Mittwoch, den 21. März 2012 um 15:52 Uhr

Interview: Brecht van Lommel über Cycles

Written by  Gottfried Hofmann

In der aktuellen Ausgabe der Digital Production (zu finden an jedem gut sortierten Kiosk) befindet sich ein Artikel über Cycles und ein Interview mit Brecht van Lommel, dem Hauptentwickler. BlenderDiplom präsentiert das Original-Interview auf Englisch!

BD: Your Brecht Van Lommel, the main coder of Cycles, the new Render Engine for Blender 2.61. How came it that you started working on a completely new render engine for Blender?

BvL: I've been working for quiet a while on the existing Blender render engine, we used it in many projects like the Open Movies. It has a lot of limitations, it was started in the 80ies and more and more features where added on top of it. The core of it isn't very modular and is sort of built for direct lighting and rasterization. Adding more stuff on to it became more and more difficult. I've tried to get the core working well and upgrade it but it wasn't working very well. At a certain point I just had a lot of free time and I just started coding in my free time "My ideal Render Engine". I tried to put in some things I learned from working with the artists on the Open Movie Projects. After half a year I showed it to Ton Rosendaal and he was interested in it. Now I started working for the Blender Foundation again, half time solely on the Cycles render engine as a new renderer for Blender.

 

BD: Just half time?

BvL: Well, I got a lot of other assignments like fixing bugs, release management and getting other coders get their work fit for integration into Blender. So I can spend only half my time on Cycles. But it's pretty good to be an employee of the Blender Foundation or the Blender Institute. It's a super job helping all the volunteers.

 

BD: What's the target audience for Cycles?

BvL: The target audience is more or less the same as Blender itself - individual artists and small studios. It's not meant to be a render engine for Hollywood. It's meant to be something that is easy to use, that produces renders quickly without too many technical parameters to tweak. I tried to keep it as simple as possible. The other thing I tried to do is make it more interactive. In Cycles you got a realtime interactive preview which updates while your working. That's really important. In the Open Movies we had some rather complicated renders and whenever you hit "Render" it took several minutes until you actually saw pixels. So tweaking parameters took a lot time.

That's why I made Cycles an interactive raytracer. It keeps updating while you are chaning parameters so you can see results as soon as possible.

A spider in Cycles by Frederik Steinmetz

BD: You did not take the pure physically correct approach but allow a lot of cheating?

BvL: We try to make it possible to cheat in various ways which are usually not possible in various physically based render engines. Basically if you want to do animation rendering and want it to render quicker you need to be able to disable various thinks like full Global Illumination or Caustics or reduce bounces for certain objects. There are various more tricks that allow to render things not physically correct but suitable for animation.

 

BD: That's what Cycles is probably gonna do in the next Open Movie. Are you looking forward to the work?

BvL: That's in the next 4 months, so that's a bit scary. We'll see how it goes. We still got Blender Internal as fallback if we need it. But Cycles will be tested for various VFX tasks like render layers and render passes that will be composited with real footage and evironment lighting from real footage. That will be the focus for the next few months, make it usable for VFX works.

 

BD: Your main influence for the shader system was the Open Shading Language but you are not directly using it?

BvL: At the moment we got two backends, one supporting OSL and the main one that is working on CPU and GPU. It is planned that one day OLS is supported in Blender.

 

BD: So some day one will be able to use custom OSL shaders in Blender

BvL: The main issue is to get OSL working on the GPU. It's almost as much work as building Cycles itself. It's not easy to do so we need more people to help us.

Winter Wheat in Cycles

BD: For GPU rendering, Cycles is supporting both OpenCL and CUDA. Why this decision?

BvL: Actually the languages are very similiar. OpenCL just has a few more restrictions that CUDA. Once you restrict yourself to the featureset of OpenCL it's very easy to also compile for CUDA and CPU. The CPU thing is very important because many people don't have a suitable GPU or you got a scene that needs a lot of memory. OpenCL is also very important since it is supported by both AMD and nVidia. CUDA has the superior performance so it's usefull to support both all three. So every user can choose the option that best suits his hardware.

