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5 Comments

    • What other choice do they have. They are developing renderer from scratch. They either develop these plugin's or ProRenderer doesn't get used on the platform.

      Besides this is the norm for renderer development anyhow. Exactly the same as for Renderman, Arnold or Vray (Except most of those ofc don't care about the small paying blender userbase so they don't make plugins for Blender kek)

    • Hi Young Voter.
      We believe strongly in building a base of raytracing software that is hardware agnostic, rather than building things into Blender that lock you into one vendor's hardware.

      Furthermore, there is no built in cycles GPU rendering currently on macOS. So while yes, we would rather be enabling other software than building our own renderer, we feel we are doing something important by carrying the open raytracing torch.

      Thanks!
      Brian

  1. It's good to have choice, but most importantly it's great to have a hardware vendor actively getting their development hands grubby with the hard graft that comes from also diving into the many needs of render engine (end market) cross over with creatives, as that drives the context that surrounds the core technology in the hardware. And that means they get to better understand and push out innovations that we all collectively benefit from in the industry. So it's good to see this level of investment + commitment being made. Again it brings choice into the hands of creatives and opportunity in how it changes the landscape on technologies you deploy. That has to be good in the long run. And possibly is the future of hardware - more creative cross over at grass roots level, earlier so hardware development can support the artisans longer term.

    The blender user base isn't small - it is terrifyingly MASSIVE. And if you have your business hat on properly you will realize it's not a matter of being 'gracious' to work with the blender market. The blender user base now carries a huge potential to drive change. And hardware manufacturers are recognizing that fact by slapping some skin on the table in the form of actively getting rubber onto the market road tarmac of that massive user base potential.

    Make no mistake that is the smart move for the next decade if you want to grow wider pickup of hardware you need to put some skin + commitment into the game that is open-development up front so you get the commercial payoffs downstream. And for many that is a win,win,win, situation as production costs tumble and object visualization starts to go mainstream in 3D across many 'fronts' of communication and new devices. The 21st century beachhead is not the digital caxton press of desktop publishing attached to networked websites + 2D graphics, it's the 3D object you can touch & experience in virtual spaces on entry to new worlds imagineered.

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