Maybe some interest for someone, nice features and the developmemt is strong.
As young as it is.
Fujiyama Renderer
Overview
Fujiyama is free and open source, distribution oriented ray-tracing renderer
designed to handle production image rendering.
Compatibility - written in pure ANSI C (x)
Portability - depends on no external library (xx)
Simplicity - requires only single C interface header file and library
Compact - the core library is small and easy to embed
Open Source - licensed under the terms of MIT License (See LICENSE)
(x) fb2exr is written in C++
(xx) some external tools require OpenEXR and OpneGL/GLUT
Features
Platforms
Linux
Mac OSX
Windows
Rendering
Multi-threaded rendering - dynamic assignement of tile rendering per theread
Region rendering - accelerates distribution rendering pipeline
Tile based rendering
Supported Primitives
Triangle Mesh - Compact representation
Bezier Curves - Unlimited smoothness subdividing in render time
How funny you posted this yesterday. I just emailed the developer asking a few questions yesterday; I thought about putting together an exporter for Fujiyama, but it might have to wait.
I’d need to hear back first. Because of Fujiyama’s rendering pipeline, I don’t believe it’s possible for images to be viewed until they’re completely rendered and converted from an *.fb file to an *.exr.
I’m also not sure yet if exported .obj’s face material assignments are used, or if only one shader assignment is allowed per mesh. If it’s only one shader assignment per mesh, that could mean that you’d have to have one color texture for the whole mesh. That could be kind of prohibitive.
There are a few other caveats at the moment, but maybe as development continues, the documentation will become more comprehensive and I’ll understand the renderer’s capabilities better
Thanks for your efforts Joel, your very good at this stuff.
wish i could help but i have no skills/smarts.
I found this site (interesting ) http://ompf2.com/viewtopic.php?f=8&t=1785 with Fujiyama
posted by the author.
maybe another avenue for communication… maybe? or just a good read.
Interesting that he’s writing it in plain C as a personal preference rather than C++, I guess that removes the possibility of him contributing code to Cycles.
It depends on how easy is it to convert C code into C++, there’s a few things that many C++ coders make heavy use of that simply aren’t present in the other.
Many render engines and game engines these days are written in C++ for reasons of getting as much performance out of their hardware as they can, hence why I ask how it would impact performance.
I was asking because I haven’t heard or seen any indication that he’s interested in contributing to Cycles. He is already working on a personal rendering project = Fujiyama.
Well, that was my personal inquiry not his, just saying that since he hates working with C++ in general, he’s probably not going to contribute to Cycles if you ask him.
He said he’s planning to implement multiple shader assignments per mesh, mapping textures to various attributes, a way to view images as they’re being rendered, global illumination, etc.
I like Fujiyama, but I have so much to do that I can’t bring myself to work on another exporter at the moment. It’ll have to wait until I have less on my plate.
There is a problem with the Windows binary. The file msvcr110.dll is missing. The renderer will not run.
It would be nice if there was an xCode project for the OSX side. That way a layman, such as myself, could build it. Or just provide a working APP for OSX users.
As it stands, I can not even try the renderer out.