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Fantastic "free" renderengine !
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Fantastic "free" renderengine ! // Roundtable
Post by RAYMAN // Aug 26, 2007, 10:12am
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RAYMAN
Total Posts: 1496
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Before i go into detail i must say that i love the renderengines
I have in Ts .... i love my Vray it´s a realy great renderer !
Its very fast ... !
I just came across Kerkythea about a month ago and have studied
it ever since. This is another "BIG" option we have for Truespace.
and best of all its free.
It doesnt need an exporter (although it would be nice to have one
sooner or later.... ) because it is a standalone studio.
It supports pathtracing ....bi pathtracing ..... metropolis light transport....
photon mapping ....final gathering etc.
Its more then one renderer that way.It can render true photorealistic
quality and on top of that has a layered texture with sublayers and
weights.There are not very many people from the truespace users
in the forums over there so I thought I post this in case some of you
dont know of it yet or have not tried it out yourself.
All I can tell you its realy great.
I can be slow if you turn on everything or use in in mlt but the
quality is amasing!I cant see any differece to maxwell and thats around
1000$.Enclosed are renderings I have done including two textures i have
made to show you how deep the tex creation can be (upper 2 )
Best of all you can define any object as a light emittor very much
like in maxwell, indigo and some others.....(you see that as arealights in the samples)
Some very good predesigned textures for download.
More information here...http://wikihost.org/wikis/kerkythea/wiki/start
This should not be a thread about what renderengine is better... its just
an information and I wanted to post the renderresults I made when
trying out the software.... to share.
Here is the link to the site....http://www.kerkythea.net/joomla/ |
Post by 3dvisuals dude // Aug 26, 2007, 10:25am
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3dvisuals dude
Total Posts: 1703
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Before i go into detail i must say that i love the renderengines
I have in Ts .... i love my Vray it´s a realy great renderer !
Its very fast ... !
I just came across Kerkythea about a month ago and have studied
it ever since. This is another "BIG" option we have for Truespace.
and best of all its free.
It doesnt need an exporter (although it would be nice to have one
sooner or later.... ) because it is a standalone studio.
It supports pathtracing ....bi pathtracing ..... metropolis light transport....
photon mapping ....final gathering etc.
Its more then one renderer that way.It can render true photorealistic
quality and on top of that has a layered texture with sublayers and
weights.There are not very many people from the truespace users
in the forums over there so I thought I post this in case some of you
dont know of it yet or have not tried it out yourself.
All I can tell you its realy great.
I can be slow if you turn on everything or use in in mlt but the
quality is amasing!I cant see any differece to maxwell and thats around
1000$.Enclosed are renderings I have done including two textures i have
made to show you how deep the tex creation can be (upper 2 )
Best of all you can define any object as a light emittor very much
like in maxwell, indigo and some others.....(you see that as arealights in the samples)
Some very good predesigned textures for download.
More information here...http://wikihost.org/wikis/kerkythea/wiki/start
This should not be a thread about what renderengine is better... its just
an information and I wanted to post the renderresults I made when
trying out the software.... to share.
Here is the link to the site....http://www.kerkythea.net/joomla/
Sweet.:D
I dabbled with an earlier version very successfuly about a year ago, but judging from the renders above it looks like I should drop in there soon and upgrade my version! Nice shader work there Rayman!
Since it uses xml format files as I recall there may be some interesting potentials for data exchange between trueSpace and Kerkythea as well.
Now I'll dissappear here and let somebody who's never used it talk.;)
- 3dvisuals dude |
Post by frootee // Aug 26, 2007, 10:27am
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frootee
Total Posts: 2667
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so can we export our objects and scenes and load them into this for rendering?
froo |
Post by RAYMAN // Aug 26, 2007, 10:34am
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RAYMAN
Total Posts: 1496
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Thank you Mark for the fast reply! I know you used it some time
ago it is making progeresses very fast.They include many of
the wishes the people have and the comunity is growing rapidly.
I have learned so much just listening to some of thes people there.
They realy know very much about physics and maths etc.......
The forum is great for learning that way too !:D |
Post by 3dvisuals dude // Aug 26, 2007, 10:39am
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3dvisuals dude
Total Posts: 1703
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so can we export our objects and scenes and load them into this for rendering?
froo
Objects "Yes.":D |
Post by RAYMAN // Aug 26, 2007, 10:48am
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RAYMAN
Total Posts: 1496
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so can we export our objects and scenes and load them into this for rendering?
froo
Froo !
It loads obj. 3ds. sia (Silo) and renders to jpg bmp and HDR !
It is a good alternative to rendering and setting up the scenes in
Truespace because you set up light differently then in Truespace.
