Discussion:
[Bf-python] How to plugin an external rendering engine into Blender
Hsehsiv Atpug
2014-06-04 08:58:14 UTC
Permalink
Hi All !!
:)

I am writing a point based rendering engine to render point clouds. I want
to plug it into Blender so that i take advantage of Blender's existing
functionality.
I am writing my code in C++.
I have already downloaded and built the blender source code.
Can anyone help me how to proceed with integrating my code with Blender?

-Vishesh
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-python/attachments/20140604/b0be08a7/attachment.htm
Hsehsiv Atpug
2014-06-04 08:53:16 UTC
Permalink
Hi All !!
:)

I am writing a point based rendering engine to render point clouds. I want
to plug it into Blender so that i take advantage of Blender's existing
functionality.
I am writing my code in C++.
I have already downloaded and built the blender source code.
Can anyone help me how to proceed with integrating my code with Blender?

-Vishesh
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-python/attachments/20140604/2b2658d3/attachment.htm
Daniel Monteiro Basso
2014-06-04 15:17:54 UTC
Permalink
Hi Vishesh,

On Wed, Jun 4, 2014 at 9:53 AM, Hsehsiv Atpug <
Post by Hsehsiv Atpug
I have already downloaded and built the blender source code.
Can anyone help me how to proceed with integrating my code with Blender?
What you want to achieve requires a lot of work... I'm not exactly the
right guy to answer your question, but if I were to make my own rendering
engine, I would first just clone Cycles with a new name. After that I would
strip the cloned code to the bare minimum (the communication of the scene
to the engine) and do the plumbing to my rendering code.

The code for Cycles is in the /intern/cycles directory, copy it to e.g.
/intern/myrenderer, and then proceed to replace all the required
identifiers. You will have to include the new module in the build system,
and probably make some other changes elsewhere in order for Blender to show
your engine as an alternative, but I have never done it before, so I can't
help you with that.

Cheers, and good luck.

Daniel
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-python/attachments/20140604/2dade286/attachment.htm
Julien Duroure
2014-06-04 15:24:32 UTC
Permalink
Hi,

Here [1] is a minimalist doc about about to interact with Blender. But, as
already said, reading how Cycles integration into Blender works is the best
way to go.

[1] : http://wiki.blender.org/index.php/Dev:Source/Render/RenderEngineAPI

Regards,


On Wed, Jun 4, 2014 at 5:17 PM, Daniel Monteiro Basso <
Post by Daniel Monteiro Basso
Hi Vishesh,
On Wed, Jun 4, 2014 at 9:53 AM, Hsehsiv Atpug <
Post by Hsehsiv Atpug
I have already downloaded and built the blender source code.
Can anyone help me how to proceed with integrating my code with Blender?
What you want to achieve requires a lot of work... I'm not exactly the
right guy to answer your question, but if I were to make my own rendering
engine, I would first just clone Cycles with a new name. After that I would
strip the cloned code to the bare minimum (the communication of the scene
to the engine) and do the plumbing to my rendering code.
The code for Cycles is in the /intern/cycles directory, copy it to e.g.
/intern/myrenderer, and then proceed to replace all the required
identifiers. You will have to include the new module in the build system,
and probably make some other changes elsewhere in order for Blender to show
your engine as an alternative, but I have never done it before, so I can't
help you with that.
Cheers, and good luck.
Daniel
_______________________________________________
Bf-python mailing list
Bf-python at blender.org
http://lists.blender.org/mailman/listinfo/bf-python
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.blender.org/pipermail/bf-python/attachments/20140604/2e0fdf85/attachment.htm
Klaatu
2014-06-05 09:15:25 UTC
Permalink
There are other external renderers that work with Blender. Looking at
their code may also be helpful.

One I've been playing around with lately is Mitsuba. He has a Blender
plugin for it:
http://mitsuba-renderer.org/plugins.html


-klaatu
Post by Julien Duroure
Hi,
Here [1] is a minimalist doc about about to interact with Blender. But,
as already said, reading how Cycles integration into Blender works is
the best way to go.
[1] : http://wiki.blender.org/index.php/Dev:Source/Render/RenderEngineAPI
Regards,
On Wed, Jun 4, 2014 at 5:17 PM, Daniel Monteiro Basso
Hi Vishesh,
On Wed, Jun 4, 2014 at 9:53 AM, Hsehsiv Atpug
<multidimentionalvariable at gmail.com
I have already downloaded and built the blender source code.
Can anyone help me how to proceed with integrating my code with Blender?
What you want to achieve requires a lot of work... I'm not exactly
the right guy to answer your question, but if I were to make my own
rendering engine, I would first just clone Cycles with a new name.
After that I would strip the cloned code to the bare minimum (the
communication of the scene to the engine) and do the plumbing to my
rendering code.
The code for Cycles is in the /intern/cycles directory, copy it to
e.g. /intern/myrenderer, and then proceed to replace all the
required identifiers. You will have to include the new module in the
build system, and probably make some other changes elsewhere in
order for Blender to show your engine as an alternative, but I have
never done it before, so I can't help you with that.
Cheers, and good luck.
Daniel
_______________________________________________
Bf-python mailing list
Bf-python at blender.org <mailto:Bf-python at blender.org>
http://lists.blender.org/mailman/listinfo/bf-python
_______________________________________________
Bf-python mailing list
Bf-python at blender.org
http://lists.blender.org/mailman/listinfo/bf-python
Loading...