AnyDSL / imbatracer

An interactive Global Illumination Renderer written in C++
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Blender Interface #8

Open pgrit opened 8 years ago

pgrit commented 8 years ago

Having an interface to a 3D software like Blender would ease testing and allow us to experiment with even more scenes.

Something simple that suffices for our purposes does not appear to be very difficult, see for instance: https://agraphicsguy.wordpress.com/2015/09/06/my-external-renderer-for-blender/

We would have to come up with a simple (node based) material representation that can be edited in Blender, and create (or find) a file format to store those materials.

slusallek commented 8 years ago

Hi Pascal,

We actually have developed something like this in the Dreamspace project. There we use the commercial Katana system as a source for scene creation and real-time updates that are distributed to the renderer using XML3D.

The idea has been that we could eventually port that also to other systems, like Blender. If someone wants to do this, I am all for it and could support this with a Hiwi contract or such. Let me know if you know some student interested in this. Jonas has been the main developer of this module.

We only support simple Ubershader materials from Katana right now. But this could be extended. Eventually, we would want programmable shading at some point and shade.js would be a good option for that. Jan at the DFKI is working on improving this in a project with Intel right now (also tobetter describe programmable animation and such using Xflow).

I have also asked Georg Tamm at the DFKI to look into running our new WebComponent-based XML3D runtime within the master rendernode. This would allow us to execute real-time animation and such things efficiently.

The biggest holdback right now is the shading system in Imbatracer (and missing support for JIT compile).

Please let me know if you have any ideas in that direction.

Best,

Philipp

Am 04.06.2016 um 20:03 schrieb Pascal Grittmann:

Having an interface to a 3D software like Blender would ease testing and allow us to experiment with even more scenes.

Something simple that suffices for our purposes does not appear to be very difficult, see for instance: https://agraphicsguy.wordpress.com/2015/09/06/my-external-renderer-for-blender/

We would have to come up with a simple (node based) material representation that can be edited in Blender, and create (or find) a file format to store those materials.

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