Blender Adds Raytracing
rastachops writes "Blender, the Open Source 3D modelling tool has recently added Raytracing to its extensive list of features. 'Believe it or not, but Ton has integrated the raytracer from Blender's predecessor, Traces into Blender. He said "the algorithm has been optimized and is now ten times faster. Combine that with a PC that's forty times faster than in the early 1990's and raytracing is almost usable". For a comparison checkout the before and after screenshots.'"
There's a much easier way to Ray-trace that involves very little processing time: just shoot Ray in the street and the cops will come trace him with chalk.
He who laughs last is stuck in a time dilation bubble.
Hopefully they add even more usable features to it, like a decent shader... and a better user interface. I still prefer Maya for my overall work, but if Blender is evolving in this same pace. It is perhaps someday possible to switch to a cheaper solution
F/OSS & IT Consultant
Well, at least we've got someone that is being truthful about their software's feature set... A bit too refreshing, if you ask me.
Small potatoes make the steak look bigger.
they still have a long way :)
Compare: www.whitehouse.gov
&
blender.org
Judge for yourself
Can anyone explain what the point of doing raytracing is over quicker better methods?. Raytracing uses inordinate amounts of time and processing wasting CPU cycles, to do what is in effect just an emulation of what a human eye or camera might see. The speed advantage of proper pixel shaders can't be ignored I think, it's several orders of magnitude quicker and to me doesn't look any different
that before and after shoots look like my sister
*bleah*
I'm a chainsmokin' alcoholic sociopath, so-ci-o-path
Hmm... wouldn't it be much easier to compare the two renderers if the rendered the same picture, the same size, and with the same lighting?
It's probably a matter of configuring your Linux to use hardware graphics. Blender will get the graphics card to do the serious number crunching when it can; look at your graphics card vendor's web site and see if they provide a driver for your Linux.
You should upgrade to a 24bpp graphics card from your current 8bpp graphics card and the banding will go away. Really.
Try recompiling blender with special cflags. It really helps with the speed, it can be up to 30-40% faster. Re compiling XFree86 can help too. To find out more, check out the Gentoo project.
Distributions such as Debian, SuSE and Red Hat ship slowest common denomitator binaires, which are very slow. I have done it, and the speed of blender well offsets the installation time.
Bite my shiny metal ass.
Oh, you said Blender...
Raytracing on Linux is already usable. Apart from POV , which AFAIK can do raytracing, Realsoft 3D, a new version of the old amiga Real3D (that also did raytracing, not just scanlining... WAY back in the 1990s...) is available for linux.
if you raytrace you actually follow the true path that light would take (or reversed, I am not sure which they use), it is pretty much the best method of rendering realistic objects. this is just the first step towards a very powerful renderer and...*big eyes* Caustics?!?!
http://sflip.com
If they were really serious they wouldnt use a monkey, who's impressed by a monkey? Use a dragon or a hot chic like that butterfly girl nvidia uses. I mean come on!
Blender.org was being hit hard so I mirrored the before and after pictures on my website, mindwarp.net
Before
After
FYI: The monkey on the pictures is called "Suzanne" - she's a girl - and is the mascot of blender. This year the Blender "Suzanne" awards got handed out as a small bronze statuette of the very same shape you see rendered on the pictures.
:-)
Further down somebody talks about more features (shader, etc.)
This was a big issue with the 'future developement talks' at the blender conference this year. Software design issues were discussed and different approaches were evaluated. This years suzanne animation award winner has designed a shader tool that will be integrated into / act as a interface/usability reference for the big blender 3.0 redo. Which will have a shading enviroment integrated. Some other major parts of the new stuff will probably make extensive use of the Yafray raytracer and the basic design that went into it.
Far out dreaming into the future led to considering a solid interface to the OSS crystal space 3D engine as to bring back the closed source realtime stuff into blender and provide a professional editor and design tool for crystal space.
The problem with that is that CS has a totally different structure than recent and current realtime solutions in blender, so this only is an option after the big Blender 3.0 redo that will shed all the dirty hacks and establish a solid software design to the Blender codebase.
So goes the plan for blenders future.
Can't say no to this karma-whoring, can you?
