It’s going fine; we did a lot of work on that recently. I hope to show some images when I get back to the office.
Best regards,
Vlado
It’s going fine; we did a lot of work on that recently. I hope to show some images when I get back to the office.
Best regards,
Vlado
Looking forward to see them. ![]()
Is any of that available in nighties ?
Also is it usable with volumetrics/dispersions etc etc or is it just pure engineering example?
Chaos programmers!.. seems like Micheal (aka Anchovy) should work with you guys maybe?
Its always good to mix it up with this stuff, as much like PT itself the more minds coming at the problems together with converge moar quicker ![]()
Ive been impressed with the recent splurge of PT renderers out there. Brigade is interesting as it is optimised and geared up for gaming as opposed to say Octane and it has physics! - http://www.youtube.com/watch?v=pXZ33YoKu9w&feature=player\_embedded
And Corona which is producing some really convincing results for a free Alpha product - http://corona-renderer.com/
I do know from past experience with Maxwell that caustics simply didn’t work properly, so hopefully this has been remedied in the world of unbiased.
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deflix thats some fascinating video you posted… didnt expect that we moved that far with teh heh… On the other side did you tried Vred? I wish I know what engine its using but for cars and rendering its simply pure insane what you can get out of it… I specially love the AA filter it offers… 0.00000000% jagged edges. All looks perfect.
Cant w8 to see what new awesome stuff Vlado and chaos has for us in their basement ![]()
yes me neither. afaik Brigade isnt bi-direction PT. I do like the physics thing however, and I do wonder if engine tech could become a bit more like Linux one day with convergence of all peoples hard work into a global Mega-renderer evolution. Of course this is not a good way to make cash, but the implications are amazing for a component type framework engine like that, especially considering that all engine tech everywhere draws from the same central knowledge base of math and principles ![]()
That Brigade video is absolutely incredible! We are quite literally gobsmacked.
When can I have that?!?!
Isnt blender open source for every1 ?
If I only know how to code that would be the platform I’d invest in to ![]()
sure but its not an engine
Isnt blender render engine open source? And cycles? I thought they were open huhh
Ahh I see what you mean - yes blender is open but its not the same thing really: I guess I see an engine as something that resolves many things in real-time, not just light transit. I wouldn’t describe an offline renderer as an engine for this reason. Brigade is being developed specifically for games development in mind; to resolve a dynamic and changing environment such as that in a game with physics, animation, rigging and so on. Imagine a feature rich real-time engine based around PT rendering such as Brigade on future graphics hardware. That’s how awesome the potential is and why I feel an open source approach would be great.
You can get an old version here - http://igad.nhtv.nl/~bikker/
For a newer Alpha I suggest contacting OTOY
Hi,
“Photon Parameterisation for Robust Relaxation Constraints” looks pretty cool to remove the noise from caustics. ![]()
EG2013: http://cs.swan.ac.uk/~csbenjamin/zetarelax.html
(Video): Photon Parameterisation for Robust Relaxation Constraints
This is patented last time I looked into it. So forget about it ![]()
Best regards,
Vlado
aha! I got it. ![]()
Thank you for your reply.
Have a nice weekend ahead.
Is the reason you never play with patented tech because of the problems it can create down the line, or is it a principle thing of refusing to pay and get a license for a bit of maths? Does anyone (other engines) play with patented tech?
Seems to me that there’s an awful lot of incredible features which render engines cant use because they’re locked up in patents.
To be fair, the guys that wrote that paper in particular did approach us to see if we were interested in licensing it. I was not convinced it was worth though (I’m still not). I’m not against licensing stuff where we think it could be useful (f.e. we did license MetaSL, although as far as I can tell, that turned out to be money down the drain).
Best regards,
Vlado
Thanks for the info ![]()
I could see how licensing a technology that would dramatically speed up your rendering over all would be beneficial. But caustics on its own, is such a thing that is not used widely and the small number of people who tend to use them get about getting the caustics done in old fasion ways. This will not make the effort worth wile in my opinion.
Im not sure of the purpose of MetaSL is it used in games or is there a general application for rendering with it? what would be benefits of using it?