Happy New Year !

Happy new Year 2016 to all!

With a lot of RIRE!

Bonne Année 2016 à tous, avec beaucoup, beaucoup de Rires !

for this new year, new features:
- better Light tracing (not yet full bidi...)

And soon, RIRE in classroom!


Christmas 'pour RIRE'

RIRE, the Full OSL Path Tracing, is going on!

Currently, the main problem is … Time! Not rendering time, but finding time to continue it and made a ‘usable for education’ version.
Indeed, there are some new features.

Choosable materials: As the ‘setmessage’ is not implemented in Cycles, I use objects name to choose the material. I read the name with:

getmessage ("trace", "geom:name" , CurrentObjName ) ;

then I read the material number. It’s very limited, but it works!

There is also a new Lighting rendering included (with cleaner code).

On the way, there is IBL and more complex materials…

To be continued…


Artistic control on Path Tracing: Bouguer Factor included in RIRE

Usually, many path tracers over the CG market lack of any artistic control over the rendering.

There is nothing to have control of lighting on an artist point of view: contrast, flatness, hardness.

All you can do is working on Tone Mapping or on image post processing. It means that it is near impossible to preserve textures, colors or materials while doing such image degradation.

I implemented the BOUGUER FACTOR’ in RIRE (Renderer inside Renderer).

The Bouguer Factor is a true control over Path Tracing for artist.
It allows, with:
- small value: very bright and soft lighting.
- bigger value: very dark (noir) and hard lighting.

All without compromising lighting realism (same number of bounces), while maintaining texture, colors and materials.

The use of the Bouguer Factor is just another good reason to do not have to add an Ambient Occlusion Pass to your rendering, and then have less render time. (Indeed, if you still need one, just use GAO).

Here are some examples:


RIRE, the OSL Path Tracer: some improvements

RIRE, our full OSL Path Tracer 'pour rire', is going on !

The last improvements are :
- Better Russian Roulette (still need more improvements).
- Shortest Path evalutation, with Back Directionnal Path Tracing.
- Better mixing between direct light and environment contribution.

Now, some comparisons with Cycles, even if comparaison is not reason ! RIRE is about 30 to 40% slower. Indeed, it's faster than expected !

Comparaison : 200 Samples, 64 bounces max :

Cycles :

Now, with just 20 Samples! :

Cycles :

And just some test render :

To be continued!