It’s been a while, hasn’t it? Life has been really, really hectic. But there’s always some time to work on Mirage! This new version comes with a complete revamp of the distribution system, now using Geometry Nodes. Also M1 macs are supported now. The first thing you will notice is that changes are applied inmediately. Vertex groups or
It’s that time of the year again! A new Render+ release is out with some new features, some life quality improvements and a bunch of bug fixes. Verison 2.5 brings multiple custom frames, frame jump control for animations, better tools for troubleshooting, support for Blendfiles compressed with Zstd (Blender 3), and a new option to run a python script (from
Today is release day! Render+ 2.4 is out. Also known as the spit and polish release. The previous refactor in 2.3 unfortunately introduced a number of regressions and other random bugs. There’s also a couple of improvements to make the UI less confusing and some initial work on Blender 3.0. Take a look at the list of fixes
Render+ 2.3 is out today! This version comes with another important step towards better batch rendering. Parallel Renders After a massive rewrite of the batch server, Render+ can now render more than one job at a time. The global batch settings include a small slider to change the number of jobs that get run in parallel. Render jobs
No video this time, because a lot of the improvements are basically iterative or under the hood (also had no time to make a full video TBH). This release comes with much needed performance work, better materials a new modifier. I also did some janitor work removing dead code and improving several parts of the terrain module with the recent
Yes! today is the day. After well over a year, Mirage 3.5 is finally officially out. So many things have happened, so many new features too. Let’s get into the new stuff New Modifiers system and terrain tools Mirage has gained a new terrain type: the BASIC terrain. This type uses a similar algorithm to what we had in
Oh hey, it’s been a while! As you might guess what was to be a short, self-contained, reasonable release turned into a chaotic avalanche of features. Typical. You fix one thing and then you get an idea to make something better. You get on it since it’s a small change, and when you snap out of it weeks have
Watch out! A new version of Render+ is out. We finally take the first step towards network rendering and many improvements all around. Network rendering The batch server can now be run in a separate computer. For now, the server also does the rendering. I will be working on distributed rendering over future releases. Please refer to the
It’s release time! Render+ 2.1 is now out. This version comes with several small quality of life improvements. I’m trying to smaller, more frequent releases moving forward. This way you can get bug fixes and small improvements faster instead of waiting until I implement some big feature. Let’s look at the changes in this version Debug messages
It’s been a while! I’ve finally finished the new materials. The new materials now use image textures instead of procedurals. While procedurals have many benefits, you get more bang for your buck with images. They bring lots of non-discrete details and variation, along with better performance in exchange for some flexibility. This change was possible now
Welcome to another productive week for Mirage! This time I focused on fixing seamless terrains. Seamless terrains have matching edges and can be tiled and repeated. I had this working a while ago at the noise generation level. The Perlin function I’m using is periodic, so it’s possible to grab coordinates outside of the terrain and interpolate
Whoa, how long has it been? Wasn’t I supposed to do this every week? These last few weeks have been crazy with work, life, the release of Blender 2.80, Mirage 3.2 and Render+ 2. But that’s all done now. Time to get back on the horse! The good news is that I still managed to put some