In this Blender 2.5 feature development preview, we give you a look at the new Cycles render engine being developed currently. This new, internal, rendering engine is set to modernize the rendering and shading pipeline for Blender, potentially leading to much more realistic and interactive renders.

Download testing builds of Cycles from Graphicall

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Discussion

88 Responses to “Feature Preview: Cycles Render Engine”
  1. Posts: 36

    one can help please ?

    #
    51
    May 7, 2011 at 1:35 pm
    • Frederik
      Posts: 4

      Just a guess:
      Make sure you assign Cycles materials to your objects, Blender Mats will be rendered black.

      #
      51.1
      May 20, 2011 at 3:40 am
  2. Ian
    Posts: 1

    I cannot install it without getting problems, for Linux or Windows. The problem is: the render appears black!! I would like some help. Running 64 bit Windows 7 / Ubuntu (need help for windows)

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    52
    May 7, 2011 at 1:37 pm
  3. Posts: 15

    thanks Jonathan,
    i’m looking for some answers about gpu ???
    what this thing mean ? and how it would help us?
    i have a simple computer with intel card so do i have this option ?

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    53
    May 8, 2011 at 11:02 am
  4. Posts: 36

    help

    #
    54
    May 8, 2011 at 7:28 pm
  5. jacobvalenta
    Posts: 3

    Thank you so much for helping to explore cycles :) I have tried once before but gave up. Very clear cut, thank you

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    55
    May 9, 2011 at 6:35 pm
  6. Posts: 36

    Hello I have a problem rendering of light in the bottom right you can see the image in real time and at the top left but the rendering in the rendering of light is very low, however I put a light on the scene

    here is the image that shows the problem:

    http://www.hostingpics.net/viewer.php?id=325553Bug.jpg

    Help please

    #
    56
    May 11, 2011 at 3:05 am
  7. Kirill Krymov
    Posts: 1

    Hi!

    can you help me please. I cant find a way to control the texture (noise) displacement, do you know how I can do that?

    #
    57
    May 12, 2011 at 5:52 pm
  8. Guywithacoolname
    Posts: 8

    I know it’s still a WIP, but does anyone know if we will get the old(Current) materials setting back along w/the epic cycles? or will the current options replace all the current settings?

    Thanks

    #
    58
    May 13, 2011 at 1:14 am
  9. Posts: 37

    This is an exciting addition!

    Thanks to the devs, and thanks BC for this tutorial.

    Here’s what I created with it yesterday:
    http://www.flickr.com/photos/78289421@N00/5723469202/#/photos/78289421@N00/5723469202/lightbox/

    #
    59
    May 15, 2011 at 1:57 pm
  10. yoji
    Posts: 2

    Very good feature! Tested on win64, very fast and easy to use. Test : http://www.yojigraphics.com/images/stories/Yoji/projets3d/Black_panthercycleweg.jpg

    #
    60
    May 16, 2011 at 5:44 pm
  11. Posts: 3

    Very nice addition, made a render with it using a wip mech I’m building.
    http://thordwilk.files.wordpress.com/2011/05/mechtestwip05.png

    #
    61
    May 17, 2011 at 9:23 am
  12. Posts: 4

    Wow, this is the first I have heard of Cycles, and I’m excited! :D I bought Octane and fell in love with it after I saw your video overview, and this type of renderer built into Blender will be awesome. My main issue with Octane was that I couldn’t find a way to make animations, and I was having problems with camera and light settings when switching between programs. It looks like I wont be having those issues any more :)

    P.S. I’ve been a follower of your tutorials for quite some time now, and they are always very helpful and informative. Keep up the good work!

    Thanks Again,
    Ben

    #
    62
    May 19, 2011 at 3:13 am
  13. Posts: 17

    Does this mean that we will be loosing our old material system?? The reason I ask is it seems that we would loose flexibility IMHO.

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    63
    May 19, 2011 at 4:29 am
  14. Posts: 4

    The node based materials should actually offer more in terms of flexibility and control. That said, the old material system was very easy to work with. For some of my more diagrammatic renderings, I actually prefer the simplicity of the original materials and render engine. My question is how this system will work with SSS. I know in Octane you could fake some of this by using an RGBspectrum on the transparency node, but it isn’t ideal. (I haven’t had a chance to play around with Cycles yet, so it may already have been addressed.)

    Features like this make me feel sorry for Blender’s competition, but I’m not complaining. :D

    Best Regards,
    Ben

    #
    64
    May 19, 2011 at 1:19 pm
  15. Frederik
    Posts: 4

    I have another question though:
    when I preview in Cycles everything looks fine, except for some graininess. So I rendered with 2000 Passes overnight, and the image was much clearer, but I as soon as Blender completes the last pass the imgae turns really dark. I have unchecked “compositing”, “use Nodes” and anything I found that has to do with post processing, still at the end of the render the image jumps to black. Please help, I found nothing on google

    #
    65
    May 20, 2011 at 3:43 am
    • lokojon
      Posts: 1

      I have the same problem.
      Frederik: Did you find the solution?

      #
      65.1
      Nov 22, 2011 at 9:48 am
  16. Posts: 41

    Johnathon, is there any way to render fur particles in cycles?

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    66
    Dec 22, 2011 at 7:12 am
    • Posts: 2952

      Hi Oliver,

      Currently strands are not supported and so the only way to render them in Cycles is to convert them to a mesh by pressing “Apply” on the Particle System Modifier.

      #
      66.1
      Dec 22, 2011 at 9:33 am
  17. Oblivio
    Posts: 1

    The only button I found under the modifier tab was “convert”. It did nothing for me. I then tried converting curves to mesh via alt+c (nothing) and adding a solidify mod (nothing) to the pelt and repeat the conversion (nothing).

    Blender 2.63
    Could I have the proper sequence of actions that you were referring to?

    #
    67
    Jul 7, 2012 at 12:57 pm

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