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DreamWorks releases OpenMoonRay source code

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Re: DreamWorks releases OpenMoonRay source code

#4
For anyone that is curious, this is the paper that describes the core vectorized path tracing architecture in Moonray:

http://www.tabellion.org/et/paper17/MoonRay.pdf

Extracting sufficient coherency from path tracing in order to be able to get good SIMD utilization is a surprisingly difficult problem that much research effort has been poured into, and Moonray has a really interesting solution!

Re: DreamWorks releases OpenMoonRay source code

#5
Looks nice!

It has a Hydra render delegate so that is nice. Does Blender support being a Hydra client yet? It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others.

I understand Autodesk is going this way with its tooling.

Re: DreamWorks releases OpenMoonRay source code

#6
post #5

Looks nice! It has a Hydra render delegate so that is nice. Does Blender support being a Hydra client yet? It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others. I understand Autodesk is going this way with its tooling.

> It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others.

Blender in general is setup to work with different renderers, especially since the work of Eevee which is the latest renderer to be added. Some part of the work on integrating Eevee also put some groundwork for making it easier in the future to add more of them.

Most probably this renderer would be added as a addon (if someone in the community does it), rather than in the core of Blender.

Re: DreamWorks releases OpenMoonRay source code

#7
post #5

Looks nice! It has a Hydra render delegate so that is nice. Does Blender support being a Hydra client yet? It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others. I understand Autodesk is going this way with its tooling.

I had the same question. There exists a USD addon for Blender that support Hydra, so probably you could get that to work with a bit of trial and error!

https://github.com/GPUOpen-LibrariesAndSDKs/BlenderUSDHydraA...

Re: DreamWorks releases OpenMoonRay source code

#8
post #4

For anyone that is curious, this is the paper that describes the core vectorized path tracing architecture in Moonray: http://www.tabellion.org/et/paper17/MoonRay.pdf Extracting sufficient coherency from path tracing in order to be able to get good SIMD utilization is a surprisingly difficult problem that much research effort has been poured into, and Moonray has a really interesting solution!

This is exactly why I jumped into the comments. I was hoping someone had some relevant implementation details that isn't just a massive GitHub repo (which is still awesome, but hard to digest in one sitting).

Thank you!

Re: DreamWorks releases OpenMoonRay source code

#9
post #5

Looks nice! It has a Hydra render delegate so that is nice. Does Blender support being a Hydra client yet? It would be nice to have it supported natively in Blender itself. If it did, one could easily switch renderers between this and others. I understand Autodesk is going this way with its tooling.

AMD have an addon for Blender that supports Hydra, though it is a bit slow. There's ongoing work to add it to Blender itself natively

https://projects.blender.org/BogdanNagirniak/blender/src/bra...

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