New Appleseed release.

if you render 30 minutes a sphere than well mh maybe you do something wrong :wink:

However a good openGl render output would be great fully agree here.

I hope the best for these guys and Appleseed, the About page is really interesting, however opposed to what they claim, i find it being an actual competitor of Cycles and they didn’t understand what Cycles is aimed for. Their goals are basically the same.

Nothing wrong with it of course, even better i hope these two renderers might “share” some features problem solving.

Grayed out / not functioning? What are you referring to specifically?

@ohsnapitsjoel: That was from June, 2012, some of the tabs didn’t do anything is all. I’m sure they work now. I really didn’t get much into it either, I really just wanted to see something being rendered in it.

The fact that it does deformation motion blur and cycles doesn’t has me interested. But the way it interacts with the host app (blender or maya) doesn’t seem like its very user friendly. I hope some new tutorial vids show up someday.

There aren’t any terribly useful addons for Blender yet; I haven’t tested the Maya one, have you?

Was that English? You’re from the U.S. man, please pull it together. I’ll start you off… ‘Their’ denotes possession, ‘there’ denotes a distance far from the subject. For the rest, I recommend a grammar and/or punctuation book. It’s scary when the Swedes and the rest of the Northern Europeans on here can speak better English that the native speakers…

That should be ‘than the native speakers’. :wink:

let the grammar wars begin :spin:

Hey guys,

Just noticed this thread has picked up some activity again. Here are some answers to the great points you guys are making:

I can’t really speak for it as half the stuff was grayed out/not functioning when I used it

Indeed, some tabs and menus still don’t have any effect, that hasn’t changed a great deal since in the last few alpha versions. The non-functioning bits of user interface were added early on for mockup purposes and we’ve been slowly implementing them but our focus lately has been on improving the renderer internals and on producing our short movie, “Fetch” (http://appleseedhq.net/fetch). We’ll definitely spend some time on the UI by the time we reach the first beta release.

I never get why everyone is so happy to wait 30 minutes to render a sphere.

It’s conceivable that “heavy duty” renderers that might need 30 minutes to produce a smooth GI render of a simple sphere would not require much more time to produce a smooth render of a 3 million polygons scene.

I hope the best for these guys and Appleseed, the About page is really interesting, however opposed to what they claim, i find it being an actual competitor of Cycles and they didn’t understand what Cycles is aimed for. Their goals are basically the same.

You’re probably right. I’m probably not completely up-to-date about Cycles roadmap; our focus is on rendering large scenes with motion blur everywhere, and eventually with fine displacement and fully programmable shading via OSL.

The fact that it does deformation motion blur and cycles doesn’t has me interested. But the way it interacts with the host app (blender or maya) doesn’t seem like its very user friendly.

Nope, you’re right. Our Blender exporter is really primitive at this point; our main Maya exporter is much more advanced and robust, however it’s still not user-friendly. However there is a work-in-progress Maya integration (mayaToAppleseed) that provides full interactive rendering during scene editing inside Maya viewports. This is the direction we’d like to take eventually.

Franz

Thanks for posting here. I’ve taken a stab at deciphering the Blender exporter in its current state, but some of the code is a little over my head to begin with, and that isn’t made any easier by the fact that there are virtually no comments in it at all. Figuring out what does what is like putting together a puzzle. If it was commented just a little more thoroughly, I think I could actually begin helping with that if that kind of community collaboration is desired. :slight_smile:

‘Fetch’ looks GREAT, by the way. Lovely animation, and it has a really nice overall environment and character design and color scheme.

Had a quick play with appleseed to see if I could render out a scene.

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I’ve been making a Frankenstein Appleseed exporter for the last few days, and I’ve made some good headway thanks to the great existing Blender exporter code distributed with Appleseed (thanks Est!). I’ve run into a few hitches and could use some help from more experienced Python programmers, if any are interested.

Right now it’s just one long script, not separated into modules (yet). I probably should have done that to begin with, but I just wanted to get things working as quickly as possible to see what could be done with a Blender - Appleseed pipeline… amateur mistake. Hence my appeal to more experienced programmers! :smiley:


Update: textures working in the exporter :slight_smile:


looks good. Does it also implement the material creation panel?
any chanche to put our hands on that script?

Lovely work Joel (and of course to the appleseed developers as well)

I would also like to take a hands-on look at the script, though I doubt that I can actually help with anything.

About the material creation panel, no, not yet. That would actually be something of a major rewrite of Est’s (very excellent) export code, though maybe that wouldn’t be such a bad thing. The way it was originally written was to simply take parameters from familiar BI panels and settings and convert or normalize them as settings for the BRDFs/BTDFs. I even wrote a function for exporting BI SSS settings as a Fast SSS shader. Honestly, I find it kinda nice since you can take existing scenes, switch the renderer, and should be able to render without a hitch that way.

In its current state, it only exports Lambertian BRDF, Ashikhmin-Shirley BRDF, Specular BTDF, Specular BRDF, and Mix BSDF (of any of these). I’ve got textures working from the familiar BI textures panels, but only Diffuse, Normal (ie, bump OR normal), and Specular maps, and that code’s not elegant, it’s just a bunch of for loops.

Anyone interested in refactoring it to be able to export all the BSDFs, or animation, etc., be my guest. I’ll put it on bitbucket or something today, with a link here.

Great work on Fetch! May I ask what you guys are using to groom your fur?

Bluh. I tried to post a while ago but BA stopped responding. The script is available for anyone wanting to play with it / edit it: https://bitbucket.org/ohsnapitsjoel/render_appleseed/src

If you’d like to help with it, let me know via PM or bitbucket.