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Radeon ProRender for Blender and Maya: macOS Versions Available Now

2

macOS versions of the Radeon ProRender plug-in for Blender and Maya are now available for artists using Apple Mac systems, and support Apple’s Metal 2 API and external GPUs 1 for maximum rendering performance.

bsavery writes:

macOS support for Blender rendering via Metal! Plus many new features. Also updated plugins for windows and linux.

New Features:

  • Support for macOS High Sierra 10.13.3+ using Metal® 2. eGPU devices requires macOS® High Sierra 10.13.4.
  • PBR and Uber shader get more intuitive subsurface scattering parameters, simply set a scattering color and length for how far internal reflection should go in a surface.
  • PBR Shader Updates:
  • PBR shader is updated to easily do glass, organic, metal, plastic or diffuse materials.
  • Emissive weight is added to mix emissivity with the surface.
  • Cycles "Principled Shader" is converted to PBR nodes when using material conversion.
  • Uber Shader Updates:
  • Uber is now the default shader when adding a material.
  • Many new AOV's, useful for compositing or diagnostics are added to render passes.
  • These now appear automatically in Blender's compositor as well.
  • An additional control for setting camera exposure to allow adding more motion blur is added.
  • Image texture nodes now have a setting for "Texture Gamma". Set this to "sRGB" for color maps (such as PBR albedo textures). All other texture usually should stay as the default setting,
  • "Linear". This will fix washed out looking color textures.
  • Physically based lighting controls greatly improve lighting setups.
  • Additional area light shapes include: Rectangle, Disk, Cylinder, and Spheres.
  • Light color can be set by temperature, color, texture, or all three.
  • Intensity can be set additionally with physical units.
  • Color Ramp Shaders are now available.
  • Max diffuse/reflection depth controls are added. This allows performance optimization for scenes that don't need much GI.
  • Adaptive Subdivision - in addition to setting a uniform subdivision level, this control allows setting subdivision level that "adapts" based on how large an object is to the camera. Closer objects will refine more, while far away object will not over-subdivide. This setting is in pixel units, so "1" will subdivide to approximately one pixel in size, set it to higher for coarser subdivision or lower for finer.
  • Blender smoke is rendered as a volume object.

2 Comments

  1. Nice, speedy renderer, well-integrated in Blender. Not entirely stable yet at the time I write this, and there's no vertex color channel support yet, which I would very much welcome.

  2. thepixelpusher on

    I have an Apple MacBook Pro late 2013 ( no Thunderbolt 3). What is the best EGPU for that laptop for Blender?

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