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	<title>Comments on: Blender to Renderman Artist Tools released</title>
	<atom:link href="http://www.blendernation.com/blender-to-renderman-artist-tools-released/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/</link>
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	<lastBuildDate>Sat, 21 Nov 2009 17:04:03 +0100</lastBuildDate>
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		<item>
		<title>By: BlenderFan</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483686</link>
		<dc:creator>BlenderFan</dc:creator>
		<pubDate>Sun, 10 May 2009 05:42:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483686</guid>
		<description>Ouch!!, I can&#039;t download the .torrent . I don&#039;t know if it&#039;s a restriction of my ISP or the link is down :&#039;(. Anyway, is there a nice guy who can upload it to a server or put the torrent in other site? :-D.

Thanks :)</description>
		<content:encoded><![CDATA[<p>Ouch!!, I can&#039;t download the .torrent . I don&#039;t know if it&#039;s a restriction of my ISP or the link is down :&#039;(. Anyway, is there a nice guy who can upload it to a server or put the torrent in other site? :-D.</p>
<p>Thanks :)</p>
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	</item>
	<item>
		<title>By: Ted Gocek</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483666</link>
		<dc:creator>Ted Gocek</dc:creator>
		<pubDate>Sat, 09 May 2009 19:23:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483666</guid>
		<description>BRAT 0.5rc2 UPDATE!!!

Due to some oversight I forgot to add sources to some very important
packages...

Changes :

Code:Blocks added to replace Dev C++
GIMP source added
Python source added
CGKit 2.0 source added
Blend files removed (plan to add it next update with BRAT stable
models, some required too much initial setup and didn&#039;t render right)

Hosting update

For now consider the free host ISO OBSOLETE!!!

Here is a torrent file for the latest ISO, again sorry guys this was
just a simple oversight and will not happen again. 

http://www.legittorrents.info/download.php?id=25513b40acb12cb6b5116ab7d7d6a8a4be60abb6&amp;f=Blender%20to%20Renderman%20Artist%20Tools%200.5%20RC2.torrent</description>
		<content:encoded><![CDATA[<p>BRAT 0.5rc2 UPDATE!!!</p>
<p>Due to some oversight I forgot to add sources to some very important<br />
packages&#8230;</p>
<p>Changes :</p>
<p>Code:Blocks added to replace Dev C++<br />
GIMP source added<br />
Python source added<br />
CGKit 2.0 source added<br />
Blend files removed (plan to add it next update with BRAT stable<br />
models, some required too much initial setup and didn&#039;t render right)</p>
<p>Hosting update</p>
<p>For now consider the free host ISO OBSOLETE!!!</p>
<p>Here is a torrent file for the latest ISO, again sorry guys this was<br />
just a simple oversight and will not happen again. </p>
<p><a href="http://www.legittorrents.info/download.php?id=25513b40acb12cb6b5116ab7d7d6a8a4be60abb6&amp;f=Blender%20to%20Renderman%20Artist%20Tools%200.5%20RC2.torrent" rel="nofollow">http://www.legittorrents.info/download.php?id=25513b40acb12cb6b5116ab7d7d6a8a4be60abb6&amp;f=Blender%20to%20Renderman%20Artist%20Tools%200.5%20RC2.torrent</a></p>
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	</item>
	<item>
		<title>By: lp</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483465</link>
		<dc:creator>lp</dc:creator>
		<pubDate>Wed, 06 May 2009 18:26:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483465</guid>
		<description># Dev C++ and MinGW (Windows only, Linux has gcc which is the basis for all Linux
# builds)

Replace Dev with CodeBlocks (win/linux).</description>
		<content:encoded><![CDATA[<p># Dev C++ and MinGW (Windows only, Linux has gcc which is the basis for all Linux<br />
# builds)</p>
<p>Replace Dev with CodeBlocks (win/linux).</p>
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	</item>
	<item>
		<title>By: OboeNerd</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483458</link>
		<dc:creator>OboeNerd</dc:creator>
		<pubDate>Wed, 06 May 2009 17:27:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483458</guid>
		<description>Great set of tools, I&#039;ll get the ISO when I get home.

