Closed tpebic closed 1 year ago
For the moment goxel doesn't have a ray tracer, so this is not possible. A while ago I started to work on implementing a raytracer, but I wasn't satisfied with it so I never merged the branch. I think at some point I will really try to do something about it.
Hi, Any chance of using third-party renderer for illumination? appleseed may be?
Yes, I need to find some time to look at all the available renderers. Originally I was looking at yocto-gl (I like the fact that it is a single file lib), but I think there are probably better choices. My current list is:
What I am mostly looking for is something I could easily bundle into the ext_src directory and compile at the same time as the rest of goxel.
Maybe Radeon Pro Renderer is good candidate. Its OpenCL based, works with any GPU (contrary to 'Radeon' name). Recently it received Metal 2 support, so it probably can be used on iOS in the future. It is already available for Maya, Blender, Cinema4D. I had few occasions to use this renderer with Cinema4D R19. It is fast and gives nice renders.
Home page: https://gpuopen.com/open-source-radeon-prorender/ GitHub repo: https://github.com/GPUOpen-LibrariesAndSDKs/RadeonProRender-Baikal
OK I did some tests of various open source renderers. So far the one I like the most is cycles (the one used in blender), because it seems to have few dependencies. I still need to test it in goxel to see how it performs. There is also always yocto-gl that is very easy to integrate, but I am a bit worried it might not be as good looking as cycles.
I made some tests today of integrating the cycles renderer into goxel. So far it seems OK. I will try to push an experimental branch as soon as I get something usable.
I made a branch to experiment: https://github.com/guillaumechereau/goxel/tree/cycles-test Very unstable! To try it just compile in release, and check the 'cycles' button in the render panel.
I've tried to build this Cycles branch on MacOS 10.12.6 with XCode 9.2. Unfortunately it fails to compile. This appears to be a reason:
Undefined symbols for architecture x86_64: "_cycles_init", referenced from: _goxel_init in goxel.o "_cycles_render", referenced from: render_view(ImDrawList const, ImDrawCmd const) in gui.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
BUILD FAILED
The following build commands failed: Ld build/Release/goxel.app/Contents/MacOS/goxel normal x86_64
Right, the new file need to be added to the Xcode project. I will do that. But there are probably more tweaks needed to make it compile on OS X. On Tue, 6 Mar 2018 at 9:22 PM Michał notifications@github.com wrote:
I've tried to build this Cycles branch on MacOS 10.12.6 with XCode 9.2. Unfortunately it fails to compile. This appears to be a reason:
Undefined symbols for architecture x86_64: "_cycles_init", referenced from: _goxel_init in goxel.o "_cycles_render", referenced from: render_view(ImDrawList const, ImDrawCmd const) in gui.o ld: symbol(s) not found for architecture x86_64 clang: error: linker command failed with exit code 1 (use -v to see invocation)
BUILD FAILED
The following build commands failed: Ld build/Release/goxel.app/Contents/MacOS/goxel normal x86_64
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Ok, thanks for looking into it.
OK I just pushed some fix for OSX. Can you try again?
Great. It now builds successfully.
Cycles is working too. It is very buggy, but this is to be expected.
I merged the cycles branch into master, it's still experimental, but I will put it into the next release anyway because it is nice to have that.
Definitely nice to have. I’m very curious how much it has progressed since last time I checked cycles-branch.
Don’t except too much at the moment. I am just targeting basic rendering and export. There won’t be many rendering options yet. On Wed, 4 Apr 2018 at 10:49 PM Michał notifications@github.com wrote:
Definitely nice to have. I’m very curious how much it has progressed since last time I checked cycles-branch.
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I will manage my expectations ;)
Will write how it behaves on MacOS after getting back home (two days).
I use goxel ios to export to magicavoxel, which I’m sure everyone does...
But is there anyway to introduce better rendering options like illumination so that i can do less on a Mac and more on a ipad?