This is why I stuck to Blender Internal for ages, and now I will stick with Cycles.

Its core mission is to provide individuals and small studios with a complete, reliable, fully open rendering package. Yafaray is a wonderful raytracing engine with a "faceless" interface that allows for easy converting of Blender materials and textures. )I agree with you completely. For a start, unless configured otherwise, appleseed will compute a mostly unbiased solution to the light transport problem (be it with or without global illumination) while this is definitely not the case (or the goal) of Blender's internal.

And Mitsuba's a physical-based renderer that has a great volume rendering and microfacet (micro-flake) rendering. We'll probably also improve the texturing subsystem (in particular the texture cache) in this release.Our plans for the alpha-15 release are more fuzzy. There are a lot of people that think that Blender's Internal Render sucks or is incapable of doing what they want, so instead of *making* Blender's internal renderer do what they want, they run off to another external rendering engine in the hope that there is a magical button they can push for a excellent render. All Rights Reserved. They tend to think that every developer has to be on the same "team" (though they're typically the ones to needlessly group such developers as "competitors" to begin with), just because they might be doing something quite similar (though justifiably different) to another developer's work.

It actually predates Cycles, Mitsuba, LuxRender, YafaRay, etc (just wasn't made public until July 2010).To all who say "why another one" you could ask, "why don't Microsoft and Apple join forces and create the bestest operating system evar?Because they are production ready softwares with fundamental differences?Because they are both proprietary software corporations competing for your money instead of trying to work together to produce a useable solution unhindered by copy protection and the inevitable system-wide slowdown this entails?Now now, competition is also a fertile soil for the ambition to do better than your rival. Now we have plans to (transparently) support RGB-only pipelines for increased performance.We're currently finishing the first revision of the appleseed Project File Format reference (it's a Google Document, I can share it to whoever is interested to have a look while it's being worked on).In the meantime (or in addition), I suggest you have a look at the Cornell Box test scene that is provided with appleseed, as it uses the actual spectral reflectances and emittance from the official Cornell Box specification. For instance, the future of production rendering is considered by many to be embodied by Arnold (Cloudy with a Chance of Meatballs, Monster House, 2012, etc. appleseed is an open source renderer with a focus on quality and correctness. Cycles is a great production renderer, but it currently struggles with one thing: caustics! (More testing is welcome, especially on beefier machines).However don't expect Cycles-speed at this stage. Unfortunately our resources are too limited to tackle this by ourselves. Locate the appleseed plugin (you can filter by Render in the category list on the left) and enable it. But until it catters to the animation market, it's not a competitor.

As I said above, I think Cycles is an excellent renderer, I love its design and the roadmap.Let me state it again: we're trying to build a renderer for those cases not covered by Cycles, Mitsuba, YafaRay, Aqsis, Nox, LuxRender, etc.If you want ray traced deformation motion blur, none of this renderer can do it (as far as I know).

The core is a well optimized, state-of-the-art ray tracer with a modern design. Choose appleseed in the rendering engine dropdown. *sigh* ;)Anyway, agony of choice isn't that bad, and laying sources open might help to develop the one and only big fat insane lightspeed engine one of these days... or to give us even one more piece to choose.I guess the point I try to get across is (and many people already pointed this out very well), there probably won't ever be one "big fat insane lightspeed" renderer.



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