yys

Maya插件开发,(多多练习英文吧~)

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 http://www.fxguide.com/featured/the-art-of-rendering/ (2012/08/23 )

 

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from http://joomla.renderwiki.com/joomla/index.php?option=com_content&view=article&id=58&Itemid=2

 

http://www.pointzero.nl/renderers/ (another renderer list)
 

 

---------------------------commercial renderer-------------------------

3DELIGHT

  • Standalone renderer
  • plugin renderer
  • plugins available for maya, 3dsmax, xsi

3Delight is a fast, high quality, RenderMan®-compliant renderer designed to produce photorealistic images indemanding production environments.

The renderer was started in 1998 and rapidly became aproduction-ready tool thanks to immediate testing and feedback of asister production house.

It is now widely used and earning a reputation as a benchmark in rendering technology.

 

The first license is free, even for commercial use, which is a greatway to test it out. As well as a fully featured renderer that supportsall the latest point-based rendering technologies, 3delight also shipswith a maya plugin 3delight for maya that has a wide variety of features:

  • Automatic translation of existing hypershade networks
  • FullSL source provided for every supported hypershade node, which ispractically all of ‘em. Can be customized, or merely browsed. Great wayto learn SL!
  • Support for rib archives (swapping of low geometry for high-res at rendertime)
  • Automatictranslation of several mentalray nodes (mia_material, physical sky,mib_ambocclusion, others as requested by customers. Again full SLsource provided, very clean code!)
  • A renderman code node that easily allows sections of SL to integrate with hypershade networks
  • A seperate render-pass system that extends the builtin maya render layers
  • Builtin support for shave and a haircut

An excellent video overview of 3delight has been created by Paolo Berto of Jupiter Jazz, and can be found here.

You can it use via houdini or massive directly, and there is now a XSI plugin available.

Interestingly among the features are MultiDepthMaps that means deepshadow maps (DSM), that can improve the dmap shadowing of fine detailslike hair or fur a lot.

Rising Sun Pictures in Australia now use 3delight as their primaryrenderer, giving it strong credibility for feature-film productioncompared to the prman standard. Moritz Moller, a prominent prman userfor many years and developer of many open source tools now vocallysupports 3delight whenever possible, and Paulo Berto, arguably the mostknowledgeable mentalray-for-maya developer around is also now activelysupporting and developing for 3delight.

End users have said support from the developers is excellent, andalso praised the stability and reliability of the software, especiallywhen a new version is released. The 3delight codebase is checked dailyvia a very thorough automated build and test procedure, usingproduction scenes donated from various projects.

3DSMAX

3dsmax is the other complete 3d application from autodesk.

They offer:

  • native renderer
  • mentalray plugin
  • direct access to hardware shaders

AIR

  • standalone renderer
  • export plugins available for rhino, massive, cinema4d, houdini

AIR (Advanced Image Rendering) is a renderman compliant renderer and is available as a standalone solution.

Air offers a lot of advanced techniques like level of detailblending, a pendant to deep shadow maps called fracture maps,transparent shadow maps.

It comes with a tool to create its shaders in a visual interface called vshade.

There are some other tools available like:

  • bakeair: a tool to bake lights and textures to files
  • tweakair: a rerender and lighting tool
  • airspace: interactive tool as an interface for tweakair and bakeair

The support of Scott Iverson is really good. As soon as I reported aproblem he answered very fast and sometiems a few hours later I got anew fix.

There exist some ways to use it quite easy with 3d software:

