Procedural Shading Assignment

Total Page:16

File Type:pdf, Size:1020Kb

Procedural Shading Assignment Assignment #3 • Which is something you may wish to do since it is Assignment #3 So You Want to Write some Procedural Shaders • In fact… Assignment #3 Assignments • Goal is to be able to produce something nicer than • Some advice: this: – Choose either #1 (Ray tracing) or #2 (radioisity) – #3 will be real time shading… • Challenge will be getting environment set up – #4 – Tone Reproduction • Modification of #1 or #2 • In fact – If you choose to do assignments 1 & 2, you need not do any other. • so…pleasant dreams! Assignment #3 Assignment #3 • Experimentation with procedural shaders • 1. Download: • Three goals: – Cg – Real time shading language (Nvidia) – Download and install a procedural shading • Support for DirectX 8, 9 and OpenGL1.4 system. • Supposedly graphics card independent • Download: – Learn the logistics of assigning a shader to an – http://developer.nvidia.com object – Programming environment for Windows only using Visual – Create/use 3 simple shaders Studio. 1 Assignment #3 Assignment #3 • 1. Download • If you do not have Visual Studio or if your – RenderMonkey graphics card is not up to par. • For ATI Cards – Renderman shaders • DirectX 8.1+ Support only • Blue Moon Rendering Tools – no longer distributed • http://www.ati.com/developer/sdk/radeonSDK/html/Tools/RenderMonkey.html but… – I can get last version for Windows and Linux/Intel • Aqsis – Open Source Renderman renderer – Win32 and MacOS X – http://www.aqsis.com Assignment #3 Assignment #3 • 2. Attach shaders to objects • 3. Create / use simple shaders – Run the tutorial supplied with the system. – Three required: – For Cg users • Phong • http://graphics3d.com/guides/cg/index.html • Brick Shader – For Renderman users • Grab-bag (one of your choice) • BMRT docs • Renderman for Poets: – http://www.cs.utexas.edu/users/amenta/eog/poets.pdf Assignment #3 Assignment #3 • Image Deliverable • A note on “borrowing” shaders Your – Shaders are like Makefiles choice • Best to take one that works and modify – Not only allow but encourage use of others shaders phong • cgshaders.org • Renderman repository – http://www.renderman.org/RMR/RMRShaders.html brick 2 Assignment #3 Assignment #3 • A note on “borrowing” shaders • Deliverables – This laptop has a Gforce 4 graphics card. – If you do use other’s shaders, you must –If Cg • Attribute the source • Shader code • Allow or show results of changing shader • Executable arguments. • Instructions on using – If non-Cg • Shader code • Multiple Screen dumps w/varying shader arguments or • Personal demo on your own PC – If Renderman • Shader code • Multiple renderings w/varying shader arguments Assignments Bells and Whistles • Grading • 15 points – Each assignment is worth 20 points: – Produce single image • 5 points – for something that compiles • 20 points • 10 points – for something that runs incorrectly – Produce multiple or interactive image with • 15 points – for something that runs correctly changing shading argument values • 20 points – something that runs + extras • Note – Well structured and documented code – Please, please, please submit readable and – Additional bells and whistles documented code! Due dates Questions so far • If doing both assn 1 & 2 – Are you still sleeping? • If doing assn 1 OR assn 2 – Due Feb 6th 3 Real time shading – Cg Cg – vertex and fragment programs Framebuffer Rasterization Framebuffer Assembly & Assembly