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development graphics

DMRB 2.2

DMRB means D3v Multi Render Basket and is a little script I wrote about 3 years ago.
The idea behind comes from Lightwave’s fPrime, a quick semi-realtime renderer that is fully integrable in the 3D package and permits to render with almost anything doable inside it.
DMRB uses the default renderer to compute the image so, if you are working with mentalRay you can benefit of all it’s features such as Sub Surface Scattering, Final Gather, Global Illumination, Caustics, and so on.
Of course if you use other internal third party renderers (Scanline, VRay, FinalRender, Brazil) it still works fine!

In the video below you can see it with a very simple scene, that permits me to show it’s usefullness.
Note that it is very different than the ActiveShade because DMRB shows the entire result, without optimizations (btw, some can be enabled on the panel) and again, it works with all the major renderer.

10 replies on “DMRB 2.2”

Hi, DMRB is not yet available, actually we use it for internal purpouse but I plan to release it soon.
Before of that I want to add some new features that starts the renderer only if you do something relevant, instead using a timer. I will place a checkbox for this option.

This week we should end a new cool script; I will put here some infos and screens soon.

hmm..
-a engine based on a triple core..
-no direct link between 3ds Max and the engine…
-"The realtime engine is still not stable and is the most raw thing in the entire software"…
and pretty old news..
looks like another dead gpu render engine project…
a lot people already tried it out.
also mentalimages does not achieved that, what they realy wanted to have onces…