Faster batches with Render+ 2.3

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 

Mirage 3.6 is out

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 

Mirage 3.5 out today!

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 

Mirage 3.5 Beta

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 

Easy batch rendering with Render+ 2.2

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 

Render+ 2.1 is out

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 

This week(s) in Mirage #8

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 

This week(s) in Mirage #7

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 

This week(s) in Mirage #6

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 

Render+ 2 released

After a long time Render+ 2 is final­ly out. I start­ed work­ing on this ver­sion on September last year, and went into beta around January until now. But the plan­ning for these changes goes back years. I’m real­ly hap­py with this release, the code base and the whole sys­tem have tak­en a leap for­ward in qual­i­ty. These changes pave 

Mirage 3.3 out for Blender 2.80

New Blender, new Mirage. Or so I’d like to say. This is bor­ing release actu­al­ly. The only news is com­pat­i­bil­i­ty with Blender 2.80. Note that from this point onward, Mirage will require at least Blender 2.80. All the new fea­tures I’ve been blog­ging about will come in the next ver­sion: 3.4. Join the mail­ing list 

This week in Mirage #5

Time for the usu­al week­ly devel­op­ment news. This week I worked some more on the water ero­sion mod­i­fi­er. I start­ed by fix­ing the ran­dom­ness of the rain. Every iter­a­tion 100 drops fall at ran­dom places in the ter­rain. The prob­lem was that I was­n’t keep­ing the seeds for the ran­dom val­ues around so every­time a set­ting changed it