Alasdair,

In my earlier post I mentioned that I was using LUXRENDER at the
moment with the new Blender 2.5 Beta ( WIN32 ).

I was suggesting it here because the topic talked of Plugins for
FRYRENDER. As LUXRENDER is FREE, open source, I thought it might be of
interest to RS programmer types ( :D ) to knockup a plug for Luxrender
.. thats all!

For anyone interested I did a build today of Latest Blender 2.5 Beta (
nearing official release ). I included the Luxblend plug, all setup to
use the Luxrender App. How to's and where to gets are at this thread,
8th message down:

http://blenderartists.org/forum/showthread.php?t=192077

Aidan



On 20 July 2010 19:40, Alasdair <[email protected]> wrote:
> how are you loading it into rs3d and vice versa?
> Alasdair
> ----- Original Message ----- From: "aidan o driscoll" <[email protected]>
> To: <[email protected]>
> Sent: Tuesday, July 20, 2010 5:47 PM
> Subject: Re: Fryrender plugin support
>
>
>> Hiya,
>>
>> All interesting reading - thank you for one, from me!
>>
>> I brought up OCTANE just to see. But also previously brought up the
>> FREE / Open Source
>> physically based and unbiased rendering engine that is LUXRENDER:
>>
>> http://www.luxrender.net/
>>
>> Access to  this from RS  because it is free and therefore accessible
>> to more than FRY which has a far higher cost.
>>
>> Aidan
>>
>> On 20 July 2010 17:24, Rakesh Malik <[email protected]> wrote:
>>>
>>> I think a version of Larrabee will be released soon -- though it's not
>>> likely to be a graphics chip, it's most likely to be a mini-supercomputer
>>> on
>>> a card.
>>> The margins in that arena are much better than the margins in CPU's right
>>> now, so you can bet that Intel's going to go after it with some gusto.
>>> OpenMCL and DirectX are our best bets for "standardized" API's. OpenGL
>>> will
>>> always be playing catchup, and DirectX will always be leading the way,
>>> because Microsoft makes too much money from games to stop pushing DirectX
>>> as
>>> much as it can, and OpenGL is a standard that requires a committee to
>>> agree
>>> on. The same committee that ensures that OpenGL is OpenGL also slows it
>>> down
>>> -- it's the tradeoff for standardization.
>>> Threading in Python is a joke. I've done it, it's a waste of effort. The
>>> language is suitable only for embarrassingly parallel applications, and
>>> that's it.
>>> C++0x won't be usable by very many people -- especially the newer
>>> programmers. It will be a fine language, but the people using it will be
>>> limited to supercomputer models, games, and the better 3D animation and
>>> rendering software.
>>> There are several modern programming languages that are placing a strong
>>> emphasis on parallel, multi-threaded, distributed, and functional
>>> programming. In "mainstream" programming, applications will just get
>>> buggier
>>> and more bloated. In the smaller space of 3D software and games, we'll
>>> see
>>> some amazing stuff, probably in the next couple of years.
>>> They're going to have no choice as far as standards -- there will be a
>>> small
>>> number of languages (my guess is OpenMCL + whatever Microsoft calls
>>> theirs)
>>> that will end up becoming pervasive, and anyone who wants to play will
>>> have
>>> to support them or be kicked to the curb.
>>> Thanks -- I'm trying to get out of programming so that I can do more with
>>> 3D
>>> and photography. I've been out of 3D for too long, because I haven't had
>>> the
>>> time to keep it up.
>>> -----------------------------
>>> Rakesh Malik
>>> http://www.whitecranephotography.com
>>> http://www.flickr.com/baratheon
>>>
>>>
>>> On Tue, Jul 20, 2010 at 6:22 AM, Jean-Sebastien Perron
>>> <[email protected]>
>>> wrote:
>>>>
>>>> Wow really interesting Rakesh.
>>>>
>>>> Larrabee won't be released soon, if released at all.
>>>>
>>>> I hope you are right, I am eager for theses new features to be open
>>>> standard.
>>>> As a programmer, it's even difficult to use good old OpenGl/DirectX
>>>> mess.
>>>>
>>>> Thankyou for that long response, If you know more tell us.
>>>> I will do further reading about the new GPU.
>>>>