Operations Vertex Application Fragment Processor Processor Textures Program Program Cg – Cg Runtime Another brick in the wall • Just in Time (JIT) compiler for Cg shaders • Building a brick shader – Shaders are compiled and loaded at run-time – Brick shader will actually be a procedural rather than linked with executable texture that is mapped onto a surface – Flexibility – Texture coordinates s, t • instant support for variety of graphics platforms • Questions on Cg? Building a brick shader Building a brick shader #define BRICKWIDTH 0.25 #define BRICKHEIGHT 0.08 1 MORTARTHICKNESS #define MORTARTHICKNESS 0.01 #define BMHEIGHT (BRICKHEIGHT + MORTARTHICKNESS) BRICKWIDTH BRICKHEIGHT #define BMWIDTH (BRICKWIDTH + MORTARTHICKNESS) 0 1 4 Building a brick shader Building a brick shader surface brick ( // wrap texture coords to see where on given brick uniform Color Cbrick = color (0.5, 0.15, 0.1); // you are s = s % width; uniform Color Cmortar = color (0.5, 0.5, 0.5) t = t % height; ) { // Set the color based on where you are // What row is the point in question on Color Ct = Cbrick; if (s < MORTARTHICKNESS || t < MORTARTTHICKNESS) float row = t / BMHEIGHT; Ct = Cmortar // If even, offset length by a half // Return correct color if ( row % 2 == 0) s += (BMWIDTH/2); Cs = Ct; } Building a better brick shader Building a better brick shader // Set the color based on where you are • Let’s use noise to discolor individual bricks // Let the brick color change based on noise float noiseChange = 0.1; float row = s / BMWIDTH; Color Ct = Cbrick + (noise (row,col) * noiseChange); if (s < MORTARTHICKNESS || t < MORTARTTHICKNESS) Ct = Cmortar // Return correct color Cs = Ct; } Building an even better brick shader Questions? • Other possible additions – Bump mapping to have normal dip in mortar and rise on side of brick – Add noise to individual points on each brick – Add graininess – See brick shader for your given system 5.
Recommended publications
  • SMEDGE Administrator Manual
    smedgesmedge Administrator Manual Smedge 2020 © 2004 - 2020 Überware™ Table of Contents ABOUT IDS 4 PARAMETER COMMANDS 26 SMEDGE ENVIRONMENT VARIABLES 5 COMMON PARAMETERS 32 VARIABLES THAT CONTROL SMEDGE FUNCTIONALITY 5 JOB 33 VARIABLES SET FOR WORK PROCESSES 9 PROCESSJOB 39 RENDERJOB 43 REPEATMERGEDISTRIBUTOR 45 LICENSING 10 R M D 45 SEQUENCEDISTRIBUTOR 47 SLICEDISTRIBUTOR 49 RESTRICTIONS 11 DEFAULT RESTRICTIONS 12 DYNAMIC PRODUCTS 50 PRODUCT EDITOR GUI 50 AUTOMATIC SYSTEMS 13 COMMAND LINE PRODUCT CONTROL 54 CLASSES 55 AUTOMATIC REDUNDANT MASTER 13 AUTOMATIC MASTER LOCATION 15 AUTOMATIC ENGINE MODE 16 LEGACY DYNAMIC PRODUCTS 57 AUTOMATIC ENGINE SETTINGS 17 AUTOMATIC EXECUTABLE PATHS 18 A E P 18 LEGACY MAYA PRODUCTS 58 AUTOMATIC GUI PRESET 19 LEGACY VIRTUAL MODULES 60 RLIB INI FILE SYNTAX 20 PARAMETER TYPES 61 ALTERNATE FILE LOCATIONS 21 COMMON PARAMETERS 63 OVERLOADABLE OPTIONS FILES 22 REFERENCE 65 EXAMPLE FILE 76 .SJ JOB FILES 23 PRODUCT REFERENCE 82 VARIABLE SUBSTITUTION 24 3D STUDIO MAX 83 SYNTAX 25 3D STUDIO MAX (SINGLE FRAME) 85 Smedge 2020 Administrator Manual © 2004 - 2020 Überware™ 2 3DELIGHT 86 MISTIKA VR 139 3DELIGHT FOR MAYA 87 MODO 140 3DELIGHT FOR MAYA (SINGLE FRAME) 89 MODO (SINGLE FRAME) 141 AFTER EFFECTS 92 NUKE 143 AIR 93 PIXAR RENDERMAN 144 AQSIS 94 REDLINE 145 ALIAS 95 REDSHIFT FOR MAYA 146 ARNOLD FOR MAYA 96 RENDERMAN FOR MAYA 147 ARNOLD FOR MAYA (SINGLE FRAME) 98 RENDERMAN FOR MAYA (SINGLE FRAME) 149 ARNOLD STANDALONE 101 RENDITION 152 BLENDER 102 THEA 153 CINEMA 4D 103 TURTLE 154 FINALRENDER FOR MAYA 104 VIZ 155
