Now that Cycles is in a Blender release, the next step is to extend it further and improve performance. Remember that Cycles is intended to be a render engine for individuals / small studios, aimed primarily at rendering animations, and this goal is what we evaluate priorities of features by.
For the next few months, the main priorities are:
- Render layers, passes, full sample, compositing layer, ..
- Performance improvements / noise reduction for typical two bounce animation scenes
- Some smaller things for completeness (blender integration stuff, ramps, multi GPU, ..)
After that, we should get to some more exciting features, which ones are a bit unclear, but this will be influenced by project Mango. Volume rendering and motion blur seem like good candidates, but we’ll see. Performance work will be ongoing during Mango of course, and we see that quite broadly, it’s about low level performance tuning, better algorithms and better user control.
Beyond that, there is a feature list which contains roughly what we’d like to see added over the next 2 years.
Contributing
If you’re a developer and would like to help out, you can look in these places:
If you need more details about how features should work, how to implement things or just to announce that you’re working on something, contact the bf-cycles mailing list. Another way to help is to improve our documentation in the manual.
Not Priorities
There are some things obviously missing that people would like to see added. Bidirectional path tracing, photon mapping, MLT and similar algorithm are not a priority for me, since we do not believe they are the main possible performance improvements for animation frames. Shading language support, resumable rendering, is another one that we do not think should get very high priority.
GPU Rendering
Lastly, GPU rendering can be somewhat of a bottleneck to development. It seems that with older cards and current OpenCL support in the drivers, we’d have to considerably complicate the code to get Cycles working fully, to the point where it would be too hard to add new features. This also means we’re dependent on improving driver implementations or language features. We’ll keep track of this, but also can’t justify spending too much time on this, to try to work around issues with every possible card / driver combination.


60 comments
Wray Bowling says:
Jan 11, 2012
Once Cycles can handle render layers, something I’ve been wondering about is if the compositor could use a render layer with Cycles, and another render layer with Blender Internal. In my mind, certain passes don’t necessarily need the complex treatment Cycles provides. You could also consider that Freestyle could be combined with Cycles that way.
…oh. Sorry. DId I start dreaming too much again?
Nice post Brecht! Keep it up. We’re all rooting for you.
Anthony says:
Apr 4, 2012
Currently, that’s possible, as long as you use the different renderers in separate scenes. It’s a little more annoying than having renderlayers, but it works.
Daniel Wray says:
Jan 11, 2012
I think it would be good if the render API could somehow bring a long with it a generic option to set up multiple layers / passes which are independent of engines.
An example would be to have a generic render layer set-up, with a select-able engine from the add-ons enabled under the layer name, then depending on the engine selected, the required render options / settings / passes would be shown in the render panel.
The generic render layers could then be set up across many different engines to use each to it’s own strength i.e. Blender for hair, Cycles for beauty passes and clicking on each render layer would automatically switch between the active engines.
I think this would probably quite difficult to coordinate as there are several other engines with add-ons for Blender but I really do think it would make Blender such a powerful tool, sort of like Katana for bring everything together in the rendering, except of course you’d use Blender for everything else as well
On-topic:
Brecht, you are making amazing progress and with Cycles improving each day, the future really is looking exceptionally bright.
Thanks!
TS1234 says:
Jan 11, 2012
I posted something here about adaptive sampling
http://blenderartists.org/forum/showthread.php?236453-Measuring-Noise-in-Cycles-Renders&p=2024665#post2024665
Emanuel Demetrescu says:
Jan 11, 2012
Great work ! In my opinion a cycles based – bake system useful for game creation could be a very boost to the adoption of blender; an automatic system to UVunwrap + create image + bake starting from cycles materials and throught cycles engine would be a definitive tool !! Am I a dreamer ?!
Thank for your great work !!
MadMinstrel says:
Jan 11, 2012
There’s a vivid discussion on normal maps right now on BlenderArtists, so if you ever read this Brecht, could you put them somewhere on the roadmap for us please? It’s quite frustrating to not see them mentioned anywhere. And thanks for all the hard work! Cycles is fast becoming my favorite render engine.
plrang says:
Jan 11, 2012
Thanks a lot Brecht
sniper says:
Jan 11, 2012
nooooooooooooooooooooooooooo
it’s too much
i can’t wait all that
Tanguy Bouzeloc says:
Jan 11, 2012
congratulations.
