<div dir="ltr">Hello Sergey, nice to meet you (sort of!) :). <div><br></div><div>Hmmm, I don't have any diagrams or code I can show you right now I'm afraid. However, I can describe what the api does more or less if that would help? The addon started life as just that, an addon, but the we realised that we couldn't justify writing a whole new render engine. So we are now focussing on turning our code into an api that can be used to distribute and accelerate different tasks. </div><div><br></div><div>So that is what our planned api does, takes data from a client machine and then distributes it in real time to a number of nodes which then perform a commanded task (such as rendering the scene in this case) and then combine and return the results. </div><div><br></div><div>However it is planned that the 'data' and 'task' I speak of can be generic, at least to a point. For example, I'm currently talking to a researcher in Portugal (specialist in fluid simulation and also part of Problender, the Portuguese Blender assoc) about how I could accelerate the Blender physics engine using our same api. </div><div><br></div><div>Essentially what we have built and will continue to build is a method by which data can be streamed out to nodes on a network in real time, and then the results of some process that acts on that data, streamed back again. </div><div><br></div><div>As the prototype clearly shows, we have done a crude version of this and we chose the cycles render engine as a particular use case. </div><div><br></div><div>Why I am wanting to work more closely with the cycles group is that at the moment I am finding it time consuming to integrate with cycles from the 'outside'. Essentially I am doing two tasks, developing our API and at the same time, attempting to integrate it with cycles. I am fast realising that it might be better to work with you all on the integration part. I am still happy to do that work, but I need to ask a lot of questions about the best way to do it.</div><div><br></div><div>So that is my proposal, I am happy to share my progress and any information necessary for others to understand what I am doing with the group if I might be allowed to ask about how certain things are done. </div><div><br></div><div>One example of this is the node editor, with cycles and blender internal, the node editor will display the material node tree, but not when I enable my addon and use it as a 'render engine'. It seems that Blender does not recognise my addon as being able to support the ShaderNodeTree tree-type and so won't display the material node-tree. </div><div><br></div><div>I could spend a lot more time trying to figure this out by trial and error and hacking, but this seems inefficient when I could reach out and collaborate. </div><div><br></div><div>Kind Regards</div><div><br></div><div>James :)</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Dec 22, 2015 at 10:00 PM, <span dir="ltr"><<a href="mailto:bf-cycles-request@blender.org" target="_blank">bf-cycles-request@blender.org</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Send Bf-cycles mailing list submissions to<br>
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Today's Topics:<br>
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1. Fwd: Just joined, etiquette, rules please? (James Crowther)<br>
2. Re: Fwd: Just joined, etiquette, rules please? (Sergey Sharybin)<br>
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<br>
Message: 1<br>
Date: Mon, 21 Dec 2015 23:59:43 +1100<br>
From: James Crowther <<a href="mailto:jamesharrycrowther@gmail.com">jamesharrycrowther@gmail.com</a>><br>
Subject: [Bf-cycles] Fwd: Just joined, etiquette, rules please?<br>
To: <a href="mailto:bf-cycles@blender.org">bf-cycles@blender.org</a><br>
Message-ID:<br>
<CAJOwpNuRvsu-MdXF_Gj=R5Teboc5_Bc=+<a href="mailto:Xj9qtX3%2BCoXAtEDzg@mail.gmail.com">Xj9qtX3+CoXAtEDzg@mail.gmail.com</a>><br>
Content-Type: text/plain; charset="utf-8"<br>
<br>
Hi, I'm new here, just got re-directed to this mailing list by Ton.<br>
<br>
I am currently developing an api and associated addon for blender. I spoke<br>
to Brecht Van Lommel and he directed me here to get engaged with cycles<br>
development.<br>
<br>
So, you are probably aware of the network render efforts in cycles that<br>
Brecht started, I am working on something very similar. I have already<br>
built a prototype that works, for a brief demo, please refer to this<br>
youtube video -> <a href="https://youtu.be/S-oagcuS3Bc" rel="noreferrer" target="_blank">https://youtu.be/S-oagcuS3Bc</a> (apologies for the sound, its<br>
very quiet and only in one stereo channel due to problems with my editing<br>
software, but you can still get a good understanding of what it does).<br>
<br>
I am wanting to work with the developers of cycles to integrate more<br>
closely with it since, at the moment, and though I've managed to get a demo<br>
to work, I think the concept would work a lot better if I could collaborate<br>
with cycles development rather than working in isolation.<br>
<br>
I'd love to hear back from you to see what you think and hopefully work<br>
alongside you all :)<br>
<br>
Kind Regards<br>
<br>
James Crowther<br>
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Message: 2<br>
Date: Mon, 21 Dec 2015 18:45:03 +0500<br>
From: Sergey Sharybin <<a href="mailto:sergey.vfx@gmail.com">sergey.vfx@gmail.com</a>><br>
Subject: Re: [Bf-cycles] Fwd: Just joined, etiquette, rules please?<br>
To: Discussion list to assist Cycles render engine developers<br>
<<a href="mailto:bf-cycles@blender.org">bf-cycles@blender.org</a>><br>
Message-ID:<br>
<CAErtv27KvOczBvDRwzbkTWg4vb6=<a href="mailto:Zjr2_i_O6ETzRtX6sDBWSQ@mail.gmail.com">Zjr2_i_O6ETzRtX6sDBWSQ@mail.gmail.com</a>><br>
Content-Type: text/plain; charset="utf-8"<br>
<br>
Hey,<br>
<br>
Improved network rendering in Cycles is something what indeed needs work.<br>
While video seems interesting, do you have some design diagrams or code<br>
shared somewhere?<br>
<br>
On Mon, Dec 21, 2015 at 5:59 PM, James Crowther <<br>
<a href="mailto:jamesharrycrowther@gmail.com">jamesharrycrowther@gmail.com</a>> wrote:<br>
<br>
> Hi, I'm new here, just got re-directed to this mailing list by Ton.<br>
><br>
> I am currently developing an api and associated addon for blender. I spoke<br>
> to Brecht Van Lommel and he directed me here to get engaged with cycles<br>
> development.<br>
><br>
> So, you are probably aware of the network render efforts in cycles that<br>
> Brecht started, I am working on something very similar. I have already<br>
> built a prototype that works, for a brief demo, please refer to this<br>
> youtube video -> <a href="https://youtu.be/S-oagcuS3Bc" rel="noreferrer" target="_blank">https://youtu.be/S-oagcuS3Bc</a> (apologies for the sound,<br>
> its very quiet and only in one stereo channel due to problems with my<br>
> editing software, but you can still get a good understanding of what it<br>
> does).<br>
><br>
> I am wanting to work with the developers of cycles to integrate more<br>
> closely with it since, at the moment, and though I've managed to get a demo<br>
> to work, I think the concept would work a lot better if I could collaborate<br>
> with cycles development rather than working in isolation.<br>
><br>
> I'd love to hear back from you to see what you think and hopefully work<br>
> alongside you all :)<br>
><br>
> Kind Regards<br>
><br>
> James Crowther<br>
><br>
><br>
><br>
><br>
> _______________________________________________<br>
> Bf-cycles mailing list<br>
> <a href="mailto:Bf-cycles@blender.org">Bf-cycles@blender.org</a><br>
> <a href="http://lists.blender.org/mailman/listinfo/bf-cycles" rel="noreferrer" target="_blank">http://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
><br>
><br>
<br>
<br>
--<br>
With best regards, Sergey Sharybin<br>
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End of Bf-cycles Digest, Vol 56, Issue 13<br>
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</blockquote></div><br></div>