Category Archives: pbrt

Switching to blender on all personal projects.

So, in December (2017) I decided to leave 3dsmax and switch to blender full time for all personal work. I’ve been using 3dsmax for half my life, and still use it at work (our whole workflow there is based around autodesk software), byt at home it enabled me to completely ditch window – which has been a goal of mine for a long time, it was only 3dsmax holding me back.

Blender has been on my radar for a long time, but I never found the proper motivation to learn it – since I was quicker in 3dsmax anyways. But now I have taken the time to really learn it, and the more I use it the more I like it. I’ve spent a lot of time learning the hotkeys, I use the default blender hotkeys, and that was the key for me to really learn it. Now after just a few personal projects I’m as fast as that as 3dsmax.

My next step is to focus a lot on plugin \ addon development for blender, this is where I struggle the most right now, I’m very good with the 3dsmax SDK, but not with blender’s API yet. I do however develop a exporter in python for a external render engine, and by doing that I learn what I need.

There are many advantages for using blender, but for me the biggest reasons are the following:

  • Fast development.
  • Open source \ free.
  • Cross platform.
  • Very easy to compile from source.
  • PBR workflow in viewport (EEVEE).
  • Great documentation \ online resources.
  • Great community – all about sharing.
  • Open roadmap and planning.

There are many reasons to leave 3dsmax behind, and for me it’s these things:

  • No more free home license when we have 3dsmax at work.
  • Subscription only (200 usd a month).
  • Removed Mentalray , and nvidia stops development of mentalray.
  • Added Arnold, which cannot even do texture baking.
  • Iray cannot do texture baking either.
  • Slow development and a focus that’s not clear.
  • Not cross-platform (the only one that’s windows only..).
  • Closed source.
  • Do not care about the ‘small’ users.

There is one downside as well, and that was stopping the development of LuxMax, that was the hardest project to put away and stop working on. It’s been my pet project for many years, and I’m very proud of it, but I decided to stop working on it since I do not use 3dsmax anymore and want to focus on blender.

My render exporter \ integration project

The current renderer I’m writing a exporter for
(and later a proper integration) into blender is Pbrt.

The reason why I chose this renderer is because I have the book and I really like the renderer, and having a proper exporter \ integration of this renderer in blender is something a lot of people might find useful, especially if they have the book and want to really test the renderer.

And as you might know – many of the render engines on the market today started as Pbrt source code.

As you can see on my site I used to work with 3dsmax, but I’ve always had my eye on Blender,
and recent events with 3dsmax\Autodesk made me switch over full time to Blender.
I have been developing Luxmax (3dsmax integration of LuxRender for 3dsmax) for many years, but now I feel
that blender is where the future is, it is the best open source 3d application that exists today, and it will continue to be that,
so investing time into it is not something I’ll regret in any way.
And the best part of ditching 3dsmax is that you can get rid of windows at the same time, I now exclusively use Debian.

One other important reason why I do this is that I want to get more into the render engines as well, I want to be able to add to it, implement new things, learn new stuff, and that’s why I choose pbrt , the book really completes it.

Luxrender already has a great plugin for blender, and later I will most likely join the development on that,
but for now (since I’m busy with work and family life) I need a project I can do in my own tempo, and I need to learn all the nuts and bolts in blender.
Switching from 16 years of 3dsmax to Blender was surprisingly easy, and developing for it is not hard either, I’m used to maxscript\c++ so I feel
right at home with Python and c\c++ in Blender.

I have not decided yet if this will be a open source script, fully free, or if  you should be able to buy it instead (or maybe try the ‘patreon‘ thing).
I will decide on that in a bit once it’s more feature complete, currently it’s in its infancy.

For now I have a simple test render with a basic shader: