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
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
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.
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.
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Bullit
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Bullit
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gaboraa
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Re: Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation
AD gets a slap in the face
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Bullit
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Re: Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation
Well they certainly deserve it.
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Bullit
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Re: Blender 2.8 RC, Epic donate 1.2M$ to Blender Foundation
AMD releases ProRender for Blender with Full Spectrum Rendering using Vulkan
https://community.amd.com/docs/DOC-2269
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