You can use objects like light sources ... make your own boxlights..
stiplights ... neons....or what I have done make lights with real
parabolic reflectors of any shape and place a bulb in it like you would
in reallife. You can make honeycomb grids for spots etc.
Because everything can be rendered physicaly based correct you can
experiment even with real colour dispertion (rainbowlike colours).
But maybe one day someone will make an exporter and we can
export the truespace scenes as well ! There is an exporter for Blender
Sketchup ,Max and now one coming for Silo 2.1 as well .
Its just another option we have it should "NOT" replace any renderer we have.
They are all good ! |
Post by RAYMAN // Aug 26, 2007, 12:57pm
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RAYMAN
Total Posts: 1496
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Froo!
Anything including letters can be changed
into a GI emitter......as you can see in the same
setup i used for texture trials.
(the mlt render only has about 40 passes ... is a little bit grainy .... didnt have more time !.....just wanted to demonstrate what I was talking about )
lightwork can make lightemitters but its not GI and Vray sadly cant do it.
I will post that as a to do feature on 69. |
Post by RAYMAN // Aug 28, 2007, 7:23am
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RAYMAN
Total Posts: 1496
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In this post I enclose a link to a very good site that
deals with lighting (boxlights etc.)
It contains a lot of tutorials on how to setup light correctly etc.
http://www.photoflexlightingschool.com/Lighting_Principles/index.html
As I showed you you can make any object into a Gi light
the site can be transfered 1:1 to the lighting setups in Kerky
and to some extent to Lightwork and Vray.
In the picture that comes with this post you can see a lensspot setup
with a lightemitter and a glaslens.
When you use light emitters these things should be considered :
http://www.kerkythea.net/phpBB2/viewtopic.php?t=1081&highlight=lighting |
Post by Jack Edwards // Aug 28, 2007, 9:31am
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Jack Edwards
Total Posts: 4062
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I was leaning more towards doing Yafray since is uses a XML file format for input, but they are in the middle of a re-write so I'll give this a download and take a look into what might be involved in writing an exporter.
-Jack. |
Post by RAYMAN // Aug 28, 2007, 9:42am
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RAYMAN
Total Posts: 1496
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I was leaning more towards doing Yafray since is uses a XML file format for input, but they are in the middle of a re-write so I'll give this a download and take a look into what might be involved in writing an exporter.
-Jack.
Jack ! This sounds realy fantastic !
An exporter would be great !
Look at the tutorials and the free materials.
They are realy great !
By the way Kerkythea uses an XML format fo import and export too !
I would like to stay in contact with you about that
Peter |
Post by frootee // Aug 28, 2007, 9:47am
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frootee
Total Posts: 2667
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Thanks Rayman. Looks like I'm all over the place.
And Now In Color! :)
Froo |
Post by RAYMAN // Aug 29, 2007, 7:15am
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RAYMAN
Total Posts: 1496
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Here is a link to a short explanation of what
kind of renderengine should be used when.....
Pathtracing vs Bipathtracing vs Metropolis light transport vs
photon mapping
http://www.kerkythea.net/phpBB2/viewtopic.php?t=2410&highlight=caustics
and here is some eyecandy on spectral dispersion..
http://www.kerkythea.net/phpBB2/viewtopic.php?t=233&highlight=caustics |
Post by Jack Edwards // Aug 29, 2007, 7:51am
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Jack Edwards
Total Posts: 4062
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Ok I'm starting on an exporter for this. I should have the geometry part done relatively quickly.
I'm planning to make the finished exporter commercial though. Sorry guys, but no one donated for my Morpher script. :( I'm planning to keep the price low though ($15). I may make the geometry only version donation ware so it can get broader testing and build some interest. We'll have to see.
-Jack. |
Post by prodigy // Aug 29, 2007, 7:53am
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prodigy
Total Posts: 3029
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15$ BUCKS!! ARE YOU CRAZY??? :mad:
you accept money transfer :p |
Post by Jack Edwards // Aug 29, 2007, 7:58am
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Jack Edwards
Total Posts: 4062
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LOL Paypal all the way buddy! :D
-Jack. |
Post by jayr // Aug 29, 2007, 8:28am
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jayr
Total Posts: 1074
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$15 does seem a bit low! Thats only £7.50 thanks to the exchange rate. |
Post by Jack Edwards // Aug 29, 2007, 9:04am
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Jack Edwards
Total Posts: 4062
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LOL well I'm not going to stop anyone from paying more if they want too. ;)
Still I feel a bit odd charging for an exporter to a free engine. :p
-Jack. |
Post by prodigy // Aug 29, 2007, 2:41pm
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prodigy
Total Posts: 3029
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But one thing Jack.. remember we are a very exigent comunity :cool:
15 bucks = Bugs Free
:p
btw, just kidding.. ;) |
Post by Jack Edwards // Aug 29, 2007, 3:05pm
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Jack Edwards
Total Posts: 4062
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LOL :p
Hey I need a renderer to pick up the slack from where VRay leaves off in the current version so I'm planning to use this one myself. ;)
If it goes well, I should be able to reuse a lot of the code to make a Yafray exporter too.
