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<channel>
	<title>Comments for Mitsuba Development Blog</title>
	<atom:link href="http://www.mitsuba-renderer.org/devblog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mitsuba-renderer.org/devblog</link>
	<description></description>
	<lastBuildDate>Wed, 13 Apr 2016 15:09:25 +0000</lastBuildDate>
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	<item>
		<title>Comment on Mitsuba 0.5.0 released by Leo</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-41036</link>
		<dc:creator><![CDATA[Leo]]></dc:creator>
		<pubDate>Wed, 13 Apr 2016 15:09:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-41036</guid>
		<description><![CDATA[Hi, there,

I want to know how to render depth map.

Cheers,
L]]></description>
		<content:encoded><![CDATA[<p>Hi, there,</p>
<p>I want to know how to render depth map.</p>
<p>Cheers,<br />
L</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Rendering with style by Jason</title>
		<link>http://www.mitsuba-renderer.org/devblog/2011/06/rendering-with-style/#comment-40724</link>
		<dc:creator><![CDATA[Jason]]></dc:creator>
		<pubDate>Sun, 24 Jan 2016 19:32:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/wordpress/?p=16#comment-40724</guid>
		<description><![CDATA[I have to agree, dispersion is a feature i would like to *see* as well.]]></description>
		<content:encoded><![CDATA[<p>I have to agree, dispersion is a feature i would like to *see* as well.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by JON</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-39613</link>
		<dc:creator><![CDATA[JON]]></dc:creator>
		<pubDate>Thu, 16 Jul 2015 14:52:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-39613</guid>
		<description><![CDATA[I gotta tell you. I love Mitsuba. Super fast, and I use it a ton with Sketchup. I know you are a busy fellow, but are there plans in the near future to fully develop the Sketchup export plugin (ie the material editor)?

Thanks again for all of your amazing work. Mitsuba is truly something special!]]></description>
		<content:encoded><![CDATA[<p>I gotta tell you. I love Mitsuba. Super fast, and I use it a ton with Sketchup. I know you are a busy fellow, but are there plans in the near future to fully develop the Sketchup export plugin (ie the material editor)?</p>
<p>Thanks again for all of your amazing work. Mitsuba is truly something special!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Random picture of the day by Joshua</title>
		<link>http://www.mitsuba-renderer.org/devblog/2011/08/random-picture-of-the-day/#comment-39384</link>
		<dc:creator><![CDATA[Joshua]]></dc:creator>
		<pubDate>Mon, 16 Feb 2015 06:39:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=277#comment-39384</guid>
		<description><![CDATA[Just wondering if there&#039;s anything new being developed with this rendering software. I would still like to see support for dispersion. It might also be cool to add support for things such as laser lights, and volume precedence. 

Also maybe experiment with new rendering techniques such as Bidirectional VCM and Adaptive Progressive Photon Mapping(Which has yet to be implemented into a 3D rendering program). Just some thoughts.]]></description>
		<content:encoded><![CDATA[<p>Just wondering if there&#8217;s anything new being developed with this rendering software. I would still like to see support for dispersion. It might also be cool to add support for things such as laser lights, and volume precedence. </p>
<p>Also maybe experiment with new rendering techniques such as Bidirectional VCM and Adaptive Progressive Photon Mapping(Which has yet to be implemented into a 3D rendering program). Just some thoughts.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by MG</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-39182</link>
		<dc:creator><![CDATA[MG]]></dc:creator>
		<pubDate>Fri, 09 Jan 2015 19:09:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-39182</guid>
		<description><![CDATA[Hi Wenzel, any plans for further development of Mitsuba or is kind of discontinued? What about more &quot;mainstream&quot; features like rendertime displacement?

