Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation

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Bullit
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Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation

Post by Bullit » 16 Jul 2019, 03:24




Meanwhile in a 3 year donation Epic will donate 1.2M$ to Blender Foundation

https://www.blendernation.com/2019/07/1 ... megagrant/

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Draise
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Re: Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation

Post by Draise » 16 Jul 2019, 17:05

I think this is somewhat huge. I mean.... it's cash for opensource. All development is GPL. It's.. just there, to use.

Which is nice. I have helped compile and do some tasks for the Bforartists fork, which has made the UI of 2.8 that much more consistent and easier to learn. I am still not a big fan of some of the paradigms of Blender, but being able to fork it, distribute it, and do what you will with it is..... cool. Like my own little inhouse project built with a "team" of a lot of people.


Bullit
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Re: Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation

Post by Bullit » 23 Jul 2019, 16:13


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gaboraa
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Re: Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation

Post by gaboraa » 23 Jul 2019, 20:59

AD gets a slap in the face

Bullit
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Re: Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation

Post by Bullit » 25 Jul 2019, 12:15

Well they certainly deserve it.

Bullit
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Re: Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation

Post by Bullit » 25 Sep 2019, 17:35

AMD releases ProRender for Blender with Full Spectrum Rendering using Vulkan
In essence, Full Spectrum Rendering is an extension of Radeon ProRender beyond "just" a path traced renderer using OpenCL. We use the same Radeon ProRender SDK, but have a different rendering backend for Full Spectrum Rendering. This new rendering backend uses rasterization to render the scene like many game engines or the EEVEE viewport renderer in Blender. However, it uses Vulkan for faster rendering, and then can add ray traced effects such as reflection, refraction, and ambient occlusion. These effects are achieved using compute shaders and smart denoising. The end effect of the renderer is to harness all the power of the GPU, including taking advantage of GPU ray tracing acceleration where available. Dialing up or down these effects is what allows Full Spectrum Rendering to scale for speed and quality.

https://community.amd.com/docs/DOC-2269

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