 

BD: Regarding interface you have chosen a dual-approach of both the traditional interface based on layers, but at the same time supporting nodes.

BvL: We have chosen nodes because they allow a lot of cool tricks and combinations. But nodes also tend to be harder to manage. In order to set up a scene with lots of materials there will also be presets, groups of nodes like plastic or metal. You will be able to stack them in a simple tree view so you can have results very fast while you still have the option to do all the complex and crazy things with nodes.

 

Dieses Interview findet sich auf deutsch übersetzt in der aktuelle Ausgabe der Digital Production zusammen mit einem Artikel über Blender Cycles.

Gottfried Hofmann

Gottfried Hofmann

Gottfried 'Scott' Hofmann hat Blender für sich entdeckt als die erste Alpha-Version der 2.5er-Serie herauskam. Von Anfang an war er hauptsächlich an den Bereichen von Blender interessiert, die sich für VFX nutzen lassen. Zum Beispiel die Rauch-Simulation. Seither hat er einiges an Wissen angesammelt, das er dank BlenderDiplom mit der Blender-Gemeinschaft teilt.

11 comments

  • Comment Link Reidh Sonntag, den 17. März 2013 um 02:43 Uhr posted by Reidh

    what/which graphics set up does Mr. Von Lommel use, or what/which grapghics setup is he designing Cycles to use? either specifically, or within range from min. to max?

  • Comment Link zzz Samstag, den 08. Dezember 2012 um 00:15 Uhr posted by zzz

    it was a pleasure to read :)

  • Comment Link Ric Dienstag, den 10. April 2012 um 01:41 Uhr posted by Ric

    Sorry for the bad written bellow post, i just write it too fast...

  • Comment Link Ric Dienstag, den 10. April 2012 um 01:38 Uhr posted by Ric

    Hi, i really enjoyed this interview, thanks!
    I would amazing to make another inteview, this time showing the person behind that genius.
    Probably he don't want to talk about his personal life, but i questions like this i think are not so intimidating:

    - when you started with programing? what age and what motivated you to get into it?

    - What you enjoy most about CGI world?

    - Do you like only express you trough the code, or also like some times model something, shade something? do you play with blender at user level?

    - What other interest/hobbies have in your life?

    - Favorite movie and music style?

    - A place in the world you dream to visit?

    - Idols? people that you respect very much?

    - Any idea/ideology for a better world? what are Brecht opinion about the current state of the mankind? (wow big question :) )

    And more question of this kind nature...

    Thanks you Gottfried for this!

  • Comment Link Patrick Mount Samstag, den 24. März 2012 um 11:01 Uhr posted by Patrick Mount

    Excellent work!
    Is there any chance you could add a Render Baking facility for light-maps etc.
    It would help to speed-up the render time for animations and be very useful to video game developers.

  • Comment Link asz Samstag, den 24. März 2012 um 00:41 Uhr posted by asz

    What about your job in RefaractiveSoftware? It's only coincidence.

  • Comment Link luis Freitag, den 23. März 2012 um 19:52 Uhr posted by luis

    Congratulations for this awesome work!
    It would be great if you could bake textures with cycles.
    It would be fantastic for game development.

  • Comment Link Sebastian Freitag, den 23. März 2012 um 16:36 Uhr posted by Sebastian

    Very cool interview, I'd wish it would've been longer.

  • Comment Link Zoltan Freitag, den 23. März 2012 um 14:46 Uhr posted by Zoltan

    Thank you man! Thank you for all the hard work...

  • Comment Link Mehmet PINARCI Freitag, den 23. März 2012 um 14:06 Uhr posted by Mehmet PINARCI

    People like him do make the world a prettier place , thank you Mr Lommel for all your wonderful affords . I am sure million other people would agree on this , kindly thank you again .

  • Comment Link Jimmy Gunawan Donnerstag, den 22. März 2012 um 00:47 Uhr posted by Jimmy Gunawan

    Cheers for interesting interview and nice to know the person behind Cycles. Brecht, thanks for introducing Cycles to Blender. It's fantastic.

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