  • Massive The actual version 6 has some optimizations for the efficient usage with massive software
  • Rhino is able to render directly with air
  • Houdini can use it as a renderer, the air distribution come with an guide how to use it with houdini.
  • mayaman let you render maya scenes with air
  • Release 9 of the AIR production renderer gives usersadditional lighting controls for performance and flexibility. A new setof light shaders allows shadows and illumination to be baked to 3Dtexture maps and re-used for accelerated re-rendering. The same shaderscan also utilize shadows or illumination baked to 2D maps with SiTexGraphics' BakeAIR texture baker. For optimized rendering of interiors,AIR 9 has a new portal light shader for efficiently simulating incominglight from windows and doors.
  • AIR 9 extends the abilityto record a separate output image for each light by allowing eachlight's image to include the light's contribution to reflections andglobal illumination. This additional information produces a moreaccurate result when light channels are tweaked and combined incompositing. AIR's fragment shadow maps (used for "deep" mappedshadows) are now more accurate in scenes with high depthcomplexity. Image-based lighting with global illumination has beengreatly accelerated in many common cases, and new environment mapcontrols allow users to tune performance and quality.
  • Release9 includes many other additions to the core AIR renderer including anew micropolygon shading mode and an option for view-independenttessellation of curved primitives.
  • TweakAIR, theinteractive version of AIR, includes a new command to move the cameraduring an interactive session. View manipulation during interactivepreview rendering is supported in the RhinoAIR plug-in for the Rhinomodeler and in the AIR Space visualization application included withAIR.
  • For the first time the AIR distribution includesdocumentation and interface files for the TweakAIR API, which has beenextended to allow TweakAIR to run in batch mode for scriptedincremental rendering. The new batch mode can be used to efficientlyrender image sequences that capture incremental changes to a scene,such as swapping environment maps, changing shaders, tweaking lights,or moving the camera.
  • With release 9 SiTex Graphics alsointroduces a new common product licensing policy. Anyone with an activeAIR license now has access to TweakAIR and BakeAIR, which no longerrequire purchase of separate licenses.
  • AIR Stream
  • AIRStream is a new Maya rendering plug-in designed to provide aneasy-to-use Maya to AIR workflow. AIR Stream was created by Hai Nguyento meet the demands of visual effects production, and earlier versionsof the plug-in have already been used successfully on severalprojects.  The first public beta of AIR Stream is available as a freedownload on the AIR user group.
  • Version 8.0
  • Sitexgraphicsintroduces geometry shader. It works exactly like a procedural dso. Sowhat’s the advantage? Well, in procedural dsos, your geometryprocedures are unable to access textures or other shading proceduresbecause shading is done after the geometry is subdivided intomicropolygons, what means that shading cannot be accessed until thecomplete geometry is created. With the new geometry shaders, anprocedural can access shading options or textures at creation time.e.g. you can easily create a geometry shader, which is able to usetextures as density maps e.g. for hair.ARION

ARION

  • standalone renderer / hardware renderer

INDIGO

Stanalone renderer with exporters for blender, 3dsmax and cinema4d as well as sketchup.

Hava a look at the impressive gallery.

Employing advanced features such as Metropolis LightTransport, Spectral light calculus, a virtual camera model, physicalsky and more, Indigo can achieve much more realistic results thantraditional GI raytracers. Indigo does not need any render parameterslike GI samples, AO samples, AA samples, Soft shadows, etc, andcomplicated lightning setups to achieve realistic results.

 

BRAZIL

  • Homepage: splutterfish brazil
  • Current version: Brazil r/s v2
  • 3d compatibility: 3dsmax

Brazil is available as a plugin for 3dsmax only at the moment.

 

CINEMA4D

coming soon....

 

FLAMINGO

http://www.flamingo3d.com

 

FreeStyle

http://freestyle.sourceforge.net/

 

NPR render


FRYRENDER

  • Homepage: fryrender
  • Current version: 1.9xxx

fryrender is the unbiases spectral renderer developed by Feversoft.
Allthe elements involved in the models up to the point that when you hitrender a simulation of the real behavior of light happens inside.


Thisnot only leads to the finest quality true-to-life renditions, but alsomakes the engine very easy to use. Things just look the way they haveto once your scene is set up.
Moreover, fryrender is the firstengine of its kind capable of transforming scenes into a format thatcan be navigated in real-time with the aid of our Virtual Realityengine Random Control 4.

 

With one full version you will get 10 render nodes, cool!

A new renderer, finally beta is over. There are plugins available for maya, 3dsmax, cinema4d, lightwave and rhino.

The renderer tries to simulate true physical lighting similiar to maxwell.

 

FURRYBALL

GPU renderer


GELATO

  • Homepage: nvidia gelato
  • Current version: 2.3
  • Availability: standalone with plugins for maya(mango),3dsmax(amaretto), still missing some basics like straciatella, malagaor vanilla :)

Nvidia stops development of Gelato, and Larry Gritz (the primary developer) has left NVidia.

The renderer will not be further developed by Nvidia. It seems thisis because they aquired mental images with mentalray some months ago.So they have two high end renderer in the same company what would wastea lot of development resouces.

 

Now we hope that they opens mentalray fast for effective hardware rendering.

One great sideeffect of this step is that Nvidia offers Gelato now for free! Get it and try it, its cool!

 

Gelato is a standalone renderer. According to the producers, it is ahigh level renderer that offers all modern features like a fastrerendering system via sorbetto, curve and point primitives. There areplugin connections to 3dsmax (amaretto) and maya (mango). The coolthing is that there is a free version that is limited in a few options,but you can test it.

 

Gelato tries to use the Nvidia graphics hardware to speeduprendering. That is a way all renderers will go in the near future, butGelato is the first one that uses the graphics hardware exessivly.

 

Unfortunatly to use the pro version and render with the pro version,you need a QuadroFx board. That means you have to spend some money foran good graphics board. This leads you into areas where other highendrenderers are available. This will change quite fast because thedevelopment of graphics board is a quickly changing and will leadgelato to interesting results.

