- Brecht Van Lommel (Blender)
- Kévin Dietrich (Blender)
- Thomas Dinges (Blender)
- Patrick Mours (NVIDIA)
- Christophe Hery (Facebook)
- Feng Xie (Facebook)
- William will not be continuing as part of the Cycles team at the Blender Institute. Many thanks for his contributions to the project, and all the best for the future. We are looking into hiring another Cycles developer.
- Ray offset / precision is almost ready, Brecht is still looking into optimizations. It’s slower because we are almost always hitting a triangle due to self intersection, which then has to be rejected. A few % slowdown however seems inevitable and acceptable for the improved precision. Planned to be committed in bcon2 for 3.1 still.
- MNEE patch was further improved by Olivier. Brecht needs to find time to look into the latest version. This is for 3.2 at the earliest in any case. Christophe mentions that we should manage expectations and clarify that this works well for specific cases, but is not a general caustic solution. Brecht says we could still have the limited version first, and then look into extending this in general specular manifold sampling in a later iteration. (patch, feedback)
- Light groups mainly needs UI polishing but this can be done in bcon2 or later releases also. Thomas mentioned the main issue being that renaming light groups does not update them on lights. Brecht will test the latest version of the patch to check if we can get this into 3.1 still, also now that the bcon2 deadline has been extended.
- OptiX animation denoising just needs final approval and Patrick can commit it then. Low risk since this is an advanced operator not yet in the UI. Feng asked for some examples of real world renders to see how well this work in real world scenes, Patrick looks into it.
- Point cloud rendering support was committed. Brecht still plans to make some improvements to this for 3.1, most importantly a node for access to some point cloud info like radius and randomization. (task)
- Kévin has a patch to support point cloud motion blur rendering with the velocity attribute.
- No updates on HIP and Metal support in this meeting (no developers from AMD or Apple were present).
- Kévin committed the GPU subdivision support. Some issues to resolve, among them how to pass the subdivided mesh to external renderers in the viewport, and in the Python API in general.
- In a task on developer.blender.org there was a discussion around data structures for curves and hair. To move forward, Brecht suggests to use the existing Hair data structure to improve Alembic / USD import of hair and support rendering it directly in Cycles and Eevee. And then let the geometry nodes team do further improvement to the data structure and support editing it with nodes, when they have time.
- Improved UDIM support was added by Jesse Yurkovich, with the possibility to now explicitly specify a UDIM token in filenames, and support for the UVTILE syntax.
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