Thanks, regards.]]></description>
		<content:encoded><![CDATA[<p>Hi Wenzel, any plans for further development of Mitsuba or is kind of discontinued? What about more &#8220;mainstream&#8221; features like rendertime displacement?</p>
<p>Thanks, regards.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Nori: an educational ray tracer by Wenzel Jakob</title>
		<link>http://www.mitsuba-renderer.org/devblog/2012/03/nori-an-educational-ray-tracer/#comment-38906</link>
		<dc:creator><![CDATA[Wenzel Jakob]]></dc:creator>
		<pubDate>Sun, 28 Dec 2014 02:16:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=341#comment-38906</guid>
		<description><![CDATA[Hi Frederico,

if you&#039;re still having issues, I&#039;d try reinstalling OpenEXR -- maybe after a brew update, you have incompatible .dylib and header files installed on your system?

Wenzel]]></description>
		<content:encoded><![CDATA[<p>Hi Frederico,</p>
<p>if you&#8217;re still having issues, I&#8217;d try reinstalling OpenEXR &#8212; maybe after a brew update, you have incompatible .dylib and header files installed on your system?</p>
<p>Wenzel</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Nori: an educational ray tracer by Federico</title>
		<link>http://www.mitsuba-renderer.org/devblog/2012/03/nori-an-educational-ray-tracer/#comment-38905</link>
		<dc:creator><![CDATA[Federico]]></dc:creator>
		<pubDate>Sun, 28 Dec 2014 01:47:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=341#comment-38905</guid>
		<description><![CDATA[To solve for “vtable for NoriWindow”, referenced from:
NoriWindow::NoriWindow(nori::ImageBlock const*) in gui.o

in the .pro file instead of having the line HEADERS += include/nori/*.h, I actually expanded the value of the variable with all the .h files, don&#039;t know if I should modify some settings in order to make the original statement to work.]]></description>
		<content:encoded><![CDATA[<p>To solve for “vtable for NoriWindow”, referenced from:<br />
NoriWindow::NoriWindow(nori::ImageBlock const*) in gui.o</p>
<p>in the .pro file instead of having the line HEADERS += include/nori/*.h, I actually expanded the value of the variable with all the .h files, don&#8217;t know if I should modify some settings in order to make the original statement to work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Nori: an educational ray tracer by Federico</title>
		<link>http://www.mitsuba-renderer.org/devblog/2012/03/nori-an-educational-ray-tracer/#comment-38903</link>
		<dc:creator><![CDATA[Federico]]></dc:creator>
		<pubDate>Sun, 28 Dec 2014 00:17:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=341#comment-38903</guid>
		<description><![CDATA[I was trying to compile the latest version from github on OS X Yosemite, everything was going good until this error appeared

Undefined symbols for architecture x86_64:
  &quot;Imf_2_2::TypedAttribute::readValueFrom(Imf_2_2::IStream&amp;, int, int)&quot;, referenced from:
      vtable for Imf_2_2::TypedAttribute in bitmap.o
  &quot;Imf_2_2::TypedAttribute::staticTypeName()&quot;, referenced from:
      Imf_2_2::TypedAttribute::typeName() const in bitmap.o
  &quot;Imf_2_2::TypedAttribute::writeValueTo(Imf_2_2::OStream&amp;, int) const&quot;, referenced from:
      vtable for Imf_2_2::TypedAttribute in bitmap.o
  &quot;vtable for NoriWindow&quot;, referenced from:
      NoriWindow::NoriWindow(nori::ImageBlock const*) in gui.o
  NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [nori] Error 1
01:16:10: Le processus &quot;/usr/bin/make&quot; s&#039;est terminé avec le code 2.
Erreur lors de la compilation/déploiement du projet nori (kit : Desktop Qt 5.3 clang 64bit)
When executing step &quot;Make&quot;