KRAY

LIGHTWAVE

Lightwave is a famous complete 3d application that offers greatrender powers to the user. It was used for some tv series like “JimmyNeutron” as well as for the famous “Stargate SG1”, “Stargate Atlantis”,“Voyager” and others.

The current version offers features like

  • screen based subdiv rendering
  • great hypervoxels volumetric rendering
  • gi and fg
  • ...

LIGHTSTUDIO

  • plugin renderer for 3dsmax

lucille

lucille(http://sourceforge.net/projects/lucille/) is a parallel global illumination renderer with RenderMan interface support

MANTRA

Mantra is the builtin renderer of houdini from sidefx.It is an advanced rendering system that has some really great features.Especially for rendering td’s it offers the access to several rendererslike renderman, air and mentlray. A cool feature is the object orientedstructure. You can create a base shader for several objects and modifyonly some attributes for a special object. But you still have thecontrol about all other shading attributes from a single node.

It offers gobal illumination, subsurface scattering, efficientvolumetric rendering as well as wire primitives to render hair and fur.It offers a deffered loading of objects to improve speed and memorydemands.

Since version 9.0 manta is able to render micropolygons, supports prcedural geometry creation at rendertime for fur and other geometry.

Licensing
Sidefx offers the complete houdini package as an water marked free apprentice version. And they are building a large tutorial system for this version. With this version you can try almost everything.

Unfortunatly third party rendering is disabled like the access to renderman or mentalray. But this is really a great opportunity to learn this famous package. 

 

MENTAL RAY

  • Homepage: mental images
  • Current version: 3.8
  • Availability:
    • native for xsi,
    • plugin for maya, 3dsmax,
    • standalone with connection to houdini
Current release
New release 3.8 in maya and 3dsmax as well as the standalone contains serveral new features.The current release 3.7 introduces several new features.

Irridiance particles

The implementation of irridiance partices has been improved. They work primaraly for still renderings.Native brdf/bsdf support

Map container

The definition of map containers are now more detailed. The documentation still lacks of good examples.

Hair approximation

Fine improvement! Hairs can now have approximation if they have a degree > 1. This can lead to a better memory behavoiour inrendering. But until they geo away from this awful bezier hair definition, you will have problems to use it.....

Subdivs with cc meshes

Now work with adaptive tesselation. Finally.The release 3.6 introduced several new features.

Importons

Importons are photon particles shoot from the camera instead from a light. With the help of these photon particles mentalray tries to calculate how important a photon for the illumination of an image is. This leads to a very much lighter photon map and for this reason to a faster rendering because the photon lookup is faster.


Unfortunately they’re not easily accessed from any 3d package as ofAugust 2008. Maya 2009 due in October 2009 is supposed to remedy this(it will also be the feature system to feature mentalray 3.7), no doubtother systems will follow shortly.


Irridiance

Irridiance particles are similiar to importons and are a techniqueto use insted of final gathering. I’m still figuring out what it isgood for....

Assemblies

Assemblies are the pendant for the rib archives. Before 3.6mentalray only allowed the replacement of object nodes, not entirehierarchies. That means if you have a house with ten thousand objectsyou had ten thousand placeholders. Now it is possible to export thecomplete house as one file and read it as one file as soon as an rayhits its bounding box. A really great improvement.

New bsp tree

The new bsp2 acceleration is meant to improve speed and memory demands and does not require manual bsp tuning to get the best result!.Thats really cool because I think only a few people modified the bsptree settings to get an improved result because it is *more an art thanan science* (as an old softimage3d manual stated). But now you get theoptimization for free.

New subdivision surfaces

Mental ray now is able to render arbitrary polygons as subdivs.Before you had to take care that your model is only with quad ortriangles. This is a great improvement.

Light portals

Light portals can direct the finalgather rays in the correctdirection where lightsources are. The result is a much betterfinalgather quality with fewer rays.

Contrast all buffers

It seems that we can now use a different sampling for allframebuffers. In the previous version 3.5.x all bufferes inherited thesampling from the primary buffer. So if you e.g. use a low contrastprimary buffer and an other buffer with a higher contrast, the secondone gots the sampling from the first one and showed aliasing artefacts.Of course there are ways to avoid this, but a seperate buffer samplingis much more effective.

Features

gi engine

finalgather

Why use mentalray

Well if you use XSI you don’t have much choice! Its built-in to the3 major packages (maya max and xsi), so the primary reason to use it isyou already have it installed. Today its integration is very good,something you really notice when jumping to another external rendererfor the first time.

Its focus has always been on raytracing and photoreal work, so itswell suited for commercial and tv vfx work. This has been especiallytrue in the past few years due to the sterling work of ‘zap’ anderssonof mental images, who has created excellent shaders for photoreal work,specifically mia_material, fast_sss and his latest mip_productiontoolkit.