    [Show full text]
  • Deadline User Manual Release 7.1.2.1
    Deadline User Manual Release 7.1.2.1 Thinkbox Software June 11, 2015 CONTENTS 1 Introduction 1 1.1 Overview.................................................1 1.2 Feature Set................................................5 1.3 Supported Software...........................................8 1.4 Render Farm Considerations....................................... 28 1.5 FAQ.................................................... 34 2 Installation 45 2.1 System Requirements.......................................... 45 2.2 Licensing................................................. 48 2.3 Database and Repository Installation.................................. 49 2.4 Client Installation............................................ 75 2.5 Submitter Installation.......................................... 91 2.6 Upgrading or Downgrading Deadline.................................. 95 2.7 Relocating the Database or Repository................................. 97 2.8 Importing Repository Settings...................................... 98 3 Getting Started 101 3.1 Application Configuration........................................ 101 3.2 Submitting Jobs............................................. 105 3.3 Monitoring Jobs............................................. 112 3.4 Controlling Jobs............................................. 121 3.5 Archiving Jobs.............................................. 152 3.6 Monitor and User Settings........................................ 156 3.7 Local Slave Controls........................................... 164 4 Client Applications
    [Show full text]
  • Optimalisasi Animasi Menggunakan Blankon
    Optimalisasi Animasi Menggunakan Blankon oleh: MTI-UGM Cluster Team T.B.A DEDY HARIYADI DIAN PRAWIRA FREDDY KURNIA ADITYA PRADANA Animasi di Indonesia (2004) Janus prajurit terakhir (2003) Meraih Mimpi (2009) Hebring Open source animation SINTEL Seruling Big Buck Bunny Dagelan Bakoel Optimalisasi Animasi? Sumber gambar: catchwordbranding.com Renderfarm Blendercloud.net Weta Digital, New Zealand DrQueue? Pirates of carribean Elephant dream DrQueue? Drqueue Support: 3Delight, 3DSMax, After Effects, Aqsis, Blender, BMRT, Cinema 4D, Lightwave, Luxrender, Mantra, Maya, Mental Ray, Nuke, Pixie, Shake, Terragen, Turtle, V-Ray and XSI Arsitektur Yang Kami Digunakan 4 buah pc dengan spesifikasi: Intel Pentium 4, Memory 1 gb hdd 80 GB, OS : BlankOn, Middleware Drqueue, Rendering: Blender Animasi Yang Diujikan Hasil penelitian kami menggunakan DrQueue (1) Grafik Kenaikan Waktu Rendering Jumlah Node 1 2 3 0 200 400 505 ) k i t e 600 d ( 758 e m i T 800 r e d n e R 1000 1200 1400 1522 1600 Hasil penelitian kami menggunakan DrQueue (2) • Terjadi penambahan kecepatan seiring dengan penambahan jumlah node • Persentase kenaikan kecepatan tidak linier dan cenderung semakin berkurang karena adanya komunikasi jaringan • 4 core dalam sistem renderfarm memakan waktu lebih lama jika dibandingkan dengan pc quadcore Software yang harus disiapkan 1.Software Pendukung o tcsh o scons o g++ o gcc o python – Software Rendering – Blender – Middleware – DrQueue How to use it?? 1. Instalasi Jaringan • IP Address • hostname • hosts.allow • hosts.deny 2. Instalasi Software Pendukung • tcsh • scons • g++ • gcc • python 3. Instalasi Jaringan + Blender 4.a. Instalasi DrQueue (pada master) dari paket drqueue_0.64.3_i386.deb $ sudo dpkg -i drqueue_0.64.3_i386.deb 4.b.
    [Show full text]
  • Granja De Render Para Proyectos De Diseño 3D
    Universidad de las Ciencias Informáticas. Facultad Regional Granma. Título: Granja de render para proyectos de diseño 3D. Autora: Dallany Pupo Fernández. Ciudad de Manzanillo, junio 2012. “Año 54 de la Revolución”. RESUMEN En la actualidad, la realidad virtual se ha convertido en uno de los elementos más importantes en la industria del cine, gracias a ello, se puede apreciar en una pantalla, la simulación de un mundo real a través de uno virtual. El renderizado de animaciones en tres dimensiones necesita una gran capacidad de cálculo, pues requiere simular procesos físicos complejos, a esto se debe el elevado tiempo que tardan estas producciones en ser completadas. Las granjas de render han surgido como alternativa y solución para este problema. El presente trabajo se desarrolla producto a la inexistencia de una granja de render en la Facultad Regional Granma que dificulta la obtención de proyectos de diseño 3D en el menor tiempo posible. Palabras Claves: 3D, Granja de render, Realidad Virtual. II Índice de contenido INTRODUCCIÓN ......................................................................................................................................... 1 Desarrollo ...................................................................................................................................................... 3 Funcionamiento de la granja de render. ..................................................................................................... 4 Despliegue de la granja de render: ............................................................................................................
    [Show full text]
  • Dr. Queue Com Blender Um Render Farm GNU
    Dr. Queue com Blender Um Render Farm GNU Por Alexandre da Silva costa [email protected] 1 Este artigo tem como intuito ensinar como usar o consagrado software de animações, blender com o render farm Dr.queue. Render Farm é um conceito muito próximo do cluster, porém em um cluster as aplicações tem seus processos subdivididos pelas maquinas de uma rede, para que cada uma faça uma parte e entregue o resultado final, tornando o processamento de aplicações complexas muito mais rápidas . No caso do Render farm, não dividimos os processos de uma aplicação, mas sim os quadros de uma animação. Chamamos de quadro as imagens estáticas que serão exibidas, formando uma animação, assim como são feitos desenhos animados convencionais, que serão posteriormente unidas à um arquivo de vídeo que exibirá os mesmos em sequência . Os resultados praticos, se você tiver uma maquina que renderiza uma animação em 2 horas, se tiver outra identica, fara o mesmo serviço em aproximadamente 1 hora, se tiver 8 maquinas o serviço estara pronto em 7,5 minutos e assim por diante. Para quem não conhece, explicarei o que é renderização. Quando modelamos em um software em 3d usamos sistemas vetoriais para criar nossos modelos, como é feito em programas mais simples como inkscape ou corel Draw, porém em programas 3d usamos sistemas um pouco mais complexos, como opengl, que conseguem gerar vetores 3d para gerarmos nossos modelos, este tipo de técnica necessita de um processador e placa de vídeo razoável para que possamos criar modelos complexos, como seres humanos, animais, prédios, carros.
    [Show full text]
  • Estudio Y Modelado En CATIA V5 R19 Del Wright Flyer I: Monorraíl Y Sistema Propulsor (Hélices)
    Proyecto Fin de Carrera Ingeniería Aeronáutica Estudio y modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices) Autor: María Josefa Barragán González Tutores: María Gloria Del Río Cidoncha Juan Martínez Palacios Dep. Ingeniería Gráfica Escuela Técnica Superior de Ingeniería Universidad de Sevilla Sevilla, ENERO 2016 i Proyecto Fin de Carrera Ingeniería Aeronáutica Estudio y modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices) Autor: María Josefa Barragán González Tutores: María Gloria del Río Cidoncha Juan Martínez Palacios Dep. Ingeniería Gráfica Escuela Técnica Superior de Ingeniería Universidad de Sevilla Sevilla, 2016 “Desentrañar el misterio del vuelo de un pájaro fue como tratar de averiguar el secreto de la magia de un mago. Tras conocer el truco y saber qué mirar, ves cosas que no habías notado cuando no sabías exactamente qué buscar” _ Orville Wright A todos aquellos que han hecho posible este proyecto RESUMEN “Estudio y Modelado en CATIA V5 R19 del Wright Flyer I: monorraíl y sistema propulsor (hélices)” forma parte de un proyecto propuesto para recrear el aeroplano construido por los hermanos Wright en 1903 (el Flyer I) y estudiar en detalle sus componentes. Este proyecto contiene un estudio de la vida e inventos de los hermanos Wright, centrado en el monorraíl y el sistema propulsor que utilizaban, basado en el libro “How We Invented the Airplane: An Illustrated History” [1]. También incluye una reproducción virtual en CATIA del monorraíl utilizado por el Flyer I y de su sistema propulsor modelada a partir del conjunto de planos National Air and Space Museum Drawings [2].
    [Show full text]
  • Free and Open Source Software
    Free and open source software Copyleft ·Events and Awards ·Free software ·Free Software Definition ·Gratis versus General Libre ·List of free and open source software packages ·Open-source software Operating system AROS ·BSD ·Darwin ·FreeDOS ·GNU ·Haiku ·Inferno ·Linux ·Mach ·MINIX ·OpenSolaris ·Sym families bian ·Plan 9 ·ReactOS Eclipse ·Free Development Pascal ·GCC ·Java ·LLVM ·Lua ·NetBeans ·Open64 ·Perl ·PHP ·Python ·ROSE ·Ruby ·Tcl History GNU ·Haiku ·Linux ·Mozilla (Application Suite ·Firefox ·Thunderbird ) Apache Software Foundation ·Blender Foundation ·Eclipse Foundation ·freedesktop.org ·Free Software Foundation (Europe ·India ·Latin America ) ·FSMI ·GNOME Foundation ·GNU Project ·Google Code ·KDE e.V. ·Linux Organizations Foundation ·Mozilla Foundation ·Open Source Geospatial Foundation ·Open Source Initiative ·SourceForge ·Symbian Foundation ·Xiph.Org Foundation ·XMPP Standards Foundation ·X.Org Foundation Apache ·Artistic ·BSD ·GNU GPL ·GNU LGPL ·ISC ·MIT ·MPL ·Ms-PL/RL ·zlib ·FSF approved Licences licenses License standards Open Source Definition ·The Free Software Definition ·Debian Free Software Guidelines Binary blob ·Digital rights management ·Graphics hardware compatibility ·License proliferation ·Mozilla software rebranding ·Proprietary software ·SCO-Linux Challenges controversies ·Security ·Software patents ·Hardware restrictions ·Trusted Computing ·Viral license Alternative terms ·Community ·Linux distribution ·Forking ·Movement ·Microsoft Open Other topics Specification Promise ·Revolution OS ·Comparison with closed