Don&#039;t know how to proceed with that, I have installed OpenEXR but perhaps I missed something. Any advise?]]></description>
		<content:encoded><![CDATA[<p>I was trying to compile the latest version from github on OS X Yosemite, everything was going good until this error appeared</p>
<p>Undefined symbols for architecture x86_64:<br />
  &#8220;Imf_2_2::TypedAttribute::readValueFrom(Imf_2_2::IStream&amp;, int, int)&#8221;, referenced from:<br />
      vtable for Imf_2_2::TypedAttribute in bitmap.o<br />
  &#8220;Imf_2_2::TypedAttribute::staticTypeName()&#8221;, referenced from:<br />
      Imf_2_2::TypedAttribute::typeName() const in bitmap.o<br />
  &#8220;Imf_2_2::TypedAttribute::writeValueTo(Imf_2_2::OStream&amp;, int) const&#8221;, referenced from:<br />
      vtable for Imf_2_2::TypedAttribute in bitmap.o<br />
  &#8220;vtable for NoriWindow&#8221;, referenced from:<br />
      NoriWindow::NoriWindow(nori::ImageBlock const*) in gui.o<br />
  NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.<br />
ld: symbol(s) not found for architecture x86_64<br />
clang: error: linker command failed with exit code 1 (use -v to see invocation)<br />
make: *** [nori] Error 1<br />
01:16:10: Le processus &#8220;/usr/bin/make&#8221; s&#8217;est terminé avec le code 2.<br />
Erreur lors de la compilation/déploiement du projet nori (kit : Desktop Qt 5.3 clang 64bit)<br />
When executing step &#8220;Make&#8221;</p>
<p>Don&#8217;t know how to proceed with that, I have installed OpenEXR but perhaps I missed something. Any advise?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Bob Geller</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38828</link>
		<dc:creator><![CDATA[Bob Geller]]></dc:creator>
		<pubDate>Fri, 19 Dec 2014 11:59:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38828</guid>
		<description><![CDATA[Thanks Wenzel. Will have a look. Any plans to add any hair scattering models to Mitsuba?]]></description>
		<content:encoded><![CDATA[<p>Thanks Wenzel. Will have a look. Any plans to add any hair scattering models to Mitsuba?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Philemo</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38827</link>
		<dc:creator><![CDATA[Philemo]]></dc:creator>
		<pubDate>Fri, 19 Dec 2014 08:18:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38827</guid>
		<description><![CDATA[Hi Charles,

For now, I&#039;m mainly stuck with technical problems. The integration works now, but it&#039;s not stable yet (too many crashes). On that front, I need a experimented C++ developer more than anything else :-(.

But there is  other fronts where help would be most welcome :
  - alpha testing (probably by the end of January) on a windows platform.
  - Experimenting with Mitsuba BSDF and media to improve the translation from Carrara to Mitsuba. You can now export an OBJ or a DAE version of your scene, import it in the Mitsuba GUI and alter the generated XML (it&#039;s what I&#039;ve been doing for some time now). It&#039;s tedious (hence the plugin) but doable. And this is a crucial point for this kind of plugin : allow  non experimented  user to produce nice render from a shader that already produces nice results with the Carrara renderer, hence reducing the learning curve.