Hasn&#039;t a graphics production based distro already been done?</description>
		<content:encoded><![CDATA[<p>Great set of tools, I&#039;ll get the ISO when I get home.</p>
<p>Hasn&#039;t a graphics production based distro already been done?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ted Gocek</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483444</link>
		<dc:creator>Ted Gocek</dc:creator>
		<pubDate>Wed, 06 May 2009 15:33:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483444</guid>
		<description>Kind of funny how several people have asked for a custom Linux distro for this because the idea to make one specifically for this has been on my mind recently. It can be done and considering the demand I am sure it would be received well. I am looking into it and actually have a base selected, I guess the only thing to do is build another machine and then try it out. So don&#039;t expect anything overnight but the idea is on the table.

In the meantime this ISO will have to do and honestly I will keep em coming since not everyone uses Linux ;).</description>
		<content:encoded><![CDATA[<p>Kind of funny how several people have asked for a custom Linux distro for this because the idea to make one specifically for this has been on my mind recently. It can be done and considering the demand I am sure it would be received well. I am looking into it and actually have a base selected, I guess the only thing to do is build another machine and then try it out. So don&#039;t expect anything overnight but the idea is on the table.</p>
<p>In the meantime this ISO will have to do and honestly I will keep em coming since not everyone uses Linux ;).</p>
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	</item>
	<item>
		<title>By: tyrant monkey</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483418</link>
		<dc:creator>tyrant monkey</dc:creator>
		<pubDate>Wed, 06 May 2009 09:17:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483418</guid>
		<description>Hi Ted and WHiTeRaBBit thanks for taking the time to answer some of my questions. There is no problem with MOSAIC per say and it has yet to fail me, the problem comes when for example you write a custom shader and than you try and create a shader fragement; this is on a Vista machine with Aqsis. I posted on blenderartists about this and you Whiterabbit where quick to respond and provided me with suggestion to try and fix my problems one of them was to check my PATH varible. It is this varible that I found out with Google that when you use the Aqsis 1.4.2 on Vista gets messed up. I had similar issues with Blender finding  python installs and remembered you could manually create your own PATH varible but for Aqsis I am at a loss as to what this is. 

I am building a Linux machine, where I am computer parts are expensive and hard to come by so this is taking a while, but hopefully when that is done perharps I will have a better experience with a Blender to Renderman pipeline. In the meantime I will try out Pixie and see how that goes with MOSAIC and hopefully I will be able to compile my own shaders and create fragments to use them :-) 

I have read through the some renderman tutorials and course notes from siggraph and I have an engineering background and also coded in c, matlab and python so the maths behind creating shaders or reading shader code  has not been a problem I just need to get my hands dirty and move from theory to practical work.</description>
		<content:encoded><![CDATA[<p>Hi Ted and WHiTeRaBBit thanks for taking the time to answer some of my questions. There is no problem with MOSAIC per say and it has yet to fail me, the problem comes when for example you write a custom shader and than you try and create a shader fragement; this is on a Vista machine with Aqsis. I posted on blenderartists about this and you Whiterabbit where quick to respond and provided me with suggestion to try and fix my problems one of them was to check my PATH varible. It is this varible that I found out with Google that when you use the Aqsis 1.4.2 on Vista gets messed up. I had similar issues with Blender finding  python installs and remembered you could manually create your own PATH varible but for Aqsis I am at a loss as to what this is. </p>
<p>I am building a Linux machine, where I am computer parts are expensive and hard to come by so this is taking a while, but hopefully when that is done perharps I will have a better experience with a Blender to Renderman pipeline. In the meantime I will try out Pixie and see how that goes with MOSAIC and hopefully I will be able to compile my own shaders and create fragments to use them :-) </p>
<p>I have read through the some renderman tutorials and course notes from siggraph and I have an engineering background and also coded in c, matlab and python so the maths behind creating shaders or reading shader code  has not been a problem I just need to get my hands dirty and move from theory to practical work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: BlenderFan</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483417</link>
		<dc:creator>BlenderFan</dc:creator>
		<pubDate>Wed, 06 May 2009 08:59:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483417</guid>
		<description>Wow !!! Really Awesome !!!

