[Bf-python] Existing render API able to allow standalone sim generation threads to be ran as a different job type?

Jamie Murray txrxfx at gmail.com
Thu Jun 5 13:46:37 CEST 2014


Thanks for the links and thread on this. I've got a quick question.

Would it be conceivable to farm out an external process to write sims (as
opposed to frames) to disk using the existing render api as it stands or
would I have to start altering code within Blender to facilitate that?


On Thu, Jun 5, 2014 at 11:00 AM, <bf-python-request at blender.org> wrote:

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>    1. How to plugin an external rendering engine into Blender
>       (Hsehsiv Atpug)
>    2. Re: How to plugin an external rendering engine into       Blender
>       (Daniel Monteiro Basso)
>    3. Re: How to plugin an external rendering engine into       Blender
>       (Julien Duroure)
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> Message: 1
> Date: Wed, 4 Jun 2014 14:23:16 +0530
> From: Hsehsiv Atpug <multidimentionalvariable at gmail.com>
> Subject: [Bf-python] How to plugin an external rendering engine into
>         Blender
> To: bf-python at blender.org
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> Hi All !!
>  :)
>
> I am writing a point based rendering engine to render point clouds. I want
> to plug it into Blender so that i take advantage of Blender's existing
> functionality.
> I am writing my code in C++.
> I have already downloaded and built the blender source code.
> Can anyone help me how to proceed with integrating my code with Blender?
>
> -Vishesh
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> Message: 2
> Date: Wed, 4 Jun 2014 16:17:54 +0100
> From: Daniel Monteiro Basso <danielmbasso at gmail.com>
> Subject: Re: [Bf-python] How to plugin an external rendering engine
>         into    Blender
> To: Blender Foundation Python list <bf-python at blender.org>
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> Hi Vishesh,
>
> On Wed, Jun 4, 2014 at 9:53 AM, Hsehsiv Atpug <
> multidimentionalvariable at gmail.com> wrote:
>
> > I have already downloaded and built the blender source code.
> > Can anyone help me how to proceed with integrating my code with Blender?
> >
>
> What you want to achieve requires a lot of work... I'm not exactly the
> right guy to answer your question, but if I were to make my own rendering
> engine, I would first just clone Cycles with a new name. After that I would
> strip the cloned code to the bare minimum (the communication of the scene
> to the engine) and do the plumbing to my rendering code.
>
> The code for Cycles is in the /intern/cycles directory, copy it to e.g.
> /intern/myrenderer, and then proceed to replace all the required
> identifiers. You will have to include the new module in the build system,
> and probably make some other changes elsewhere in order for Blender to show
> your engine as an alternative, but I have never done it before, so I can't
> help you with that.
>
> Cheers, and good luck.
>
> Daniel
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> Message: 3
> Date: Wed, 4 Jun 2014 17:24:32 +0200
> From: Julien Duroure <julien.duroure at gmail.com>
> Subject: Re: [Bf-python] How to plugin an external rendering engine
>         into    Blender
> To: Blender Foundation Python list <bf-python at blender.org>
> Message-ID:
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> CAGARL-uAphYT2Oqxvd8hvm+KYCBApziPNqUgNKMSjd5UbMnumQ at mail.gmail.com>
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>
> Hi,
>
> Here [1] is a minimalist doc about about to interact with Blender. But, as
> already said, reading how Cycles integration into Blender works is the best
> way to go.
>
> [1] : http://wiki.blender.org/index.php/Dev:Source/Render/RenderEngineAPI
>
> Regards,
>
>
> On Wed, Jun 4, 2014 at 5:17 PM, Daniel Monteiro Basso <
> danielmbasso at gmail.com> wrote:
>
> > Hi Vishesh,
> >
> > On Wed, Jun 4, 2014 at 9:53 AM, Hsehsiv Atpug <
> > multidimentionalvariable at gmail.com> wrote:
> >
> >> I have already downloaded and built the blender source code.
> >> Can anyone help me how to proceed with integrating my code with Blender?
> >>
> >
> > What you want to achieve requires a lot of work... I'm not exactly the
> > right guy to answer your question, but if I were to make my own rendering
> > engine, I would first just clone Cycles with a new name. After that I
> would
> > strip the cloned code to the bare minimum (the communication of the scene
> > to the engine) and do the plumbing to my rendering code.
> >
> > The code for Cycles is in the /intern/cycles directory, copy it to e.g.
> > /intern/myrenderer, and then proceed to replace all the required
> > identifiers. You will have to include the new module in the build system,
> > and probably make some other changes elsewhere in order for Blender to
> show
> > your engine as an alternative, but I have never done it before, so I
> can't
> > help you with that.
> >
> > Cheers, and good luck.
> >
> > Daniel
> >
> > _______________________________________________
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> > Bf-python at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-python
> >
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