We suffer more in our imagination than in reality. - Seneca
I just had a blender workshop this week, and I can say: What a piece of software!
It si just great..definetivelly not ewasy to learn on one's self from the ground up. At elast not with another miriad of multimedia packages that come in any modern distro.
I have always being a POVray fan, and I'd say that some kinds of work I still could do faster on POVRay than on Blender, but it is great to see even more features in it.
Anyway, blender is wellcome to the team.
-><- no
This is a pretty funny headline, for me, considering I just came out of a weeks worth of 16 hour a day straight programming to implement an advanced raytracer for my graphics course. What did they use *before* the raytracer? Ray tracing allows you all kinds of gorgeous real-world effects, like wavelength dependent refraction, shadows, and lots of lens effects.
(or reversed, I am not sure which they use)
I think it has to be done backwards, or you end up shooting rays all over the place, 99.99% of which are completely redundant. Whereas if you trace them from the screen back to their origin you don't end up burning processor cycles in vain.
But I may have that wrong - I'm a real-time graphics guy ; )
"If being a geek means being passionate about something, then I pity those who aren't geeks." - Pike65
are you serious? well... the "before" looks more realistic if you imagine it as a chocolate monkey... but its supposed to be bronze; in which case you must be mad if you think it is more realistic than the "after" image!
... is a way of outputting POV files.
I am not trying to put down the quality of ray-tracing though, it is the best. Others try to simulate ray-tracing. But folks rarely use ray-tracing in interactive settings (like gaming). Unless you can play at less than 1 fps.
here
As a blender user and foundation member I've watched as the features, inovations, and rate of development have gone up since it went open source and GPL last year. We have tons of new python scripts, a new gui that continues to evolve, better rendering...
It's not Maya, but it's on par with anything in the low-mid range for windows, and it's getting better by leaps and bounds
Give Blender a couple years and we might Hollywood contributing code. Hollywood lves Gimp, and I could see this becoming a real player in 3D.
Pike65 was talking about tracing the light's path from the light sources. This would be redundant if you did it for every ray from the camera. The trick is to store the light "rays" or "photons" and use them to estimate the illumination at any given point that a ray hits. This is photon mapping, and it can accomplish much better lighting than any "reverse" ray tracing method.
;-)
It does have some pretty big deficiencies, which is what my graduate work is about.
Your tracer looks nice (it's in java?!?), but you don't appear to be doing any attempt at "radiosity" or "global illumination." This is where the real interesting stuff is. You've only scratched the surface. And any math person would say that the math involved here is elementary (that's why I hate math gurus) - A few 3 dimensional line equations, some vector math, a few affine matrix transformations..
If you really like the rendering thing, check out any of a number of books about illumination. The one that inspired me was was Realistic Image Synthesis Using Photon Mapping by Henrik Wann Jensen.
Catapultam habeo. Nisi omnem pecuniam tuam mihi dabis, ad tuum caput saxum immane mittam.
What an odd comment. Even in the relatively early days (I personally started with rev 1.76) Blender has always rendered faster under Linux than Windows. Editing performance was a bit of a problem, since most gfx cards did not support Hardware acceleration under linux. (DRI was a fairly new addition to XFree86 at that time.) Blender is rather 3D graffics hardware intensive (are any 3D apps not?) as it was born under Irix on SGI boxes. However, things have changed. Two of the major vendors of high-end 3D gfx cards now have very good accelerated support either through their own driver (NVidia) or the DRI module (ATI). With the former, performance between Windows and Linux is nearly identical. For ATI users Linux performance can often be better, due to the fact that ATI's Windows drivers are much more painful to configure than DRl (you probably could get better performance from Window's drivers if you spent many many hours tweaking the ATI driver settings). Those two brands of card probably cover 95% of all serious 3D users. Blender is ment to be a proffessional application, not a toy. It has a way to go to be on par with Maya or LW, but even now, as an 80% ready application at 0% cost, it is an excelent tool for beginers, and even many professionals who don't regularly need many of the advanced (and expensive) features of the high end packages. I'll even risk being /.'s http://www.soylent-green.com to see some of my blender work. And I'm not even a power user.
Go ahead
The news is that Blender now has built in support for it, so that you can raytrace your models to see how they'll look without messing with a separate program.
