There’s an interview with me on the BlenderNetwork site. You can check it out on their site:
http://www.blendernetwork.org/blog/interview-render-street
Monthly Archives: April 2013
FreeStyle rendering added
FreeStyle has been available for Blender for some time, but it required a separate build of Blender. That made it difficult to support it on our farm. With the inclusion in the main development trunk with 2.67, FreeStyle will make it into the official release of Blender, so we can support it at RenderStreet as well. Hello cartoon face 🙂
BlenderRenders Aquisition
I am proud to announce that we have recently acquired the blenderrenders.com website. This marks a new step in our expansion, and brings on board the oldest Blender dedicated render farm. Since RenderStreet already offers all the features included on BlenderRenders, we decided to invite all the users from the acquired site to join our farm, and give them an extended signup bonus, to facilitate the transition.
Full press release after the break
LuxRender standalone finally supported
We added support for rendering your Blender projects with LuxRender on RenderStreet some time ago. That was all fine and we were able to serve our customers who used both Blender and Luxrender. Though the problem remained that not all people using LuxRender build their projects with Blender. We’be been working for some time on this and the fruits of that work can be seen as of this week.
OSL support added
Optimize your render time. Episode 7 – Render settings (2)
One place we should definitely not skip when trying to improve our render time is the Performance panel in Render tab.
Rendering to tiles makes better use of the processor power. In the newest Blender version, the numbers in the tiles section means their size in pixels, but understanding which size works best is a bit baffling. Tests showed that GPUs work best with 256 x 256 tiles while CPU makes best use of the 64 x 64 tile size (regardless of whether we are talking about BI or Cycles on CPU).
SSS support is here
It’s been a long waited feature for Blender, and finally SSS is here. That’s Sub-Surface Scattering for those of you not familiar with the acronym. It means that the light penetrates the object surface and reflects / refracts in the depth of the object, not only on the surface.
What does it mean to have support for this? At least more realistic skin, but generally speaking better and more realistic materials for your renders.