Guerilla Forum
#1 2008-11-10 12:06:26
- Ben
- Administrator

Guerilla 0.3.0 is out!
Hi there!
We are glad to announce Guerilla 0.3.0!
As usual, you'll find it in the download section.
So, what's new here:
- 3d baking to store values into files to be used for other renders, without even needing to have UV on your objects!
- Check the Bake3d node in the library/nodes/texture
- Data are written as a hierarchical point cloud, which is tiled in memory, and is virtually infinite in size!
- Plug anything that is computation intensive into the Variable input, and it will be stored into a temporary/persistent file for use later
- 2d baking to store values into textures
- Check the Bake ST attribute of each layer in the compositing, and bake your prefered computation in one mouse click!
- Pointcloud subsurface scattering preprocessor
- Look for SSS in the libray/nodes/shading
- Note this node is a prototype and will be greatly improved to offer a much wider set of options and capabilities (such as multilayered scattering, variable albedo and depth, ...)
- A revamped library, much much faster...
- A new Node List window, also much faster than the old Node Browser, that lets you filter nodes by name and type
- Surface shader preview button, available in a material's surface (click 'A' button on the title of each node to see in real time what this node looks like on the objects)
More bugs have been eradicated thanks to your reports on previous versions, and again, your help is greatly, greatly appreciated! A bug thanks to all of you ![]()
What is coming next in the future 0.4:
- A fully integrated SL box, for all of you SL fiends
Program your favorite shaders either with the node graph or code it in Renderman SL
- A manager of render passes, allowing you to decide how shadowmap/pointcloud/layer/compositing are generated (on a frame or sequence basis, or straight from an independent file...) This feature will allow the full flexibility of what makes Renderman API so appreciated in CG.
Stay tuned!
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