Nearly all features you would expect of a current renderer can befound in mentalray, most perform quite well. Ambient occlusion, GI,caustics, volume rendering, displacement, motion blur, framebuffers(render-once-get-many-outputs), colour bleeding... Its all there.Nearly any render style from any renderer can be emulated withmentalray, in a reasonable amount of time.

It also features an active development community with many 3rd party shaders available.

Mental images is now owned by nvidia, its implied we’ll see GPUacceleration for mentalray in future. While they claim they’ll stayplatform neutral, its difficult to see why they’d make equalperformance between nvidia and ATI hardware, especially if they’ll beusing technology from the now-dead Gelato project. As such, if you usementalray you’d be foolish to use anything but Nvidia hardware from nowon.
One of the big differences between mentalray and renderman is the procedure how objects are tesselated for rendering. In mentalray objects are tesselated as soon as they are hit by a ray, in renderman they are tesselated during the rendering of a bucket. So what? These principles can lead to big problems. E.g. if you need fine displacement in mentalray, you can get it by tuning the approximation editor. But the object will be tessated completly. e.g. imagine a large stormy ocean surface with fine details. The large object will be tesselated in one piece. This can take quite long time and will produce a high polycount. In renderman the tesselation does not take very long because it is done “on the fly” during micropolygon shading in one bucket. This means only the data for one bucket are needed.

Why NOT use mentalray? Documentation has always been sketchy, mostly targetting shader writers and pipeline td’s rather than end users. Achieving a certain effect or stopping an artifact often means trawling online forums or asking fellow users.

Displacement and motion blur have traditionally been stumbling blocks with mentalray. To get a nice displaced/moblurred image with mr takes effort, whereas with renderman compliant renderers its very easy. Mentalray often decends into ‘magic numbers’, more than would seem appropriate. To make nice images in prman means tweaking one number,the shading rate. In mentalray it means adjusting sample settings,contrast threshold settings, approximation editor settings, final gathering settings, lens gamma settings, volume sample settings, area light settings...

Forums

MAXWELL

  • Current version: maxwell 1.6
  • Available for: 3dsmax, maya, cinema4d, solidWorks, archiCad, lightwave, rhino, xsi...

Maxwell is a physical based rendering engine. Have a look at thegallery, it is possible to create really incredible realistic imageswith this renderer.

 

MAYA

Maya come from autodesk and offers several renderers that come with the package:

Fortunatly with one single version of maya complete (thats the smallpackage), you can render even the unlimited scenes with up to 9999machines. So that means that in fact rendering with mayas renderers isfree.

This is not the case for the rendering with mentalray. With theactual version 8.5 you can render with up to 8 cpus for rendering onone machine and with every complete license you get additional 4 cpusfor sattelite rendering and 8 cpus with an unlimited license.

 

Software renderer

The software renderer is quite good but it does not offer a lot ofmodern features like global illumination, final gathering andsubsurface scattering. Even depth of field is only done as a postprocess. But maya offers great shader construction possibilities in itshypershade. As much as I could hear, the software renderer is nofurther developed because the developers concentrate on theimplementation of mentalray that offers a much modern architecture.

There are certain esoteric features that it supports well, largelybecause the two primary research developers linked to maya (DuncanBrimsmead and Jos Stam) implement them directly in the software render.Fluids and paint-fx are key examples of this. Both can be rendered inother systems, but certain odd paint-fx modes (blur and smudge) onlywork in maya software, and fluids in certain cases can render fasterand with better quality than mentalray.

Furthermore not every project required FG/AO/SSS/displacement, inwhich case maya software is simple and gets the job done. There’s alsoa certain ‘old school’ pride in delivering a job using only the mayasoftware renderer; framestore commercials delivered some of theirbiggest jobs of the mid 90s this way.

Hardware render buffer

The hardware render buffer is mostly used for the rendering ofhardware particles. Through multipass rendering it offers a limitedaccess to motionblur and antialiasing. It is done with a multiplerendering of subsequent images and then they are blended together.Antialiasing is created with the rendering of multiple images with aslightily changed camera position. With a little trick you can use thisbehaviour to simulate dof. You have to setup a procedure that modifiesthe camera position depending on its distance from the focal point. Ifthis modification happens between full frames object near the the focalpoint are crisper than that far away.

With sprite rendering the hardware render buffer...

 

MERIDIAN

  • standalone renderer
  • plugin available for maya

This is a very interesting renderer. It has a different approach that is very promising and based on modal intervals.They dont use micropolygons or point sampling. The renderer supportshigh quality displacements, motionblur and maya paintfx. And - thatsthe best - the memory demands are really low, even for the largestscenes. Check it out.

Unfortunatly they dont have implemented multithreading yet and onlysome maya base shaders are supported. But they are working on it.

