Guerilla Render

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The renderer offers a lot of production quality features like rendertime subdivisions, supports RSL, node based shader editor, fast DOF. Unfortunatly they seem to concentrate on thier own interface instead implementing into an existing software. But similiar to Katana or the OpenSource Gaffer, this is a good way to reduce overhead for larger productions. Guerilla uses a bidirectional path tracer and you can code all possible components in RSL (Renderman Shading Language) what is fast and quite easy to do. Guerilla can be modified with LUA scripting API and with the C++ API is is possible to write your own geometry importers or rendertime procedurals.

A great advantage is that you can get a free unlimited license on one machine similiar to 3delight. This way you can try all aspects with a machine up to 16 cores.

They have exporters for 3dsmax and maya, but all shading and lighting is done in Guerilla render. This can be a efficient workflow, especially if you collect data from several sources like volumes from Houdini, animation from maya and so on.

Release 1.4.1 - 2.0:

They now have a bidirectional pathtracer, roussian roulette sampling, interactive rendering, adaptive sampling and light path expressions.

Release 1.4.1:

Overall rendering speed has been improved. They support the OpenExr/Id format to store object ids. Voxel fluids with velocity information can now be motionblurred. The Guerilla Render surface shader can now be used in Mari to get a realtime feedback while painting on surfaces. Yeti is supported for hair gerenation as well as XGen files from Maya, very nice feature.

Release 1.4:

Golaem crowd support, a denoising filter as been added, but they support the Altus denoiser as well. Instancing as been improved as well as bump/displacement mapping and they now support rib archives for static geometry.

 

 

Last update: 01.2019