![]() The Global Illumination compendium (lists most algorithms) and the 2002 dissertation on alternative Monte Carlo algorithms by Suykens (esp adaptive sampling): More useful links on global illumination are: I dont think it supports global illumination. Jeff's Resource page provides some useful links to look at the global illumination issues behind rendering.īMRT doesn't support global illumination.Īqsis's new features list (somewhat quietly.) that they have removed the propietary subdivision code (presumably the one owned by Pixar.just guessing though). PRman 11 offers a global illumination algorithm, I dont know which imlpementation they used. Slusallek's 1996 PhD dissertation outlines the general problem with rib and the reyes architecture (owned by Pixar) An essential prerequisite for environmental lighting. I had been thinking along the same lines, but you might want to first check whether those rib renderers support global illumination. * How easy is it to implement all these functions? * Can a RM shader, with a variable number of options, be used as a native C4D shader? * Will ALL Shader information be exposed, even their inherent code, so that a RM shader can be generated on the fly? ![]() * Will ALL animation data and attributes be exposed also, so that it can be transleted? * Will ALL geometry types, data and information be exposed, so that it can be translated? I have done some work, and it seems possible within the C4D SDK and COFFEE framework to have such a complete plugin developed. The main reason behind this move is to allow for the use of Renderman renderers which provide: faster renderings more specialised rendering more flexible shading system and, better control over render settings. Mainly, allowing the various Renderman renderers (AIR, BMRT, 3Delight, Aqsis, PRMan, Entropy, etc) to be used in addition to the native C4D render engine. ![]() At present, I am investigating the potential of writing a complete plugin to integrate Renderman capabilities into C4D. ![]()
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