 

MESSIAH

  • Homepage: project:messiah
  • Current version: 3.0
  • Connection available for: maya, lightwave, cinema4d, 3dsmax....

Project messiah is a standalone system that consists of a veryinteresting animation part as well as a rendering system. Via pluginsit can communicate with other 3d applications like maya, lightwave,cinema4d or 3dsmax.

MX^ADD

gpu renderer

source code avaiable

http://mxadd.org/

 

MODO

Modo started as a modeling tool only. But step by step theyintegrate more and more functions to build a complete 3d package. Untilnow they offer word class modeling, advanced rendering and some basicanimation possibilities.

OCTANE

  • Octane Render is a GPU based, un-biased, physically based renderer.

Data exchange can be done via obj format, rib or collada.

 

REAL3D

realsoft

Real3d is a complete 3d application that comes with its own renderer. The renderer offers one very interesting option:

True NURBS and Subdivision Surface Rendering TheRealsoft 3D ray tracing engine is a true NURBS renderer. This meansthat NURBS surfaces are not tessellated into polygons before renderingand consequently, the surface renders without any polygonal artifacts.Similar quality would require millions of polygons. This is also truefor subdivision surfaces. The powerful displacement mapping of Realsoft3D also adds detail to NURBS and SDS surfaces during the actual raytracing, making it possible to model hairy objects, groovy surfaces,bumpy terrains, fibers of cloth etc.

PENGUIN

Penguin brings freehand sketching , watercolor painting, cartoon-like rendering and technical illustration to Rhino and AutoCAD

 

RENDER DOT C

RenderDotC is a renderman compliant renderer. They offer a pluginfor maya called “Mai Tai”. But I’m not sure if it is still up to date.

RenderDotC can be accessed with mayaman from animallogic.

RENDERMAN (PRMAN)

  • Homepage: prman
  • Current version 14.0

Okay, okay! You are right! Renderman is not a renderer, it is aninterface description. RenderMan is actually a technical specificationfor interfacing between modeling and rendering programs. There are manyrenderman compliant renderers like air, aqsis, 3dlight and others. Butoften renderman is used as a synonym for the renderer prman itself.

Availability

 The prman is available as a standalone in the renderman pro server, currently in version 14.0.And it is available as a plugin for maya, renderman for maya. The

  current version is 2. It has a big brother Renderman4maya pro or RendermanStudio which enables the missing features like rib archives and other tools.

So why the hell is it so famous??

Well, first because pixar created some incredible funny movies with it. Second because its principles allow the rendering of large scenes with a reasonable amount of memory and time. Thirdly it has proven itself many times over in film pipelines, and has many features that are useful for that environment like programmable shaders, arbitrary outputs, excellent displacement and motion blur.

PRman uses the REYES algorithm to render scenes.

So why would you NOT use PRman

Traditionally its been expensive and had a steep learning curve.   Also while it did displacement and motion blur better than most renderers, the REYES algorithm meant any non-scanline effects were

 incredibly slow, like blurry reflections, global illumination, ambient occlusion etc.

Most of these problems are being remedied. The price has come down(a little!), and ease of use is being fixed through renderman-for-maya,which now does automatic hypershade translation like mentalray-for-maya(maxman by animal logic offers the same for max, and there are a fewefforts to get renderman support into xsi). Raytracing based effectshave been optimized, however most require multiple-pass renders, andare still slow compared to mentalray, but pixar is working on it andthey promise a great speed and usability improvement in the 14.0release this year (okay if you read this in year 2525, the current yearis 2008).

Mental Images’s ‘Zap’ Andersson posted a rant on his blog about whyyou might not want to use renderman, claiming that yes, while rendermanis fast on lambert shaded displaced surfaces, as soon as you need to doany ‘real work’ that involves raytracing or more complex lightingeffects, the speed advantage is lost. Here’s a link to the fullarticle: http://mentalraytips.blogspot.com/2007/09/famous-mental-ray-myths.html

Further, although PRman is the ‘benchmark’ implementation of the renderman spec,other implementations offer similar performance for less cost. 3delightfor example comes with its own hypershade translation tool, doescertain effects faster than prman, and arguably is easier to getsupport and feature requests from due to a smaller development teamthat answer to their customers first, whereas the pixar prman teamultimately answer to pixar themselves.

Another drawback of the renderman principles concerning shading isthat you are quite limited in using external shaders with RendermanStudio. e.g. if you use mentalray, you can simply use a third partyshader, plug any maya node into the color oder whatever slot and thenode and the connections are translated.

Renderman compiles the maya hypershade into its own monolithicshaders. Once the shader is compiled you cannot simply plug any othernode into it. e.g. if you have a hair shader and the hair has a colorslot for the transparency, you can simply connect a ramp into it inmentalray. In renderman the ramp this procedure does not work, you haveto implement the ramp into the shader itself.