-Jack. |
Post by frootee // Aug 29, 2007, 4:13pm
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frootee
Total Posts: 2667
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just make sure it works on the Workspace side! :cool:
Froo |
Post by Jack Edwards // Aug 29, 2007, 4:29pm
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Jack Edwards
Total Posts: 4062
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LOL model-side, what's that? :confused:
:D
-Jack. |
Post by Burnart // Aug 29, 2007, 5:49pm
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Burnart
Total Posts: 839
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Good on you Jack - I've used yaffray with Wings and it was kind of limited due to the limitations of Wings itself - be interested to see what yaf. can really do. I too have tried Kerythea before (last year) and thought it had potential. For a start it was the first of these kinds of things I'd tried that had an interface rather than a script window! - always good for the programming challenged amongst us.
This maybe a dumb question - is the output you are producing going to allow for batch processing (ie animation?). I can see it would need to produce multicopies of projects - perhaps it could be set to only make multiple copies of items that change in some way (position etc). Of course I'm not sure if its possible to set Kerkythea to render anims! |
Post by Jack Edwards // Aug 29, 2007, 7:31pm
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Jack Edwards
Total Posts: 4062
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There's limited documentation available for Kerkythea, but the developer said I could e-mail him if I had any problems so... first steps are just to create a basic geometry exporter. Then to add render globals.
Step two and where I plan to get really ambitious is to create a material editor that'll show up in the stack view and let you assign Kerkythea materials to your models -- I'm going to try and replace the real-time DX materials also so they match as closely as possible too when you assign a Kerkythea material.
I'm not sure yet if the Kerkythea supports command line rendering. If it does then I should be able to initiate the rendering directly from within TS.
I'm not sure how I want to handle animation yet. Probably simplest way is to export sequential xml files for each frame. Then batch the render in the background.
The really cool thing about using an external stand alone renderer is that if you have a multi-core or multiple CPUs, you can keep working in TS while the render is baking in the external program.
-Jack. |
Post by Burnart // Aug 30, 2007, 5:44pm
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Burnart
Total Posts: 839
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Sounds great Jack - best of luck with this one - sounds like a real winner. Looking forward to the end result and will happily part with my $15!:D |
Post by Jack Edwards // Aug 30, 2007, 11:04pm
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Jack Edwards
Total Posts: 4062
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Thanks Burnart. So far so good. Barring any new unforeseen roadblocks, I'm expecting to have renderable output by sometime next week. :)
-Jack. |
Post by Matski007 // Sep 2, 2007, 3:21am
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Matski007
Total Posts: 539
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any chance you can accept payments through Google Checkout? its free like PayPal but less likely to rip you off like PayPal has done to me |
Post by Jack Edwards // Sep 2, 2007, 6:04am
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Jack Edwards
Total Posts: 4062
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Dunno... never used Google Checkout. Guess it depends on what I'd need to do to use it.
'Course it might be a few months before I get this thing to the point where it's worth paying for, keep in mind you can export TS scenes in 3DS format and then import them into Kerkythea directly already. ;) So the parts that make a Workspace side exporter worth it would be batch exporting WS side animation frames and being able to set up your render globals and materials in TS.
-Jack. |
Post by Changa // Sep 30, 2007, 9:48am
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Changa
Total Posts: 187
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it might be a few months before I get this thing to the point where it's worth paying for...
Jack, how is it going? We are looking forward for your exporter:) |
Post by butterpaw // Sep 30, 2007, 10:55am
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butterpaw
Total Posts: 831
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$15? even after catastropic car repair bills, I can manage that .. Paypal good ;)
I look forward to it.. by that time I might know a bit more about lighting/rendering - knowledge presently is zero or so close as makes no nevermind :p |
Post by Jack Edwards // Sep 30, 2007, 11:15am
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Jack Edwards
Total Posts: 4062
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Good news is that Kerkythea does support command line rendering. :)
Sorry about the delay guys. I'll let you know when I get a chance to start working on it again. Things should go fairly quickly after that.
Couple of things that I've worked out, is that it will require 7.6 to work and since it will be Workspace only, like Simon mentioned for dribble, I'm also going to need the TS 7.x SDK in order to get the level of integration that we'll want.
Between the two renderers, I think TS users should be in really good shape. :D |
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