About making a knoppix LiveCD, taking in account that the iso is 607 MB even without operating system... it&#039;ll be difficult to acomodate all this stuff in a single CD.

May be a bootable DVD could work instead....

A big THANK YOU for all the work dedicated to make this recopilation possible.</description>
		<content:encoded><![CDATA[<p>Wow !!! Really Awesome !!!</p>
<p>About making a knoppix LiveCD, taking in account that the iso is 607 MB even without operating system&#8230; it&#039;ll be difficult to acomodate all this stuff in a single CD.</p>
<p>May be a bootable DVD could work instead&#8230;.</p>
<p>A big THANK YOU for all the work dedicated to make this recopilation possible.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bobert</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483405</link>
		<dc:creator>bobert</dc:creator>
		<pubDate>Wed, 06 May 2009 05:09:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483405</guid>
		<description>Thanks for all the hard work, this is awesome.</description>
		<content:encoded><![CDATA[<p>Thanks for all the hard work, this is awesome.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: shadowflier</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483403</link>
		<dc:creator>shadowflier</dc:creator>
		<pubDate>Wed, 06 May 2009 04:53:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483403</guid>
		<description>whow some of these post are humongous,,, that aside

YES please someone make a knopix bootable blender CD with all the render farm software on it (preferably farmerjoe) or teach me how ill make it :D

That would be extremely usefull here, overnight I could just boot up all 90 comps in the lab and get them cranking</description>
		<content:encoded><![CDATA[<p>whow some of these post are humongous,,, that aside</p>
<p>YES please someone make a knopix bootable blender CD with all the render farm software on it (preferably farmerjoe) or teach me how ill make it :D</p>
<p>That would be extremely usefull here, overnight I could just boot up all 90 comps in the lab and get them cranking</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: WHiTeRaBBiT</title>
		<link>http://www.blendernation.com/blender-to-renderman-artist-tools-released/comment-page-1/#comment-483402</link>
		<dc:creator>WHiTeRaBBiT</dc:creator>
		<pubDate>Wed, 06 May 2009 04:03:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/?p=7783#comment-483402</guid>
		<description>ccherrett:
Wow thats no  small question to answer :-s
Let me try to break it down based what I&#039;ve learned so far, there are basically 5 RenderMan renderers in the running right now (theres actually a lot more but they are either old, not fully compliant or niche technologies such as the GI based Lucile):

PrMan (commercial)
3Delight (commercial)
Air (commercial)
Aqsis (OS)
Pixie (OS)

All of the renderers are fully compliant to the RiSpec and many of its more modern extensions. This means they all support procedural surfaces with mircopoly displacements, real DOF, real motion blur, arbitrary output data (such as baking normals and anything you can handle in a shader), surface/displacement/volume/image shading, fully featured and complex shading language (RSL), complex management of scene data through RIB (really important for moving data through a render farm or editing scenes outside of the modeling environment) and the passing of data from RIB to RSL (which means passing attributes from a mesh to a shader or data from surface shader to light shader ect). One of the interesting things about RenderMan is you can hang out in any number of renderer forums or graphic sites and pick up information that will work with your own modeler or renderer, also once in RIB format the project is far more portable then a modeling format.