New features in 14.0

There are some interesting enhancements and new features in the 14.0update. One of the most interesting is that it is now able to throwaway procedurals during raytracing. Previously all geometry had to stayin memory and this lead to increasing memory demands during a scenerendering. Now it is possible to clear memory on a least needed basisand free it for new data. With this technique is will be possible to domore raytracing in pro server.

They were able to improve raytracing speed.

 

 

HOLOMATRIX RENDITION

Rendition is a maya/max renderer plugin that is very interactive.All scene updates are immediatly rendered. It is able to render miFiles directly. So... why not throw away mentalray standalone and userendition as a renderer? It is very much cheaper than a mr stanalonelicense.

They claim that no recompilation of custom mr shaders is needed. Wow! Not bad.

SHADERLIGHT

  • http://www.artvps.com/

Shaderlight is the pioneering rendering technology that willrevolutionise the way 3D artists and designers work. A physicallybased, progressive ray-tracing technology, Shaderlight redefinestraditional rendering workflows, giving artists the creative freedom tochange every detail, right up to deadline.

 

Move objects or camera angles within a scene and see the resultsinstantly as the image refines. Change the materials, environments,lighting and textures of a full quality 3D image interactively, withouthaving to re-render. Still not convinced? See it for real in our demovideo or download the product flyer.

THEARENDER

  • http://www.thearender.com/cms/
  • plugin for max,  sketchUp , C4D, softimage and blender
Thea Render is a new physically-based renderer with the unique ability of producing both biased and unbiased photorealistic renders, using state-of-the-art and in-house developed techniques. It comes with a rich set of standard and innovative features, a powerful material layer system never seen before in another renderer, and its own advanced standalone studio.

TURTLE

  • Homepage: illuminate labs
  • Current release: version 4.1
  • Availability: plugin renderer for maya

It offers GI, Finalgather and all the other features of a state of the art renderer as well as very good baking functions.

Turtle is a sophisticated renderingand baking plugin for Autodesk Maya used for lighting and contentcreation in next-gen game development.

WithTurtle you can easily create stunning global illumination for your gamelevels and then bake the illumination into texture maps, vertex maps orpoint clouds. Other features include the baking of occlusion and normalmaps from highly detailed models to low polygon models. All bakedresults can be visualized in Maya's viewport using the GPU.

VRAY

  • Current version: 1.5 SP4a
  • Availability: plugin renderer for 3dsmax and maya

Vray is available as a plugin renderer for 3dsmax and a maya pluginversion is currently under development. Vray is famous for its GIskills. The german company scanline has worked closely together withthe vray develpoer team to render a huge amount of geometry andsimulations for the movie 300.

XSI

XSI is the 3d application frontend for mentalray,that means mentalray is the native renderer for xsi. They have the hugeadvantage that because they work together for a long time, they sharethe same data structures in memory that leads to a faster starttime anda lower memory usage.

 

-------------------------------- free renderer -------------------------------

AQSIS

  • Standalone renderman compliant renderer.
  • open source
  • There exists a maya renderer plugin that can be downloaded here. http://www.mostafasari.com
  • rendering speed maybe a probem. They lanuched a project Break to handle this problem. 
  • http://wiki.aqsis.org/

BLENDER

Blender is a complete open source 3d application. It comes with its own renderer, and with an intergral support for the yafray render engine. But via export scripts you can export rib files for renderman compliant renderers as well as mentalray, povray, virtuallight and indigo.

blenders offers a buildin compositor similiar to houdini. This allows a cool integration of compositing and rendering.

ELVISHRAY

http://code.google.com/p/elvishrayrenderer/

 

and an older version of the renderer with a max plugin: http://code.google.com/p/elvishray/

GuerillaRender

http://www.guerillarender.com
  • free for noncommerial use
  • An animation production renderer
    An editor for tweaking and previsualizing
    A passerelle between Maya/3dsMax and the renderer
    A robust rendering core
    Rendertime subdivision
    High quality sampling
    Fully programmable shading pipeline
    A large shading library
    A built in compositing
Guerilla is built around a powerful rendering engine, purposed foranimation production, and its editor. Guerilla editor let you controland setup anythingyou want in your scene, then render it for the results you expected.Guerilla is designed to be as simple as possible to use, without anyloss in flexibilityor quality.

IGNEUS

global illumination renderer

biased renderer

http://www.igneus.co.uk/, http://cs.swan.ac.uk/~csbenjamin/igneus/index.htm

JRMAN

  • Homepage: jrMan homepage
  • Current version: Last update February 20, 2007
  • Renderman compliant renderer

jrMan is an open source version of the REYES renderingalgorithm used by Pixar’s PhotoRealistic Renderman. Almost all digitalproduction work in the film industry is rendered using this algorithm,yet most computer graphics textbooks fail to mention it or only providea very superficial description of how it works. The main objective ofthe jrMan project is to provide an open source implementation of theREYES rendering algorithm to permit, both students and teachers, tounderstand how it works and experiment with it. To achieve thisobjective the source code must be easy to read and should run on mostoperating systems. This is the one of the reasons we are implementingit in Java.

