Attendees
- Brecht Van Lommel (Blender)
- Patrick Mours (NVIDIA)
- Christophe Hery (Facebook)
- Olivier Maury (Facebook)
- Brian Savery (AMD)
- Stefan Werner (Intel)
Announcements
- The original intent of this meeting was to cover both the Render & Cycles and Eevee & Viewport modules, but in practice it was mostly about Cycles. We’ve now made that official, with the addition of a separate Eevee & Viewport module meeting.
Planning
- The main Blender 3.2 high priority bugs are related to ray-tracing. Brecht is working on solutions but it’s difficult, unclear how much we can fix before the release.
- AMD HIP status:
- Linux RDNA2 support appears to be stable for the 3.2 release.
- Linux RDNA1 support has a critical bug with image textures. This is being investigated, hopefully fixed for 3.2 but uncertain at this point.
- Windows and Linux Vega support is aimed at 3.3.
- Hardware ray-tracing support is aimed at 3.4 or earlier.
- On Windows, the HIP SDK needs to be upgraded for compatibility with AMD drivers. Brecht will do this upgrade for 3.2. Old drivers should also work with this new HIP SDK, however old Blender versions may not work with new AMD drivers.
- MNEE: there are some known limitations in the method still, none planned to be fixed for the 3.2 release. As a reminder, MNEE is not a general caustics solution, though some limitations may be solved still.
- NanoVDB: Patrick added support for rendering half float and variable precision, which helps significantly reduce volume memory usage. Half float is enabled by default and generally renders the same as full float. Variable precision seems to lose more detail than expected, needs to be investigated why.
- Intel OneAPI: work continues to make this ready for integration in an official release. Currently work is ongoing on setting up automated building of the required LLVM forks and other dependencies.
- Intel OpenImageDenoise recently gained GPU supported, that should also work on NVIDIA, AMD and Apple devices. Stefan started prototyping an implementation in Cycles. Quality is identical to CPU denoising with improved performance, so this looks very promising.
- Principled BSDF: Lukas is investigating an upgrade to the Principled BSDF, adding more features and solving some long standing issues. A task with a plan for this will be created. There are many things to balance: usability, production vs. game engines, compatibility with other apps and file formats. The first step is to replace the multiscatter GGX with a regular GGX that uses albedo scaling for energy conservation, which should be faster and reduce noise.
Practical Info
This is a weekly video chat meeting for planning and discussion of Blender rendering development. Any contributor (developer, UI/UX designer, writer, …) working on rendering in Blender is welcome to join and add proposed items to the agenda.
For users and other interested parties, we ask to read the meeting notes instead so that the meeting can remain focused.
- Agenda
- Google Meet
- Google Calendar Event
- Next Meeting: June 7, 2022, 5 to 6 PM Amsterdam Time (Your local time: 2022-06-07T15:00:00Z → 2022-06-07T16:00:00Z)