When will VRay be supported?

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djbill

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Message 6459 - Posted: 25 Jul 2007, 21:53:10 UTC

When BURP support the vray render?
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Message 6479 - Posted: 29 Jul 2007, 12:40:18 UTC

VRay is a commercial closed-source rendering engine as far as I know. I\'m not aware of any opensource initiatives by the Chaos Group (it\'s developers).
For this reason VRay will not be compatible with the BURP renderfarm since it is required that the source is freely available so that the few code-changes required for making it work with BURP can be included.

The render-engines most likely to be supported in the future are Yafray (through Blender) and POVRay (we recently got the long awaited go-ahead from the POV devs on the licensing, so now all that is needed is the time it takes to get it working).
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Message 6702 - Posted: 21 Sep 2007, 16:36:38 UTC

Would it be possible to contact the people from the Chaos Group to make vRay BURP-compatible?

What if they say \"Ok, we\'ll do it, just send us the code you need in there\" - would it be possible to support rendering with 3ds Max (+ vRay) then?

I love to participate in this project, but I\'d also like to submit every now and then some of my work to BURP - and since I use 3ds Max, this seems not to be possible (also because of Blenders\' weak import scripts...)

What exactly has to be done to be able to submit a *.max file to BURP? Getting Autodesk to release their Source-Code? Finding a renderer that works with 3ds Max and is Open Source? Getting some commercial Guys to include your code in their renderer?
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Message 6703 - Posted: 21 Sep 2007, 20:40:21 UTC - in response to Message 6702.  
Last modified: 21 Sep 2007, 20:42:56 UTC

What exactly has to be done to be able to submit a *.max file to BURP? Getting Autodesk to release their Source-Code? Finding a renderer that works with 3ds Max and is Open Source? Getting some commercial Guys to include your code in their renderer?

One of the big points with commercial code is that it is commercial - ie. you have to pay for it. Typically you buy a license that costs some amount of money per user.
If the companies that develop some of the commercial renderers started giving them away for free I guess they wouldn\'t earn nearly as much as they do.
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Message 6704 - Posted: 21 Sep 2007, 21:30:22 UTC - in response to Message 6703.  
Last modified: 21 Sep 2007, 21:30:36 UTC

... If the companies that develop some of the commercial renderers started giving them away for free I guess they wouldn\'t earn nearly as much as they do.

Well, they could be forced by user demand / competitiveness to offer possibilities of distributed rendering, without opening the code. Something like an Autodesk BOINC client. Which you would have to buy together with the main software package, of course.
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Message 6718 - Posted: 22 Sep 2007, 22:15:53 UTC - in response to Message 6704.  

... If the companies that develop some of the commercial renderers started giving them away for free I guess they wouldn\'t earn nearly as much as they do.

Well, they could be forced by user demand / competitiveness to offer possibilities of distributed rendering, without opening the code. Something like an Autodesk BOINC client. Which you would have to buy together with the main software package, of course.

As a comment on that I had some thoughts on how to do distributed rendering using commercial rendering engines that people have already purchased and installed themselves. That way (for instance) 3dsMAX users could share their CPU time with other 3dsMAX users. However it seemed there is a lot of licensing issues in this area (ie. allowing other people to use your copy of the renderer to render something). Also I don\'t own any commercial renderer myself, so I dropped the idea.
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Message 6719 - Posted: 23 Sep 2007, 9:47:07 UTC

Perhaps a setting like:

Free/Open Source Renderers:
o Blender
...? (Gelato?)

Commercial Renderers (please note that you have to own a license and other restrictions may apply)
o 3ds Max Scanline
o 3ds Max VRay
o 3ds Max MentalRay
...?

And you have to check what types of images you could render (only Blender/Open Source Renderers checked on by default of course!)

