Pular para o conteúdo principal

Postagens

Mostrando postagens de junho, 2020

New Cycles Benchmark

New Cycles Benchmark The goal is to have an overview of systems that are used or tested by developers of Cycles. We aim at updating it regularly, also when new hardware comes in – and especially when render features improve in Cycles. Most strikingly so-far is that the performance of CPUs is in a similar range as GPUs, especially when compared to costs of hardware. When shots get more complex, CPUs win the performance battle. That confirms our own experience that fast GPU is great for previewing and lighting work, and fast CPU is great for the production rendering. But… who knows what the future brings.

Development of Blender 2.8 Viewport

Development of Blender 2.8 Viewport   In its original version of Blender 2.8 it brought the workflow-based usability mantra. Within these constraints, we skipped the ideal pipeline for some well-defined workflows. As an example we have the example of the viewport development project document and summarize some of the projects presented. “There is a fundamental difference between an object's material appearance and the way that object is displayed in 3D view. Materials are part of the data, just as geometry is. One way to display is to view the material in full. When you want a high quality rendering of a lit scene, or you are working on the materials themselves. This is the best choice. There are other ways to view your data, useful in different situations or stages in your workflow. Answer the question: what is your object that you need to see now? Perhaps the polygonal structure of your geometry is important - especially true during modeling! In this case, you wan