    [Show full text]
  • Renderman for Artist 01
    RenderMan For Artists #01 RenderMan Architecture Wanho Choi (wanochoi.com) The Road Ahead • Learning RenderMan is not easy or quick. However, it is not rocket science either. - Rudy Cortes - RenderMan for Artists wanochoi.com We will explore … • The RenderMan Shading Language Guide – Rudy Cortes and Saty Raghavachary • Rendering for Beginners: Image synthesis using RenderMan – Saty Raghavachary • Advanced RenderMan: Creating CGI for Motion Pictures – Anthony A. Apodaca and Larry Gritz • Essential RenderMan – Ian Stephenson • The RenderMan Companion: A Programmer's Guide to Realistic Computer Graphics – Steve Upstill • SIGGRAPH course notes – 1992, 1995, 2000, 2001, 2002, 2003, 2006 • pdf files from web • Etc. RenderMan for Artists wanochoi.com Rendering • What is rendering? – A series of works for determining the color and opacity value of a pixel – Scene (objects, lights, camera in 3D) Image (2D) • Rendering algorithms – Scanline – Ray tracing – Radiosity – etc. • Commercial renderers – RenderMan – Mental Ray – V-Ray – POV-Ray – FurryBall – etc. RenderMan for Artists wanochoi.com Ray Tracing Algorithm • A technique for generating an image by tracing the path of light through pixels in an image plane. RenderMan for Artists wanochoi.com RenderMan • A standard technical specification created by Pixar for 3D scene description – RiSpec: RenderMan Interface Specification • There are some RenderMan compliant renderers. – PRMan, AIR, Pixie, 3Delight, Aqsis, RenderDotC, BMRT, Mantra, etc. – It must meet all of the standard requirements laid out
    [Show full text]
  • State-Of-The-Art of Digital Tools Used by Architects for Solar Design
    Task 41 - Solar Energy and Architecture Subtask B - Methods and Tools for Solar Design Report T.41.B.1 State-of-the-Art of Digital Tools Used by Architects for Solar Design IEA SHC Task 41 – Solar Energy and Architecture T.41.B.1: State-of-the-art of digital tools used by architects for solar design Task 41 - Solar Energy and Architecture Subtask B - Methods and Tools for Solar Design Report T.41.B.1 State-of-the-art of digital tools used by architects for solar design Editors Marie-Claude Dubois (Université Laval) Miljana Horvat (Ryerson University) Contributors Jochen Authenrieth, Pierre Côté, Doris Ehrbar, Erik Eriksson, Flavio Foradini, Francesco Frontini, Shirley Gagnon, John Grunewald, Rolf Hagen, Gustav Hillman, Tobias Koenig, Margarethe Korolkow, Annie Malouin-Bouchard, Catherine Massart, Laura Maturi, Kim Nagel, Andreas Obermüller, Élodie Simard, Maria Wall, Andreas Witzig, Isa Zanetti Title image : Viktor Kuslikis & Michael Clesle © 2010 Title page : Alissa Laporte 1 IEA SHC Task 41 – Solar Energy and Architecture T.41.B.1: State-of-the-art of digital tools used by architects for solar design CONTRIBUTORS (IN ALPHABETICAL ORDER) Jochen Authenrieth Pierre Côté Marie-Claude Dubois (Ed.) BKI GmbH École d’architecture, Task 41, STB co-leader Bahnhofstraße 1 Université Laval École d’architecture, 70372 Stuttgart 1, côte de la Fabrique Université Laval Germany Québec, QC, G1R 3V6 1, côte de la Fabrique [email protected] Canada Québec, QC, G1R 3V6 [email protected] [email protected] Canada marie-claude.dubois @arc.ulaval.ca Doris Ehrbar Erik Eriksson Flavio Foradini Lucerne University of Applied White Arkitekter e4tech Sciences and Arts P.O.
    [Show full text]
  • VU Rendering SS 2012
    VU Rendering SS 2012 Unit 9: Renderman Overview 1. Pixar RenderMan / REYES • Highly complex software system used for a large portion of today's industrial CG work 2. Software shaders • Technology behind complex object appearance with simple basic geometry State of the Art in Graphics RenderMan Naming Confusion - RenderMan can be either one of three things: - RenderMan SL: The 3D scene description language defined by Pixar Inc. - RenderMan Interface: The interface between modelling and rendering - PRMan: The RenderMan-compliant hybrid scanline renderer sold by Pixar (REYES) - For a long time, Pixar PRMan was the only Rman- compliant system - BMRT was the first alternative (now defunct) What is Renderman? Maya Houdini Soft Image Render Man Interface PRMan Air RenderDC Aqsis RenderMan – The Product (PRMan) - Pixar Photorealistic RenderMan (PRMan) - Evolved gradually since 1982 / 84 from the Lucasfilm Renderer - Basically a sophisticated scanline renderer (can be bypassed) - Currently at release 16.0 - Displacements - Camera controls - Particles - Indirect illumination / GI - Hair & fur optimizations - SSS - Parallel network rendering - On demand raytracing PRMan Features - Displacements PRMan Features - Hair PRMan Features – Motion Blur REYES - “Render everything you ever saw” - REYES = software architecture - PRMan implements the REYES architecture REYES Assumptions and Goals 1 - High possible model complexity - Diverse types of primitives - Esp. data amplification primitives, such as fractals, procedural models etc. - Shading complexity - Complexity
    [Show full text]
  • Aqsis Documentation Release 1.6
    Aqsis Documentation Release 1.6 Paul Gregory May 12, 2010 CONTENTS 1 Welcome to Aqsis 1 1.1 Features..................................................1 1.2 What’s New...............................................2 1.3 Legal...................................................6 2 The Aqsis Tools 9 2.1 Getting Started..............................................9 2.2 Using the Aqsis Tool Suite........................................ 11 2.3 Aqsis and the Ri Standard........................................ 14 2.4 Further Reading............................................. 14 3 Aqsis Programmers Guide 15 3.1 Building from Source.......................................... 15 3.2 Using the RenderMan Interface C API................................. 15 3.3 The Display Driver API......................................... 15 3.4 Creating DSO Shadeops......................................... 25 3.5 Creating Procedural Plugins....................................... 25 3.6 Texture Library Reference........................................ 25 4 RenderMan Tutorials & Examples 27 4.1 Tutorials................................................. 27 4.2 Example Content............................................. 27 4.3 External Tools.............................................. 27 i ii CHAPTER ONE WELCOME TO AQSIS Aqsis is a high quality, open source, renderer that adheres to the RenderMan(tm) standard. Aqsis provides a suite of tools that together enable the generation of production quality images from 3D scene data. Based on the Reyes rendering architecture,
    [Show full text]
  • Renderers List By: Valued Contributing Readers
    Renderers List By: valued contributing readers Max Plugins Name URL/Link Submit Changes Brazil r/s http://www.splutterfish.com/sf/WebContent/B4Max edit BusyRay http://www.busyray.com/ edit Click-VR Visualizer http://www.codeblend.com/products/visualizer edit finalRender http://www.finalrender.com/ edit FryRender [exporter] http://fryrender.com/ edit Light Studio http://www.lichtplaner.com/default_ls.asp edit Luminaire Tools http://sourceforge.net/projects/luminaire/ edit Maxwell http://www.maxwellrender.com/ edit http://usa.autodesk.com/adsk/servlet/index? Mental Ray edit id=6837573&siteID=123112 RenderPipe [exporter] http://www.art-render.com/page/110/renderpipe.htm edit V-Ray http://www.chaosgroup.com/en/2/vray.html edit VoxelRender [exporter] http://voxelrender.ru/about.html edit http://web.archive.org/web/20041014140620/http://homepage AF Render [dead] edit s.irk.ru/frango/af_afr_eng.htm http://web.archive.org/web/20011213215152/http://www.geoci The Atmospheric Engine [dead] edit ties.com/TimesSquare/2143/tests.h ... http://www.renderman.org/RMR/OtherLinks/blackSIGGRAPH. Entropy [dead] edit html http://web.archive.org/web/20021216184710/http://www.integ Insight [dead] edit ra.co.jp/insight/index.htm Jackie [dead?] http://www.movimage.com/ edit http://web.archive.org/web/20021108074314/http://www.light RadioRay [dead] edit workdesign.com/news/pressreleases ... http://web.archive.org/web/20010608120202/http://www.us.ri Raygun [dead] edit ghthemisphere.com/raygun30/raygun ... RayMAX [coma] http://www.raymax.com/ edit RayStudio [dead] http://www.nervana.montana.edu/sculpture/animation.html edit http://web.archive.org/web/20040616063042/http://www.paral RenderP3D [dead] edit elo.com.br/en/solucoes/tecnologia ..
    [Show full text]