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Guerilla Render - 1 free license per IP


Carlosan
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http://www.guerillarender.com/forum/viewtopic.php?id=532
 
 
Mercenaries Engineering is proud to announce the release date of Guerilla Render, the Next Generation Renderer focused on Production’s requirements.

At the occasion of the world premiere, one free license of Guerilla Render per IP will be granted to registred users, commercial use included!
 
See the dedicated Licence FAQ for a quick explanation.
 
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from what i read it looks great for production environments. Will have to do some test renders to determine speed.

 

prom the preview video's doesnt seem super. then again its unbiased, so maybe for an unbiased renderer its pretty fast.

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  • 1 year later...

Guerilla Render 1.3

 

Check out the new features.

Performances
Super fast opacity for transparent leaves, hairs, particles..
Global performances enhancement : faster, smaller, nicer.

Volumetrics
Raytrace all kind of volumetrics (Maya Fluid, OpenVDB, FumeFX, objects filled with volume, infinit volumes) using our easy to use Volume shader, including a black body model.

FX
Render all point cache file formats, (abc, bgeo, bin..) with any shape (points, streaks, blobbies, spheres, sprites..).
Introduce a dedicacted Particle shader.

Portals
Improve the render quality for indoor scenes.

Procedural geometry
Generate million of hairs, fur, grass.. using our new Procedural.
Use your Yeti® fur files directly in Guerilla.

Python scripting
All the Guerilla API is now scriptable in Python.

Documentation
Checkout the nice and up-to-date documentation.

Deep Image
Render OpenEXR 2.0 deep images.

New powerful shaders
Rough glass, Eye shader, Volume and Particles. As usual, versatile, ready and easy to use.

Image picker
Select, inspect, drag'n drop geometry directly in the Render View.

Lens shader
Introduce new programmable camera lens shaders (lens distortion, fisheye, latlong projection).

HTTP monitor
Monitor your render nodes in your web browser. Watch the rendering live. Use the JSON api.

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  • 2 months later...

How to setup the Lee Perry Smith scan in 5 minutes using GR

 

* Import an Alembic model
* Setup the subdivision
* Setup the displacement
* Use the skin preset
* Setup the diffuse color
* Compute the normals with bump mapping

 

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  • 6 months later...

15648265761448360414.jpg

Mercenaries Engineering is thrilled to inform you, that the beta Guerilla Render 1.4.0b26 is now available for download. You might also choose to download and use thestable Guerilla Render 1.3.

As always, one free connected Guerilla Render license is granted to everyone, including commercial usage. See the quick explanation and the EULA (version française) or contact us for more details.

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  • 4 months later...
  • 5 months later...
New in Guerilla Render 1.4.1

 

 

  • Faster rendering! We've globally improved the renderer performances, from rendering speed to memory footprint. More polygons, more objects, rendering in less time! 
  • OpenColor IO Guerilla Render supports OpenColor IO, including ACES color spaces. OpenColorIO helps uniformizing the color management across multiple softwares.
  • OpenEXR/Id Guerilla Render supports OpenEXR/Id, an innovative extension over OpenEXR to store masks and colors on a per object basis. The provided OpenFX plugins read OpenEXR/Id images in compositing softwares and allow you to select invidual objects using straight names, and even regular expressions.
  • Hair shader Brand new physically based, multiple scattering hair shader! Check out the documentation for an extensive visit of all its features.
  • Procedural Instancing The Guerilla HairAndFur procedural now allows instancing objects over a scalp mesh or a point cloud. Populate large areas with instances, for a minimal burden.
  • Nurbs Locks Also, the HairAndFur procedural can fill cylindrical nurbs with curves. As usual, fast generation times and ease of setup.
  • Motion blur in voxel fluids Animated voxel fluid grids are now rendered with motion blur -- not only transform motion blur.
  • Denoising using Innobright Altus Guerilla can render images for Innobright Altus denoiser. Select your denoiser of choice, and it will automagically be denoised at the end of rendering
  • Blur Caustics The Surface shader now includes caustic blurring, to reduce the amount of noise generated by caustic light paths. It is now safer to switch to All caustics ray filter!
  • Guerilla Render Surface shader for The Foundry Mari The Surface shader is available for Mari, allowing you to paint all Surface maps directly in Mari and view the result in realtime!
  • Yeti support Improved support of Peregrine Labs Yeti. Instances, deformed meshes are now available, and it is possible to combine them all into a single mesh to reduce rendering times.
  • Golaem support Golaem Crowd procedural is now natively supported!
  • XGen support Autodesk XGen has now its own Guerilla procedural, which supports all generation modes and geometry types.
  • See more in the complete Release Note
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Guerilla Render 1.4.1
 
Happy New Year with your brand new Guerilla Render 1.4.8 !


As always, one free connected Guerilla Render license is granted to everyone, including commercial usage. See the quick explanation and the EULA (version française) or contact us for more details.
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  • 10 months later...
New in Guerilla v2.0

 
* Render engine redesigned!
 
We've redesigned the path tracing engine to provide more features, simpler setup and ultimately gain performances from new computer architectures.
 
* Adaptive Sampling
 
The engine now integrates Adaptive Sampling, which allows to keep on sampling pixels that haven't reached the required quality.

This results in:
    - parts of the image that are easier to sample will stop sampling earlier, which allows the renderer to focus on more difficult parts of the image.
    - final renders have a uniform noise which is better for frame to frame consistency

 

* Interactive Rendering
 
The Render View and the Viewports can be switched to Interactive Raytracing. Changing the scene automatically restarts the rendering, and let you play interactively with the lighting, and all shading parameters.

Also, this allows you to navigate through scenes that couldn't be rendered in OpenGL, such as forests of millions of trees, crowds of furry creatures and more!
 
* Bidirectional Path Tracing
 
Bidirectional is super helpful to render complex illumination setups, such as indoors lit by exterior lights, wall lamps, and even caustics. Just increase the Light Max depth to enable the bidirectional engine!
 
* Improved Materials
 
We've rewritten the Surface and Volume shaders, as Surface2 and Volume2. Surface2 now features the widely used GGX specular lobe, with emphasize on energy conservation in all situations. Less edge artefacts and more natural look and feel.
 
* Light Path Expressions
 
AOVs now use OpenShadingLanguage Light Path Expressions.

This offers a much 
wider range of possible AOVs to render, and we've kept this easy artist friendly if you don't care about that level of control. For instance, you can render color ids or diffuse color after many mirror bounces in a finger snap!
 
* Russian Roulette
 
The Russian Roulette enables rendering without worrying about the bounces depth. Setup your indoor scene to maximum bounces, and let the russian roulette take care of cutting the ray depth where it is useful.
 
* Deeper RenderGraph
 
We've made the RenderGraph even more powerful. Use the RenderGraph to generate instances, to add lights procedurally, and to setup Procedurals such as Hair and Fur on characters or creatures and use them on shots without the classic integration burden.
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