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by berkut
4574 days ago
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I've written my own over the past 2.5 years, mostly on the Train to and from work... Ignoring geometry and texture paging, curve support and volumetrics (all of which I'm slowly working on), it could be used in production. But then I guess any renderer can produce a pretty picture with physically-based shading - but speed-wise (it's a brute force GI renderer only, no irradiance caching) it's competitive with the other CPU renders out there with similar settings.
The harder stuff is memory-efficiency - Arnold's amazing at this, and numeric stability over all different types of data. Given the amount of research out there, it's really not that difficult - most of the hard stuff I found was decoupling the GUI (I've written my own context-creation / scene editor as well which hosts the renderer) from the renderer - that involved a lot of re-writes... |
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