[Bf-cycles] Need help with shaders

Brecht Van Lommel brechtvanlommel at pandora.be
Thu Oct 6 00:57:36 CEST 2011


If I can suggest something, it would be to try to see how we can
render things like smoke, fire or clouds well (without full global
illumination). I think for many users this is the most important use
case for volume rendering. Bidirectional path tracing and MLT are
interesting of course, but they are mostly interesting for rendering
"difficult" light paths, which often we don't even want to try to
render in animations, but rather leave out or approximate. There is no
support yet for reading voxels or point clouds, but procedural
textures can be used for testing too... Anyway, that's what I would
prioritize :)

I'll try a CUDA/OpenCL build later.


On Wed, Oct 5, 2011 at 4:52 PM, storm <kartochka22 at yandex.ru> wrote:
> Stupid bug fixed, i swap 2 parameters in direct lighting, now emission
> mesh triangles work again. Add epsilon thresholds to phase function, it
> fix strange phantom beams in environment volume.
> Getting bored a bit of all that extremely slow converging of outdoor
> scenes on my quad core Phenom 955, need something to do with variance
> (noise). Maybe I try BiDir integrator or even sacred MLT, but it much
> more complex then pure Path tracer, not sure i can do it at all. Will
> see.
> BTW, if someone trying to compile patched Cycles with CUDA or OpenCL plz
> send me any compiler errors, i have no OPenCL or CUDA dev packages but
> very interested to make my patch work with any GPU.
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