KERKYTHEA

http://www.kerkythea.net
http://www.kerkythea.net/joomla/
  • standalone freeware renderer

LUXRENDER

  • Current version: 0.7RC1 from April 2010
  • open source
  • export plugin for Maya, Blender, XSI, 3dMAX,C4D, Skechup,
  • LuxRay - gpu accelerated component (v1.5 at 2010 April)

Lux is a physically correct, unbiased rendering engine.This means that Lux doesn’t use tricks to imitate real world behavior:all calculations are done according to mathematical models based onphysical phenomena. Unbiased rendering engines have both advantages anddisadvantages - generated images are very realistic but take a longtime to produce; physical correctness limits artistic freedom. In Luxwe will always make the ‘unbiased’ design choices. More than just a toyor an experimental sandbox, we want to create a robust and high-endproduction renderer, directly usable by artists, with the tools andfeatures they need.

Lux has exporters for maya, 3dsmax and xsi and it has some impressive render examples in its galleray.

 

METROPOLIGHT(dead?)

MetropoLight is a simple freeware global illuminationrendering program that uses the Metropolis Light Transport algorithm torender images. MLT is a Monte Carlo method for solving the lighttransport problem. It is inspired by the Metropolis sampling method incomputational physics. In short, a sequence of light transport paths isgenerated (based on Monte Carlo Markov Chain sampling) by randomlymutating a single current path. The probability density of visitingeach path is proportional to its contribution to the final image. Thisalgorithm has the particularity to be unbiased and can be orders ofmagnitude more efficient than previous unbiased approaches. It ishighly recommended for complex and delicate indirect lighting Ideveloped this small rendering project to study and to familiarize withthis new approach in random walk global illumination algorithms.Although some additional features will be progressively implemented tocomplete the project, MetropoLight doesn’t claim to become asophisticated renderer. It just has to be considered as an experimentalrendering tool.

 

PBRT

 

www.pbrt.org, google group, v2-src,
 

 

 

POVRAY

Povray (Persistence of Vision Raytracer) is a standalone rendererwith a quite large community because it already exists for a long time.

PICO

hardware renderer plug-in for maya

http://plastic-demo.nazwa.pl/wordpress/?cat=9

Parthenon

  • http://www.bee-www.com/parthenon/index.htm
  • GPU assisted global illumination renderer

PIXIE

  • Homepage: pixie
  • Current release 2.2.1 from July 10 2007

Pixie is an open source RenderMan renderer forgenerating photorealistic images. You can compile Pixie on Windows(using Visual Studio 2005), Linux and on OSX (using XCode or unix styleconfigure script).

RENDERPARK

  • http://www.cs.kuleuven.be/~graphics/renderpark/
  • open source
RenderPark is a test-bed system for physicallybased photo-realistic image synthesis. It's a free software package providinga solid implementation of a wide variety of state-of-the-art ray-tracingand radiosity algorithms. Our goal is to compare these algorithms on afair basis, to evaluate benefits and shortcomings, to find solutions forthe latter and to develop new algorithms that are more robust and efficientthan the algorithms that are available in rendering systems today, freeor commercial. Although RenderPark is in the first place a tool for researchand teaching, it is evolving towards a full featured physics based globalillumination rendering system that also illumination engineers, architects,designers and artists will appreciate.
features:
  • reads models in MGFand new XRML (extended VRML'97) file format.
  • images can be saved in PPM, TIFF and RadiancePIC format, for which numerous convertors exist.
  • supports high dynamic range TIFF and PIC imageoutput, suitable for lighting analysis purposes, e.g. using Radiance tools,or experimentation with tone mapping techniques ...
  • illuminated models after radiosity can besaved in VRML'97 format.
  • X-Windows/Motif based user interface.
  • interactive navigation using graphics hardware(OpenGL) with various optimizations that make it suited for large models.
  • wide range of tone mapping operators + calibratedmonitor support.
  • batch rendering with control through commandline arguments or Inter Process Communication.
  • rendering into an external canvas window makesRenderPark behave as a "plug-in" in other applications.

RADIANCE

http://radsite.lbl.gov/radiance/framed.html

The official LBNL Radiance distribution as of is version 4.0
  • version 4.0 at March 2010
  • for Unix system
  • Radiance OpenSource License

SUNFLOW

Sunflow is an open source rendering system for photo-realistic imagesynthesis. It is written in Java and built around a flexible raytracing core. It was createdas a framework for experimenting with global illumination algorithmsand new surface shading models.

