Few questions about Cycles

@nathanletwory

Our current Cycles codebase is around a year old compared to current Blender Cycles.

I’m working on rebasing our patches on top of latest Cycles. I hope I can enable many of the improvements made in the past 12 months in upstream Cycles.

  1. A year behind (same for Rhino on Windows)
  2. Bright, in the current Rhino WIP Cycles has already replaced the old Rhino Render core. It is the new Rhino Render where the old one is in the WIP now known as Legacy Rhino Render.

What’s your guess on when you’ll be caught up with the moving target?

It sounds good … thank you.

And how it is with render settings / render layers implementation?

It’ll be a few weeks to go through the process. There are many new features to grok, new dependencies to verify and test, and some twenty patches of our own to revisit, adapt and apply.

The render settings you currently can tweak already are under Tools > Options > Cycles.

Render layers are theoretically possible, but it depends on how we can fit it into the Rhino UI. Some level of integration through passes for the post-effects system in the render window may be possible, but it is not a priority.

Hey, we just officially released the PBR Material interface in the Rhino WIP for both Mac and Windows.
If you want to give it a try, join the PBR Material thread

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Is it still in “not a priority” mode?

Render cycles :
obrázok

Maxwell:

You currently get access to the combined mode, normal pass and depth pass. Albedo is on the list, but there is a small bug there still, so it isn’t available just yet.

In the Rendering panel there is a Render Channels section where you can choose what you want, just remember Albedo doesn’t work yet.

image

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