Lucille - Renderer

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meestaplu
Posts: 46
Joined: Sun Oct 13, 2002 7:45 pm
Location: CT

Lucille - Renderer

Post by meestaplu » Sun Sep 14, 2003 7:52 pm

I just spotted this on rendermania.com, and was wondering if anyone else had seen it:

"Also some more current news. There is a new renderer called Lucille out. It reads RIB geometry, but is not RenderMan complient and is inspired by Square USA's Kilauea (parallel global illumination raytracer)."
(rendermania.com)

http://web.sfc.keio.ac.jp/~syoyo/lucille/index.html

It's open source and currently supports:
OS-X
Linux
Windows
Solaris
IRIX

Happy Blending --
Matt

slikdigit
Posts: 133
Joined: Wed Oct 16, 2002 3:52 am
Location: Northampton, MA (US)

Post by slikdigit » Mon Sep 15, 2003 3:46 pm

very cool! I wonder what kind of rendertimes it gets.....
Its interesting that its using RIB but isn't renderman compliant. Does this mean that it doesn't do all the required renderman primitives, or is this just about not using REYES (which isn't actually neccessary). If it uses RIB I could see someone modifying the existing renderman exporter to work with it.

Pablosbrain
Posts: 254
Joined: Wed Jan 28, 2004 7:39 pm

very nice

Post by Pablosbrain » Mon Sep 15, 2003 5:07 pm

Hopefully with the next version of Blender being able to put scripts into the menus external renderers will start to be tweaked and fine tuned for even easier use!

TheFallenWeeble
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Joined: Tue Jan 21, 2003 6:11 pm

Post by TheFallenWeeble » Mon Sep 15, 2003 7:09 pm

slikdigit wrote:very cool! I wonder what kind of rendertimes it gets.....
If you click on some of those demo pics, it'll give you some render time.... nevermind, I just looked... those are render times with 16 2.4 GHz Xeons. Anyone got any render times for machines that I can afford?

meestaplu
Posts: 46
Joined: Sun Oct 13, 2002 7:45 pm
Location: CT

Post by meestaplu » Mon Sep 15, 2003 8:35 pm

It seems that the release version is currently single threaded -- it could only use 50% cpu on my dual Opteron under Windows 2000. It only likes framebuffer renders right now, but it's a beta, so that's acceptable. I'll time the Chrysler Building render when I get a chance.

Matt

cessen
Posts: 109
Joined: Tue Oct 15, 2002 11:43 pm

Post by cessen » Tue Sep 16, 2003 8:33 pm

slikdigit wrote:Its interesting that its using RIB but isn't renderman compliant. Does this mean that it doesn't do all the required renderman primitives, or is this just about not using REYES (which isn't actually neccessary).
It appears that it only has *very* partial support for RIB files.

Also, there is more to RenderMan than just RIB files. There is also the shading language, and the RenderMan API (i.e. communicating directly with the modeling program, rather than going through a RIB file(s)).

Goofster
Posts: 108
Joined: Mon Oct 14, 2002 12:26 pm

Post by Goofster » Tue Sep 16, 2003 9:18 pm

sorry, but if this takes 1 minute 8 seconds on 16 xeon 2.4's....
http://web.sfc.keio.ac.jp/~syoyo/lucill ... nahou.html
it doesn't deserve to be called a renderer.

Roel

kaktuswasser
Posts: 50
Joined: Wed Oct 16, 2002 4:19 am

Post by kaktuswasser » Sat Sep 20, 2003 3:48 pm

wow, now thats probably one of the slowest renderers available :P

stew
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Joined: Sat Jun 21, 2003 5:53 pm

Post by stew » Thu Oct 02, 2003 12:09 am

1 minute 8 seconds is actually fast considering that it had to calculate about 512x512x4x128x7364x7363 ray/triangle intersections. And, being a version 0.1.something, you shouldn't expect too much optimizations.

ibraul
Posts: 0
Joined: Thu Apr 18, 2013 12:17 pm

downloading

Post by ibraul » Thu Apr 18, 2013 12:29 pm

stew wrote:1 minute 8 seconds is actually fast considering that it had to calculate about 512x512x4x128x7364x7363 ray/triangle intersections. And, being a version 0.1.something, you shouldn't expect too much optimizations.
I'm downloading the new beta! lets hope this works

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