Of course, people also already have photon mapping working on the most recent generations of NVIDIA and ATI hardware offerings, and I think I recall someone from NVIDIA saying at some point that they expected this to be able to work at interactive framerates sometime during the NV4x cycle of GPUs.
Where are the before and after pictures of the server pre-and-post slashdotting?
Figure 1. A normal webserver
Figure 2. A molten, smoking mass.
Ray traced monkeys? No way! Where's the chrome sphere floating over the black and white checkerboard floor?
Ton's had the raytracer written for some time now, but it never got incorporated into Blender. The preview is the first to incorporate the code.
You could already do shadows and reflections in Blender, but they were simulated with shadowmaps and reflection maps, the same way that Pixar's Renderman renderer had done it.
The Yafray (Yet Another Free Raytracer) is a stand-alone full raytracer with a lot of features that has nice integration (thanks to Python scripting) in Blender. Future versions of Blender promise to integrate it more tightly, and seems more likely that's where a 'full raytrace' option for Blender will come from.
AFAIK, it only works in Edit mode, but you can use it by either hitting the U key, or by hitting the spacebar and in the pop-up menu go to Edit, then Undo.
It's quite useful, and you can also set how many levels of Undo you want. You can also set it to auto save every so many minutes.
The Blender documentation is ongoing, but they are coming out with a new 2.3 manual in January. 600+ pages and Blender 2.31 on a CD, along with tutorials.
Check out blender.org for the main site and some useful overviews. To really hone your skills, visit Elysiun and browse the forums. They are all about Blender and have sections for animation, modelling contests, GameBlender (Blender 2.25), and an extensive artwork section. To me, Elysiun is a great place to learn about different aspects of modelling in Blender.
If you guys like blender, you might be interested in another project called Art of Illusion. It is a poly-based modeller and renderer and I have seen some amazing results. It's completely open source (GPL I think) and achieves great performance being written completely in Java. Check it out, and also the other work Nate has done.
http://saveie6.com/
Copies of the 2.0 Blender book can still be fond in some shops or simply downloaded as a PDF (of course, this one doesn't cover armatures and has the 'old' interface) There is also a newer documentation project using the 2.0 guide as base but completely reworking the obsolete content. Of course, there is also a truckload of tutorials available on the Net
Since the move to Open Source, Blender has gotten, amongst others
These are just my favorites. There is tons of other stuff as well.
In the coming weeks/months, we'll see
And the whole thing runs on most of todays's OSes
As you can see, lot's of stuff to go around. It might not be Maya or SFX or Houdini but it sure is a lot more fun!!!
If your first encounter with Blender's non-standard GUI made you trow up your hands in disgust, you should consider to try it again.
Yup, I use ArtOfIllusion for commercial artwork. It is indeed most exellent and powerful. Not only that, but there is some great documentation available for it too.
:v)
It would be great if Blender and ArtOfIllusion could share a decent file format. It'd save everyone a lot of heartache in the long term.
It has rendering and raytracing options, so both camps can be kept happy. Oh, and don't be put off by its use of Java. This is by far the speediest Java graphics app I've come across anywhere.
Vik
Blender.org is based on postnuke, though the design was modified by Xype. He used either Windows or Mac OS X, with Dreawmeaver/Photoshop/etc. Blender3d.org was designed and built on Windows with Dreamweaver/Photoshop/etc.
On the other hand, there may not really be much there that technically couldn't be done on UNIX/Linux software, though a) it may involve repeated head-bangning-against-the-wall and wasted time due to the interfaces of much of the programmer designed *nix graphics software interfaces, and b) it's not the software that produces the site, it's the designer, and not many good designers use Linux.
Although Blender is popular in the Linux world, 85%~90% of its users run Windows. It's a cross platform piece of software, so I wouldn't make assumptions about things being done on UNIX.
Cheers
As has been mentioned previously, this /. article is very premature. The news announcement on blender.org is letting users know that it's being worked on. At the time of the announcement, there had been one CVS commit, no bug fixing, no UI design, and no testing. It's at quite a preliminary stage, and quite a number of bugs have already been fixed since the announcement. In any case, it is a positive piece of news, for those hanging out for this feature.