>>>> The new c++ standard ( C++0x) that will be revealed the next year, will
>>>> support multi threading.
>>>> Like Python, most languages are now supporting parallel execution
>>>> directly
>>>> in the language.
>>>>
>>>> OpenGL, DirectX, Larrabee, ATI, Nvidia, Mac, Linux, Win ... They will
>>>> never merge to any standard.
>>>>
>>>> I really like your landscape pictures.
>>>>
>>>> Jean-Sebastien Perron
>>>> www.CombadZ.com
>>>>
>>>> On 10-07-20 02:34 AM, Rakesh Malik wrote:
>>>>
>>>> GPU based renderers are most likely the future.
>>>> The Cell isn't it -- it's only somewhat parallel, and it's not
>>>> well-suited
>>>> to double precision arithmetic. It's a better suited to rendering than
>>>> to
>>>> gaming, but it's definitely nowhere near to being all that it's cracked
>>>> up
>>>> to be.
>>>> The latest generation of GPU's from nVidia and AMD/ATI are, however,
>>>> exactly what you're describing -- massively parallel, with extremely
>>>> fast
>>>> buses, and with general-purpose computing engines rather than dedicated
>>>> hardware to run shaders. The latest nVidia GPU's do double-precision
>>>> arithmetic well, which is specifically for high-performance computing.
>>>> The consistency isn't due to the GPU's being GPU's, it's because
>>>> general-purpose GPU's are relatively new, and there aren't any standards
>>>> for
>>>> them yet. It will change, especially with programming languages for them
>>>> becoming standardized.
>>>> Intel's Larabee processor is specifically geared toward general-purpose
>>>> computing -- it's a collection of small, fast processors with very fast
>>>> interconnects and it's well-suited to applications such as rendering.
>>>> And lastly... the reason that the industry is being so conservative
>>>> about
>>>> parallelism is that most programmers don't understand even the simplest
>>>> issues in parallel programming -- how to partition and re-assemble data,
>>>> handle node failures, mutual exclusion, resource contention, that sort
>>>> of
>>>> thing.
>>>>
>>>> ----------------------------
>>>> Rakesh Malik
>>>> http://www.whitecranephotography.com
>>>> http://www.flickr.com/baratheon
>>>>
>>>>
>>>> On Mon, Jul 19, 2010 at 6:46 PM, Jean-Sebastien Perron
>>>> <[email protected]>
>>>> wrote:
>>>>>
>>>>> GPU based renderer are doomed unless there is a open and documented
>>>>> standard.
>>>>> Like any hardware-dependent renderer they will fade over time.
>>>>>
>>>>> It's sad that the the Cell processor was ignored by the industry.
>>>>> The Cell in the hand of good old programmers (Assembler and c++) not
>>>>> (scripters) could do so much.
>>>>>
>>>>> I hate AMD and Intel and Arm and Motorolla,
>>>>> The secret to faster computing is parallel work.
>>>>> Like the hundreds of "Blitters" in the old arcade motherboard of the
>>>>> 80's.
>>>>> Programming in parallel require thinking, and the industry is playing
>>>>> it
>>>>> safe.
>>>>>
>>>>> We don't need 4 core we need 32 or 64 and more.
>>>>> Simple core that only do floating point math vectoring.
>>>>> Not all purpose crap like intel(int tel) like in integer.
>>>>>
>>>>> GPU are useless in generating images, no 2 videocard produce the same
>>>>> result.
>>>>> What is important is math math math .... Vector and matrix nothing else
>>>>> And still to this day, only one processor in the world deliver that :
>>>>> The
>>>>> Cell
>>>>>
>>>>> If I had the money of Bill Gate, In a year I would completely change
>>>>> the
>>>>> computer world.
>>>>> Company are behaving like the petrol industry : holding technology, and
>>>>> improving slowly to make more money.
>>>>> I would have thought that buy now we would not need to think about
>>>>> computing speed.
>>>>>
>>>>> The solution is so simple : (a really really simple RISC processor *
>>>>> 64)
>>>>> + a lot of memory inside the processor) in a single chip.
>>>>> A computer in a chip, everything in a chip. No dedicated hardware or
>>>>> instructions.
>>>>>
>>>>> Actually not all of the above is true, but mostly true
>>>>>
>>>>> Jean-Sebastien Perron
>>>>> www.CombadZ.com
>>>>>
>>>>> On 10-07-19 04:00 PM, aidan o driscoll wrote:
>>>>>>
>>>>>> OR http://www.refractivesoftware.com/
>>>>>>
>>>>>> Octane Render is the world's first GPU based, un-biased, physically
>>>>>> based renderer. €99
>>>>>>
>>>>>> Bought this recently on offer - €49. Very nice renderer too. Use it
>>>>>> with
>>>>>> Modo!
>>>>>>
>>>>>> Plugs for other apps being developed for this also ....
>>>>>>
>>>>>> Aidan
>>>>>>
>>>>>> On 19 July 2010 20:42, Neil Cooke<[email protected]> wrote:
>>>>>>
>>>>>>>
>>>>>>> Nice Archviz there Arfo!!!
>>>>>>> Thanks
>>>>>>> Neil Cooke
>>>>>>> PS: I dont know enough about renderers to comment and RS does it Ok
>>>>>>> for
>>>>>>> me
>>>>>>> ... in my ignorance perhaps.
>>>>>>> ________________________________
>>>>>>> From: Arjo Rozendaal<[email protected]>
>>>>>>> To: [email protected]
>>>>>>> Sent: Tue, 20 July, 2010 6:36:03 AM
>>>>>>> Subject: RE: Fryrender plugin support
>>>>>>>
>>>>>>> Hi Jason,
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> I think Realsoft really needs a better render engine. But rendering
>>>>>>> with
>>>>>>> third party plugins would mean some serious changes. Solid objects
>>>>>>> won't be
>>>>>>> possible, everything will have to be turned into SDS/polygonal
>>>>>>> objects.
>>>>>>> VSL
>>>>>>> will be of no use anymore. All the materials will have to be created
>>>>>>> to
>>>>>>> work
>>>>>>> with the render engine. I doubt if this is what most Realsoft users
>>>>>>> like. I
>>>>>>> always liked the special things of Realsoft like the VSL and solid
>>>>>>> objects.
>>>>>>> I'm afraid the mainstream production market is quite covered by the
>>>>>>> other
>>>>>>> apps. So I guess Realsoft is more for the users that like the special
>>>>>>> options.
>>>>>>>
>>>>>>> However I must admit that these specialties have some severe
>>>>>>> limitations. In
>>>>>>> terms of production, VSL is far too technical and time consuming to
>>>>>>> create
>>>>>>> nice materials. Solids have limitations if you want to add bevels,
>>>>>>> deform
>>>>>>> them or things like that.
>>>>>>>
>>>>>>> But if Vesa and Juha find some solution that could bring the high
>>>>>>> quality
>>>>>>> rendering to Realsoft without losing VSL and solids it would be very
>>>>>>> impressive.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Anyway, I'm even not sure if Fryrender is the best choise. I chose
>>>>>>> Vray,
>>>>>>> which is not an unbiased renderer lik Fry or Maxwell. But it's a lot
>>>>>>> faster.
>>>>>>>
>>>>>>> And IMHO it renders very nice images too. But as always there are a
>>>>>>> lot
>>>>>>> of
>>>>>>> different opinions when it comes to choosing a render app. And all
>>>>>>> the
>>>>>>> software galeries show the nicest results of their users. Here are
>>>>>>> some
>>>>>>> results of myself:
>>>>>>>
>>>>>>> Two different interior projects I did this year (rendered with Vray):
>>>>>>> http://www.xs4all.nl/~joly/show/kantoor.html and
>>>>>>> http://www..xs4all.nl/~joly/show/wrobel.html
>>>>>>>
>>>>>>> Both completely different atmosphere in terms of style. Modern/clean
>>>>>>> office;
>>>>>>> the other an private flat in Paris.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Arjo.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Van: [email protected]
>>>>>>> [mailto:[email protected]] Namens Jason Saunders
>>>>>>> Verzonden: maandag 19 juli 2010 17:03
>>>>>>> Aan: [email protected]
>>>>>>> Onderwerp: Fryrender plugin support
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Hi,
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Any votes for development starting on a plug-in for using this render
>>>>>>> engine
>>>>>>> in Realsoft ?
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Seeing as all the other major and not so major 3D apps have it
>>>>>>> supported,
>>>>>>> makes sense to try and catch up me thinks.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> www.randomcontrol.com/fryrender-gallery
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Regards
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Jason
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>
>>>
>>>
>>
>
>

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