2025-05-27 Render & Cycles Meeting

Attendees

  • Brecht Van Lommel (Blender)
  • Nikita Sirgienko (Intel)
  • Michael Jones (Apple)
  • Patrick Mours (NVIDIA)
  • Sahar A. Kashi (AMD)
  • Sebastian Herholz (Intel)
  • Sergey Sharybin (Blender)
  • Thomas Dinges (Blender)
  • Weizhen Huang (Blender)
  • Stefan Werner (Intel)

Notes

  • For Blender 4.5
    • Brecht worked on Adaptive subdivision fixes, but the feature is a bit too risky to be marked as non-experimental. Mainly due to anticipation of reports, and the time available to address them.
    • GPU related high-severity issues
      • gfx12: update Linux 6.4.0, look into possible performance during beta
      • stalling issues: Sahar suggested a work-around
    • Library updates are still coming
    • All Intel libraries updates PRs are merged
  • For Blender for 5.0
  • Other
    • Texture cache is in the works
    • Nikita is working on communicating support of GPUs from the future
      • Ideally to land it before Beta, so that it is in the LTS
    • Weizhen is running into internal errors with Metal while working on volume on macOS
      • Michael suggested to enable extended logging, if not done yet
      • There is also a way to enable shader validation: type “man MetalValidation” in Terminal for details on various validation options, e.g. try “MTL_SHADER_VALIDATION=1”
      • It could also be caused by kernel time out. Can this be communicated better to the developers?
    • Sebastian is working on guiding on GPU
      • Will be a hard cut to the new OpenPGL library.
    • Patrick: linear curves - seems to be easy on some backends, others are possible.
      • Will spend a bit more time and prepare PR.

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.

11 Likes

Is there anything about OpenPBR on the desk?

There is no dedicated task for OpenPBR, but some of the things are already compatible with it, others are planned as part of other shader improvements, i.e. Principled v2 BSDF.

Do you have anything specific in mind that you find the most missing feature, or more curios ab out overall plan?

1 Like

Transmission depth would be an interesting option. But mostly the maths behind the material’s properties of OPBR is what interests me the most :slight_smile:

Also, I’m working with a multiplatform project and it would be nice to have all of the materials unified-ish