Closed kvark closed 2 years ago
As far I know the scene desciption format is like RenderMan .rib format: https://renderman.pixar.com/resources/RenderMan_20/sceneDescription.html
@shadeops has written a nice guide to the changes from pbrt-v3 to pbrt-v4: https://github.com/shadeops/pbrt_v3-to-v4_migration.
I have actually (finally!) started work on an update to the pbrt.org website to update all of the documentation for pbrt-v4. I hope to have that done in a week or so.
In the meantime the parser code is effectively the spec (and it is indeed, fairly RIB-inspired in general.)
I am absolutely looking forward to the publication of the book and really happy to have gotten a really stable GPU build under Windows. To complete the good news, the addon for Blender works better and better. I am glad that you are updating the documentation since I have some doubts to implement the new materials. Cheers..
Finally: https://www.pbrt.org/fileformat-v4 (!). Possibly also useful: https://www.pbrt.org/users-guide-v4
How does one parse this scene format? I looked for any sort of specification, and the best I could find is a spec for earlier versions of PBRT plus a diff between them. But a diff is fairly high-level, and it doesn't really count as a spec. So effectively the parser code is the spec right now, correct?