I’m very interested in the motor under the hood. Could you tell me which books/thesis you read ?
Really, thanks a lot, you move the open source cg to the next step
Thx.
Mr.doob says:
Jan 11, 2012
What about baking to texture? We at the WebGL would love having fabulous pre-baked textures
Anonymous Coward says:
Jan 11, 2012
OpenMP is likely going to have extensions for GPUs and other accelerators eventually (OpenACC). Lets see if AMD and Intel get on board with this one. OpenACC might sufficiently lessen the technology coupling of the system, removing the development bottleneck.
3duaun says:
Jan 12, 2012
thank you Brecht! I cant wait to see the new features in action! Cycles is becoming my favorite render engine. Would it be possible to implement a “sobel-style” edge node in cycles, similar(or better yet identical) to the Edge render effect from Blender Internal Renderer?
Ion says:
Jan 12, 2012
Is it possible to have an alpha channel to all material nodes?
Adding a textured alpha is very difficult now.
Thank you!
JG Loquet says:
Jan 12, 2012
Hi,
all my thanks and support to that fantastic project that adds modern GI right into Blender, which was much needed (at least by me
) !
I join Emmanuel’s remark that baking cycles diffuse GI to textures would be a huge plus, not only for game but also animation projects.
Is that somewhere in the plan ?
Cheers,
______
JG
Prodeous says:
Jan 12, 2012
Overall I’m very happy with this development.
My worry is the OpenCL part. I understand the difficulties, but going into CUDA goes agains OpenSource in nature. Plus it forces us to get Nvidia equipment if we want to have GPU acceleration.
I do agree about supporting older hardware, and maybe you should simply not support it. Just like the steps made to not support older versions of CUDA in released drivers.
Still I do hope that OpenCL does get its proper attention.
Thomas Dinges says:
Jan 12, 2012
Everyone who wants OpenCL, guys it’s the AMD OpenCL driver which has issues and stops us from proper support for it. I guess there are possibilities for workarounds, but that is very time intensive and does not fix the error source (again: the AMD drivers!)
Write mails to AMD
Belich says:
Jan 12, 2012
The render layers and passes are going to be like the blender internal system or it will be something more similar to xsi or maybe maya??
darkcg says:
Jan 13, 2012
Why not hybrid rendering (CPU+GPU)? I have 2 GTX 580 SLI but also an i7 that can be put to good use.
c3po says:
Jan 13, 2012
and the baked normal maps will be supported?well as the typical textures used in game design?, it would be interesting to stop using 3dsmax or Maya
統合CGソフト blenderの新機能 « InfinityLight says:
Jan 13, 2012
[...] http://code.blender.org/index.php/2012/01/cycles-roadmap/ [...]
Jeffrey Engelstad says:
Jan 13, 2012
Has anyone tested to see if the ne 12.1a preview Drivers with OpenCL 1.2
has helped any?
Oscurart says:
Jan 14, 2012
The render layers and passes are going to be like the blender internal system or it will be something more similar to xsi or maybe maya??
raok says:
Jan 15, 2012
“Bidirectional path tracing.. MLT” etc <– I thought these provide speed benefits for unbiased renderers as well?
One thing I would love added to the ToDo list is some sort of volume precedence system – something that detects boundaries between dynamic objects – to allow rendering of fluid simulation interacting with glass objects.
Cyclesロードマップが公表されています | dEsign-sKetch says:
Jan 16, 2012
[...] Code.Blender.org:Cycles Roadmap [...]
wo262 says:
Jan 16, 2012
any chance of light cache or photon mapping like thingy?
daniel glenn says:
Jan 18, 2012
Impressive list..if you need coffee or tea support – let me know
thanks brecht
La semaine en bref – n°5 | Blender Always says:
Jan 18, 2012
[...] Brecht Van Nommel a publié la roadmap (calendrier) du développement de cycles ici. [...]
Basics of Blender 2.61 video - SLUniverse Forums says:
Jan 24, 2012
[...] is a wonderful addition to Blender, but from what I've read, a texture-bake feature isn't even on the roadmap for development. If you want to get some flat textures (e.g. for the interior of a room) then you could, of [...]
