Moduler

I am making a comparison. Cycles is about the same speed as CPU, but my material and light structure are not the same as Blender, so the same results are not obtained. I can only apply the view direction information of the Blender camera to my camera structure with the transformation function. float rx = 85.1262;
float ry = -66.3824;
float rz = 0.840447;
Vec3 forward;
forward.x = cos(ry) * cos(rz);
forward.y = sin(rz);
forward.z = sin(ry) * cos(rz); float rx = 85.1262;
float ry = -66.3824;
float rz = 0.840447;
Vec3 forward;
forward.x = cos(ry) * cos(rz);
forward.y = sin(rz);
forward.z = sin(ry) * cos(rz);
As you can appreciate, it is not something that one person can easily do in a project that does not have an interface. You can examine my source codes openly. Thank you

I featured you on BlenderNation, have a great weekend!

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