Hi,
my two cents are:
Invest some time to write a Hydra Render Delegate for PBRT.
I already started providing a skeleton for such an USD plugin and
gave the sources to interested people, e.g. someone @ appleseed.
I think Pixar shipped an example for Embree, but that was using
an older version. Anyway, USD seems to be the future. A couple
of renderers, PRMan of course, but also Arnold (and others) can
render USD files (e.g. exported from Blender) directly. There is a
way to overwrite the materials (there are renderer agnostic
materials to start with) and make them renderer specific by using
a second USD file (which loads the geometry, and overwrites the
materials).
Houdini is leading the way of future renderer integrations. There the
USD workflow (using Solaris and Karma) just means that the Hydra
Render Delegate will work automatically from within Houdini. Will
take a while until others will follow, but I expect the Blender guys to
pick up the idea pretty fast ...
Cheers,
Jan
On 12/1/20, Jiayin Cao <
caojia...@gmail.com> wrote:
> Hi
>
> My two cents, a better and more robust way to do this is probably to have
> proper support of the shader concept.
> Here is a viable option
>
> - Integrate OSL in PBRT, this is more or less a few weeks' work.
> - Write the OSL shaders for each Cycles node, if Blender hasn't done so
> already. I suspect it already does it.
> - Have your plugin generate the shader layers for each shader node and
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