Brian says:
Jan 29, 2012
I do hope that OpenCL support comes. To me it would have made more sense to go the OpenCL route for GPU accelerated rendering in the first place, since nvidia apparently does support OpenCL as well. Of course, some sort of limitation may exist that I’m not aware of…
Saverio Brancaccio says:
Feb 8, 2012
Hi,
in my little opinion the direction of blender development
should always follow the opensource way, therefore OpenCL.
From an implementation point o view, I’d like that developers
have focus on the OpenCL framework and not, for example,
making work-arounds to let AMD products to work well.
Then, each hardware producer can (or not) implement Opencl
for its driver… Is it possible that no one have interest
developing opencl drivers?
There could be free opensource (like blender) and commercial software that can use OpenCL, isn’t it?
Thanks for your attention.
Dewald says:
Feb 9, 2012
Thanks Brecht for all your hard work. I used to use Mental Ray and Vray, they are very good renderers but Cycles is just something else. Cycles really cruises on my gtx580.
I can’t wait for sss, hair, volume, motion blur, well… everything that is planned.
Thanks!!
coCoKNIght says:
Feb 16, 2012
haven’t seen bake in the todo list, but the drop down category is missing from the properties pane. Is it done in another way?
KSK says:
Feb 18, 2012
Thanks a lot Brecht.
I tested 4xGTX580, and it worked well.
And, I tested 8xGTX580, but it did not work well.
Does Cycles have any limitation on number of GPUs?
marcoG_ita says:
Mar 4, 2012
IES/photometric lights support would be essential too.
vipvip says:
Apr 2, 2012
Thx Brecht
i hope you plan animated textures too ! ( video maps ).
I’m waiting a lot with NOISE REDUCTION and Motion blur !
matthew says:
May 6, 2012
i have a suggestion for cycles or any other rendered
i don’t know if your familiar with renderproxys in maya but
anyway they make it so your seane size can be almost unlimited
and to tell you the truth i love blender but i get very fed up when
it crashes on large renders
and i have 24Gb ram windows64bit and a high end nvidia quadro card
so if i am complaining you should be too
don’t view this as an insult i am almost ready to make the complete
swithc to blender you have all come so far
Aleve Sicofante says:
May 10, 2012
The new GeForce cards should be enough indication that CUDA is NOT the way to go. While pre-600 series had just its double precision at 1/8 the single precision performance, the new ones have been capped at 1/24 SP. Check the latest reviews of the new Nvidia cards to find out its truly poor compute performance (the SmallLuxGPU tests are appalling). On AMD’s side, consumer cards have a relatively small cap of 1/4 SP, which makes them much more useful for rendering.
Workstation cards -the only non-capped ones- are just too expensive. Please go OpenCL and make Cycles shine in GPU rendering.
Aleve Sicofante says:
May 10, 2012
Sorry, my post wasn’t intended as a reply to Matthew’s. I don’t find a way to edit it.
eKo La says:
May 22, 2012
hello and thank you for your great work
I have a proposal for cycles: Is it possible to have the selection visible in render mode? in fact it corresponds to a layer with the wireframe mode above the rendering. May be we could switch the display of the selection. I hope that the cycles mode will be the main mode and we will work directly on it …
ps: sorry for my English
Thanks!!
Nico
Edmis says:
May 28, 2012
when can we expect nvidia 600 series support?
rob says:
May 31, 2012
Thank you so much, Brecht! I really love cycles.
What I really hope to see is texture-baking support. (maybe somewhere between v2.70-2.80?)
forsakenlight says:
Jun 4, 2012
+1 for baking system, norml map baking with cage and ability to bake hard surface without seams. Many ppl vote here for remake baking system, so please mark it on road map please.
One Year of Cycles | DingTo says:
Jun 7, 2012
[...] released a Cycles roadmap so we got a plan what will be added over the next [...]
SMAPCREAREE says:
Jul 3, 2012
здесь на веб-блоге http://colorkino.ru/ вы сумеете увидеть огромный выбор рецензий на фильмы.
juan says:
Jul 5, 2012
When will be ready the hair particle in cycles??
infupecinge says:
Jul 10, 2012
Гормон эстроген может повышаться или понижаться. И это будет зависеть от самых разных факторов. Во время беременности и когда наступает овуляция, уровень эстрогена находится на наиболее высоком уровне. Если у женщины, находящийся в возрасте наступления климакса наблюдается повышенный эстроген, то это может привести к частым мигреням, болям в груди. И если не принимать никаких мер, то может развиться рак груди.
Источник.
swemweept says:
Jul 11, 2012
Но есть категория игроков, которым важна не сама игра, а возможность «поковыряться» в игровых файлах и найти скрытые от игроков возможности, которые появятся только в полной версии Resident Evil 6. Такие возможности обнаружены в Resident Evil 6 Demo. Если верить таким умельцам, нас ожидает появления нескольких игровых режимов.
Подробнее вот здесь
Batty says:
Jul 15, 2012
Particle Hair would be so great. Anyways – superb great work. With your help Blender may surpass Maya in no time.
One thing that Maya does well is: it only calculates Pixels or Rays, that are really >in the Camera< and everything else will not be considered to be rendered, which frees a lot of RAMs and power of the GPU/CPU. Just wanted to mention it.
Hugo Character Proof of Concept « Sundman Design says:
Aug 28, 2012
[...] My tool of choice for this is Blender using Cycles to render, but since Cycles does not yet support hair, I had to render the hair with Blender Internal and composite the two together. There are a few serious technical problems I have encountered while mixing Cycles with Blender Internal, which is why I have decided to put this project on hold until Cycles is developed just a little more to include hair rendering among other things which are scheduled to be started in the 2.65 release. [...]
Brian says:
Sep 11, 2012
I also am greatly interested in hair with cycles. I have previously converted the hair particle systems to mesh then curve, however with more recent project this is not possible. I look forward to cycles with hair.
AlexDS says:
Sep 20, 2012
schedule got outdated
badly
ofuscado says:
Oct 21, 2012
New roadmap? Thx.
Hugo Character Proof of Concept : Brian Sundman says:
Nov 5, 2012
[...] My tool of choice for this is Blender using Cycles to render, but since Cycles does not yet support hair, I had to render the hair with Blender Internal and composite the two together. There are a few serious technical problems I have encountered while mixing Cycles with Blender Internal, which is why I have decided to put this project on hold until Cycles is developed just a little more to include hair rendering among other things which are scheduled to be started after the 2.65 release. [...]
Julien says:
Nov 5, 2012
+ 3 For the baking system.
I love Cycles so far, and i wish i could use Texture Baking on it.
You should definitely consider it !
Brian says:
Dec 2, 2012
Texture baking would be great. Unless you are rich enough to buy super SLI systems, baking would allow amazing quality to come from small studios. Blender in my eyes have always helped the little guy so baking would be a huge step! Cycles itself is a huge step for all though and I am extremely grateful for it. Baking seems like an important feature to complete the possibilities. Render super GI image for hours, bake textures, apply shadeless to BI render. Now you have photo-realistic animation in seconds =)
Thanks for all the improvements recently, they have helped me a ton!
Jeremy says:
Jan 3, 2013
By what im reading, seems that there is a problem implementing OpenCL.
Im not too familiar with it, but what about OpenACC/CAPS?
http://www.openacc-standard.org/node/51
Check out the pdf
Jeremy says:
Jan 3, 2013
http://www.openacc-standard.org/Frequently-Asked-Questions
“OpenACC API allows parallel programmers to provide simple hints, known as “directives,” to the compiler, identifying which areas of code to accelerate, without requiring programmers to modify or adapt the underlying code itself. By exposing parallelism to the compiler, dir”
Jeremy
chbbiaf says:
Mar 16, 2013
Yet unfortunately there are numerous weaknesses. [url=http://ow.ly/eXsRq]penis advantage[/url] There are various risk-factors which will in addition procedure at the same.
Crze says:
Apr 7, 2013
why arent anyone talking about volumetric renders for cycles? its not in blender as far as i can see or is it there? o.o
penis advantage exercises says:
Apr 25, 2013
It’s seem really simple to code. The texture baking is also good to implement.