As far as techniques I&#039;m integrating several standard techniques into MOSAIC with vary levels of compatibility:

Raster based techniques which are still used by some large studios such as ILM, these are very fast, guaranteed compatible and look as good as raytracing when done properly (however more picky about scene setup). These techniques will work with all 5 renderers except where noted:
- Shadow maps for distant, spot and cube mapped point lights
- Faked soft shadows using shadow maps (not just blurred maps)
- Occlusion using shadow depth maps (only supported by Air and Aqsis)
- Environment mapped reflection and refraction using fresnel
- Blocking of self reflectance in environment map using occlusion data (makes env maps look more natural)
- The bending or surface normals based on surface position into env map lookup (great for env cube maps on flat surfaces)
- Faked SSS using shadow maps (modified technique used in Finding Nemo to work like Blender&#039;s SSS)
- Faked global illumination using blurred environment maps
- Raymarching of volumes such as atmospheres or interior volumes using shadow maps (much faster then raytracing)
All of the above techniques are automatically used and are controlled with the same controls in Blender you usually control raytracing with (since they are very similar).

Raytracing techniques are available in PrMan, 3Delight, Air and Pixie (Aqsis is a pure REYES renderer and does not currently support raytracing). These techniques are much slower but are very close to what Blender produces:
- Soft raytraced shadows
- True area lights (not supported by Pixie although could be faked using gather() in SL)
- True SSS using shadeops that come with each package (not supported by Pixie)
- Raytraced reflection and refraction
- Raytraced occlusion
- Single bounce indirect diffusion GI using a trick with gather() (I don&#039;t plan on adding this to MOSAIC)
- Raytracing through volumes (very slow compared to shadow maps)

Irradiance caching and photon mapping techniques are available in PrMan, 3Delight, Air and Pixie. These techniques vary slightly for each renderer but I plan on getting photon caustics working at the very least:
- Baking irradiance data to cache for smooth occlusion
- Combining irradiance cache with photon data to produce GI
- Casting photons for caustics
These techniques basically just cache and smooth course data to produce smooth and fast results for caustics, occlusion and indirect diffusion and are therefore much fast then raytracing.

Point clouds and brickmaps are supported by PrMan, 3Delight, Air (not sure to what extent yet) and Pixie. These are essentially 3D environment maps (instead of storing the data in a cube map it is stored in a 3D map representing the geometries surface). The advantage to this is you get all the capabilities of raytracing but the control and approximation of environment maps. Any data can be baked into them but I&#039;m focused on using them for occlusion and indirect diffusion. Point clouds are probably not as fast as env maps but considerably faster then raytracing especially when dealing with heavily displaced surfaces ;-)


