BEER Development Update #21
Malt Weekly Report (November 20) Instanced drawing. (Performance optimization) Fixes and UX improvements based on user feedback. Transparent materials. (not published yet) NPR API and...
Malt Weekly Report (November 20) Instanced drawing. (Performance optimization) Fixes and UX improvements based on user feedback. Transparent materials. (not published yet) NPR API and...
Malt Weekly Report (November 13) Multi-material objects (published last week, but forgot to mention). Rendering performance improvements (specially on large scenes). Improved performance when switching...
Malt Weekly Report (November 6) Rewrote the mesh loading code in c++. Massive improvement in scene loading and mesh editing performance. (The c++ code is...
Malt Weekly Report (October 30) Start refactor for v1 (W.I.P and not released): Refactor pipeline properties and add support for materials as pipeline parameters. Support...
Show notes: Please support the show: https://www.patreon.com/BlendernprHelp us offset the cost of producing this show. 📰 The news: LANPR (Line art) development update: https://wiki.blender.org/wiki/User:Yiming/LineArt_Development_Log_2020_10 🏊...
Malt Weekly Report (October 16) Point Light ShadowMaps and CubeMaps support. Configurable ShadowMap Resolution from the scene settings and dynamic scene light count. Shadow object...
Malt Weekly Report (October 9) We now distribute Malt preinstalled with Blender on Github. Toon and Anisotropic shading. CubeMaps support and Initial work on Point...
Malt Weekly Report (September 25) Implemented the most common diffuse (Lambert, Oren-Nayar, Burley) and specular (Phong, Blinn-Phong, GGX, Beckman, Cook-Torrance) shading models (Shading/ShadingModels.glsl).I also added...