By submitting a file you would have to check let\'s say \"3ds Max Scanline\" and the clients who are able to render that (and who have set that setting...) get the parts.
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Message 6720 - Posted: 23 Sep 2007, 10:20:56 UTC
Last modified: 23 Sep 2007, 10:25:15 UTC

This is all way out in the future (if ever). However, one of the topics discussed at the recent 3rd Pan-Galactic BOINC workshop was the idea of a testing mechanism that projects could supply, which could see whether or not a participant\'s machines have the right software/hardware environment to run applications with special demands (like Gelato, that requires certain types of GPUs to be present or vRay that requires a licensed version of vRay).
This is all very interesting, but also not something that will be done before having completed beta and running live for at least quite a while.

Also this is a different kind of project alltogether. BURP requires the source of the renderer to be openly available. VRay isn\'t open, neither is Gelato.
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Message 6757 - Posted: 25 Sep 2007, 18:13:01 UTC

Well then...

Happy rendering - I think it\'s better to not get any new work from this project from now on, until either Blender can render something I want to or until some other renderers/programs are supported as well.
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Message 6758 - Posted: 25 Sep 2007, 22:09:56 UTC - in response to Message 6757.  
Last modified: 25 Sep 2007, 22:10:11 UTC

[...] until either Blender can render something I want to

Like?

or until some other renderers/programs are supported as well.

The plan is to move forward with other opensource renderers (like Yafray and POVRay) when the Blender patchset is deemed stable enough to stop the primary development of it.
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Message 6762 - Posted: 26 Sep 2007, 15:54:11 UTC - in response to Message 6757.  
Last modified: 26 Sep 2007, 16:44:32 UTC

... until either Blender can render something I want to or until some other renderers/programs are supported as well.

I was used to more \"complicated\" (and to some extent more able) software as well (than Blender). But in the end it\'s all about how you use a tool (even an axe or a hammer or so): if you are good with a less-than-excellent tool, you still get better results than if you can\'t handle a good tool well.
And in this case we also speak of rendertime. I\'d welcome 3DSmax support. But in the meantime it\'s not of much use, because I simply don\'t have the render power to create animations on a single computer.
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Message 6784 - Posted: 1 Oct 2007, 16:23:11 UTC - in response to Message 6758.  
Last modified: 1 Oct 2007, 16:42:06 UTC

[...] until either Blender can render something I want to

Like?


3dsMax Scenes/Animations - if not supported then imported into Blender and rendered there...

I guess I\'d have to wait until:

- 3dsMax (and maybe even FinalRender ;-) ) is supported
or
- I can export a scene in 3dsMax, import it into Blender, set some render settings and hit \"Render\" and it looks (nearly) the same as it would have looked if I rendered it in 3dsMax.

Part 1 is perhaps possible (you could try to contact Autodesk for example) but has to wait, until BURP is more stable and in beta or beyond, part 2 is something that is Blender\'s problem... and since I don\'t think you really would want to export complete scenes from Max to Blender, this either doesn\'t seem to be possible in ther near future...



Since this project does not have a real \"purpose\" (scientifically spoken) and some commits are, let\'s say \"questionable\" (Who really needs something rendered at 8000x6000 - just to test if it\'s possible...? I\'m not talking about final renders, I\'m talking about simple test renders with a glass sphere or something simple) I guess my CPU has better things to do at the moment.

BUT

I love this project, it really is something great and I surely will watch your (and Blenders) progress and perhaps help with some translation (german) for Beta.
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Message 6791 - Posted: 2 Oct 2007, 15:37:34 UTC - in response to Message 6784.  
Last modified: 2 Oct 2007, 15:40:12 UTC

I guess my CPU has better things to do at the moment.

A perfectly reasonable decision. Also, it typically takes more of your (human) time to participate in an alpha project (because of the time needed to write bug reports and/or forum posts) than in a live project. For that reason alone many people prefer not to run alpha projects.

Actually one of the nice things about BOINC is the plentitude of projects out there. People are no longer bound to run one project or the other but can pick and chose whatever they like.

I\'m looking forward to seeing you around once we reach beta/live
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Message boards : Client : When will VRay be supported?