TOXIC  (An Open Source Global Illumination Renderer)

  • Homepage: toxic renderer
  • toxic is free for commercial and non-commercial use.
  • toxic sources may be used in any open source project licensed under the GPL license.
  • toxic 1.0 alpha-5 Released in Nov 2004
  • the author is employed by mental image and he said that "my working contract explicitely forbid me to work on any otherrendering product, including open source projects, hence includingtoxic."

Toxic comes as source and binaray.

toxic is a physically correct global illuminationrenderer aiming to produce photorealistic images and animations.toxic’s goal is to provide artists with a free, powerful rendering toolwhich is actively maintained, developed and extended.

VIRTUALLIGHT(dead?)

YAFaRAY

  • Homepage: Yafray
  • Current version: 0.0.9

YafaRay is a free open-source raytracing engine. Raytracing is a rendering technique for generating realistic images by tracing the path of light through a 3D scene.

A render engine consists of a "faceless" computer program thatinteracts with a host 3D application to provide specific raytracingcapabilties "on demand". Blender 3D is the host application of YafaRay.

YafaRay is released under the LGPL 2.1 license.

-------------------------- Experimental Renderers ----------------------------

YEASR

  • Yaesr aims towards implementeing pipeline as similar as possible to theones used in hardware rendering. That includes support of variousshader types.

ARUNA

PANE

http://www.kevinbeason.com/scs/pane/ 

Mitsuba

http://www.mitsuba-renderer.org/

OpenSource under GNU3


RTfact

Ray Tracing Engine

Manta

Open Source Interactive Ray Tracer

 

 


/******************************************************************************************

                                    Real-time Rendering

******************************************************************************************/

---------------------------------- software rasterizer---------------------------------------------------------

wiki (http://en.wikipedia.org/wiki/Software_rendering)    which refers to RayTracing and Rasterize Renderer

Doom,wildmagic,irrlicht -  graphic engines which contains software render module

Mesa3D, 

SwiftShader (commercial)

swShader, (~ was the open source precursor of SwiftShader. Most recent version before it was removed from Sourceforge is available here),

Muli3D (http://muli3d.sourceforge.net/)

Coco3D (http://coco3d.codeplex.com/)

 

Perspective Texture Mapping

Pixomatic (http://www.radgametools.com/pixomain.htm) commercial

Trenki's Software Renderer/Rasterizer

Klimt (formerly known as SoftGL) (http://studierstube.icg.tu-graz.ac.at/klimt/index.php) (updated to 2004)

Vigilante Software Graphics (close source)

tinyGL (http://bellard.org/TinyGL/) updated to 2002

Softart (soft emulation  for dx10 rendering pipline) http://code.google.com/p/softart/

 

 

-----------------------------------------------------未整理------------------------------------------------------

http://www.cppblog.com/lingjingqiu/archive/2009/12/07/102698.html

 

slow rt

http://code.google.com/p/kslowrt/

 

 

OpenRT - Realtime ray tracing, ,

openRT的硬件架构为saarcor

OpenRT publication

OpenRT是一个标准,针对它的实现有:

- XFRT announcement , project page , sourceforge page (where the source is)
- yaCORT announcement , project page (has a link to an SVN depot)

game dev上的评论:from

Note that OpenRT is, like OpenGL, a specification, not an implementation. yaCORT is a project that aims to implement OpenRT.
As far as I am informed, inTrace , the company that powers OpenRT, is no longer existent. Further, the OpenRT specification is rather out of date and missed to take into account the research of, afaik, the last 3-5 years. But maybe ask on the authors mentioned on this page.
For general information about ray tracing, visit/join the ompf.org forums , which are in the meanwhile widely known in the Ray Tracing community (which includes hobbyist programmers as well as "professional" and known scientists in the field of ray tracing). You don't have to sign up to ask questions.
For information on OpenRT, see this search through ompf. You will find that XFRT (*) is also a nice try on implementing OpenRT.
- XFRT announcement , project page , sourceforge page (where the source is)
- yaCORT announcement , project page (has a link to an SVN depot)
I don't know whether Ben/bouliiii and Royce/royce3 still work on their implementations. Maybe ask about it on ompf, or leave them some mail.
Before you stick to that API, you should really look at how other members of mentioned forum think about it.

[~/www/~/projects/picogen~/projects/metatrace ]

http://ompf.org/forum/ 论坛,很多人在这里show自己的渲染器

 

 

Ray++

substance is a set of shaders for mental raysubstance is a set of shaders for mental ray

ray++

ray tracing toolkit

aims to supply a high level interface to fast ray tracing in python.

aims to be a full-featured extensible raytracer portable among POSIX and Windows with native support for multi-threading and network distribution.

 

posted on 2010-12-02 12:01  yys  阅读(3699)  评论(0编辑  收藏  举报