The bottom line is because of the flexibility of RenderMan all renderers can fake most modern techniques with plain old shadow and env maps (something I intend to prove here soon). However for more modern techniques it&#039;ll have to be Pixie for OSRenderMan. Now the biggest problem between OS and commercial is generally stability and speed, Pixie is nearly as fast as the commercial renderers in most cases but can be very unstable at times. Aqsis is slower (although their working on that) but generally more stable and has more features from the RiSpec. Personally I get frustrated with both OSRenderMan renderers when doing a lot of test rendering in 3Delight and Air as they are so much more stable, but if nobody finds and reports bugs in Aqsis and Pixie they wont get any better! As for the commercial renderers 3Delight is hands down the best but is has a slower raytracer then Air, however Air uses a lot of non compliant features (on purpose).</description>
		<content:encoded><![CDATA[<p>ccherrett:<br />
Wow thats no  small question to answer :-s<br />
Let me try to break it down based what I&#039;ve learned so far, there are basically 5 RenderMan renderers in the running right now (theres actually a lot more but they are either old, not fully compliant or niche technologies such as the GI based Lucile):</p>
<p>PrMan (commercial)<br />
3Delight (commercial)<br />
Air (commercial)<br />
Aqsis (OS)<br />
Pixie (OS)</p>
<p>All of the renderers are fully compliant to the RiSpec and many of its more modern extensions. This means they all support procedural surfaces with mircopoly displacements, real DOF, real motion blur, arbitrary output data (such as baking normals and anything you can handle in a shader), surface/displacement/volume/image shading, fully featured and complex shading language (RSL), complex management of scene data through RIB (really important for moving data through a render farm or editing scenes outside of the modeling environment) and the passing of data from RIB to RSL (which means passing attributes from a mesh to a shader or data from surface shader to light shader ect). One of the interesting things about RenderMan is you can hang out in any number of renderer forums or graphic sites and pick up information that will work with your own modeler or renderer, also once in RIB format the project is far more portable then a modeling format.</p>
<p>As far as techniques I&#039;m integrating several standard techniques into MOSAIC with vary levels of compatibility:</p>
<p>Raster based techniques which are still used by some large studios such as ILM, these are very fast, guaranteed compatible and look as good as raytracing when done properly (however more picky about scene setup). These techniques will work with all 5 renderers except where noted:<br />
- Shadow maps for distant, spot and cube mapped point lights<br />
- Faked soft shadows using shadow maps (not just blurred maps)<br />
- Occlusion using shadow depth maps (only supported by Air and Aqsis)<br />
- Environment mapped reflection and refraction using fresnel<br />
- Blocking of self reflectance in environment map using occlusion data (makes env maps look more natural)<br />
- The bending or surface normals based on surface position into env map lookup (great for env cube maps on flat surfaces)<br />
- Faked SSS using shadow maps (modified technique used in Finding Nemo to work like Blender&#039;s SSS)<br />
- Faked global illumination using blurred environment maps<br />
- Raymarching of volumes such as atmospheres or interior volumes using shadow maps (much faster then raytracing)<br />
All of the above techniques are automatically used and are controlled with the same controls in Blender you usually control raytracing with (since they are very similar).</p>
<p>Raytracing techniques are available in PrMan, 3Delight, Air and Pixie (Aqsis is a pure REYES renderer and does not currently support raytracing). These techniques are much slower but are very close to what Blender produces:<br />
- Soft raytraced shadows<br />
- True area lights (not supported by Pixie although could be faked using gather() in SL)<br />
- True SSS using shadeops that come with each package (not supported by Pixie)<br />
- Raytraced reflection and refraction<br />
- Raytraced occlusion<br />
- Single bounce indirect diffusion GI using a trick with gather() (I don&#039;t plan on adding this to MOSAIC)<br />
- Raytracing through volumes (very slow compared to shadow maps)</p>
<p>Irradiance caching and photon mapping techniques are available in PrMan, 3Delight, Air and Pixie. These techniques vary slightly for each renderer but I plan on getting photon caustics working at the very least:<br />
- Baking irradiance data to cache for smooth occlusion<br />
- Combining irradiance cache with photon data to produce GI<br />
- Casting photons for caustics<br />
These techniques basically just cache and smooth course data to produce smooth and fast results for caustics, occlusion and indirect diffusion and are therefore much fast then raytracing.</p>
<p>Point clouds and brickmaps are supported by PrMan, 3Delight, Air (not sure to what extent yet) and Pixie. These are essentially 3D environment maps (instead of storing the data in a cube map it is stored in a 3D map representing the geometries surface). The advantage to this is you get all the capabilities of raytracing but the control and approximation of environment maps. Any data can be baked into them but I&#039;m focused on using them for occlusion and indirect diffusion. Point clouds are probably not as fast as env maps but considerably faster then raytracing especially when dealing with heavily displaced surfaces ;-)</p>
<p>The bottom line is because of the flexibility of RenderMan all renderers can fake most modern techniques with plain old shadow and env maps (something I intend to prove here soon). However for more modern techniques it&#039;ll have to be Pixie for OSRenderMan. Now the biggest problem between OS and commercial is generally stability and speed, Pixie is nearly as fast as the commercial renderers in most cases but can be very unstable at times. Aqsis is slower (although their working on that) but generally more stable and has more features from the RiSpec. Personally I get frustrated with both OSRenderMan renderers when doing a lot of test rendering in 3Delight and Air as they are so much more stable, but if nobody finds and reports bugs in Aqsis and Pixie they wont get any better! As for the commercial renderers 3Delight is hands down the best but is has a slower raytracer then Air, however Air uses a lot of non compliant features (on purpose).</p>
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