If you want to contact me, here is my (Rot13 encoded) email address : cuvyvccr.puvrhk@zntarenzn.se]]></description>
		<content:encoded><![CDATA[<p>Hi Charles,</p>
<p>For now, I&#8217;m mainly stuck with technical problems. The integration works now, but it&#8217;s not stable yet (too many crashes). On that front, I need a experimented C++ developer more than anything else :-(.</p>
<p>But there is  other fronts where help would be most welcome :<br />
  &#8211; alpha testing (probably by the end of January) on a windows platform.<br />
  &#8211; Experimenting with Mitsuba BSDF and media to improve the translation from Carrara to Mitsuba. You can now export an OBJ or a DAE version of your scene, import it in the Mitsuba GUI and alter the generated XML (it&#8217;s what I&#8217;ve been doing for some time now). It&#8217;s tedious (hence the plugin) but doable. And this is a crucial point for this kind of plugin : allow  non experimented  user to produce nice render from a shader that already produces nice results with the Carrara renderer, hence reducing the learning curve.</p>
<p>If you want to contact me, here is my (Rot13 encoded) email address : <a href="mailto:cuvyvccr.puvrhk@zntarenzn.se">cuvyvccr.puvrhk@zntarenzn.se</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Wenzel Jakob</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38824</link>
		<dc:creator><![CDATA[Wenzel Jakob]]></dc:creator>
		<pubDate>Fri, 19 Dec 2014 00:38:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38824</guid>
		<description><![CDATA[You can look at some of the existing BSDFs in Mitsuba :). E.g. &#039;diffuse&#039;, which is as simple as it gets.]]></description>
		<content:encoded><![CDATA[<p>You can look at some of the existing BSDFs in Mitsuba :). E.g. &#8216;diffuse&#8217;, which is as simple as it gets.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Bob Geller</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38823</link>
		<dc:creator><![CDATA[Bob Geller]]></dc:creator>
		<pubDate>Fri, 19 Dec 2014 00:00:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38823</guid>
		<description><![CDATA[How can I start writing my own bsdfs/shaders for Mitsuba? Any tips?]]></description>
		<content:encoded><![CDATA[<p>How can I start writing my own bsdfs/shaders for Mitsuba? Any tips?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Mehman Jamalov</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38764</link>
		<dc:creator><![CDATA[Mehman Jamalov]]></dc:creator>
		<pubDate>Mon, 08 Dec 2014 17:51:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38764</guid>
		<description><![CDATA[Hi, I t is a nice news, I wanted to test the Mitsuba 0.5.0. I made a lot of tests but could not achieve Glass material. I used dieslectric material type. And i think whole Mitsuba community needs tutorial serias about how to use it, at least well-educated wiki page for Mitsuba renderer. I use Blender, and I hope Developers will do it the best integrater to Blender soon. I really do not want to use Cycles in my commercial works, because of noise, Mitsuba can achieve perfect render I think and that &#039;s why I need tutorials. Thank you a lot thinking about 3D artists]]></description>
		<content:encoded><![CDATA[<p>Hi, I t is a nice news, I wanted to test the Mitsuba 0.5.0. I made a lot of tests but could not achieve Glass material. I used dieslectric material type. And i think whole Mitsuba community needs tutorial serias about how to use it, at least well-educated wiki page for Mitsuba renderer. I use Blender, and I hope Developers will do it the best integrater to Blender soon. I really do not want to use Cycles in my commercial works, because of noise, Mitsuba can achieve perfect render I think and that &#8216;s why I need tutorials. Thank you a lot thinking about 3D artists</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Charles</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38763</link>
		<dc:creator><![CDATA[Charles]]></dc:creator>
		<pubDate>Mon, 08 Dec 2014 06:47:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38763</guid>
		<description><![CDATA[Hi Philemo,

I found this blog while also looking into doing a Carrara integration. Mitsuba looks amazing. I&#039;m glad I read this becuase I would call myself a novice C++ code (but a good web developer). The XML part made me think it would be easy but it sounds like I would be biting off way more than I could chew so I am really happy to hear that you are taking this on. I would be happy to help in whatever way I can.]]></description>
		<content:encoded><![CDATA[<p>Hi Philemo,</p>
<p>I found this blog while also looking into doing a Carrara integration. Mitsuba looks amazing. I&#8217;m glad I read this becuase I would call myself a novice C++ code (but a good web developer). The XML part made me think it would be easy but it sounds like I would be biting off way more than I could chew so I am really happy to hear that you are taking this on. I would be happy to help in whatever way I can.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Philemo</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38295</link>
		<dc:creator><![CDATA[Philemo]]></dc:creator>
		<pubDate>Fri, 17 Oct 2014 07:04:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38295</guid>
		<description><![CDATA[Hi Wenzel,
The initial POC is not going very well.
First, I had an conflict between Carrara SDK and Mitsuba SDK. Both are using the same typedef (TVectorn, assert...) and Carrara SDK doesn&#039;t have namespace. I solved it by isolating call to each SDK in different libraries and having them communicate through neutral parameters.
Now, I have the Plugin Manager freezing after loading the first plugin. I have the message in the log stating it is loaded and nothing afterwards. If I understood correctly your code, it&#039;s stuck somewhere between the loading and the instancing...]]></description>
		<content:encoded><![CDATA[<p>Hi Wenzel,<br />
The initial POC is not going very well.<br />
First, I had an conflict between Carrara SDK and Mitsuba SDK. Both are using the same typedef (TVectorn, assert&#8230;) and Carrara SDK doesn&#8217;t have namespace. I solved it by isolating call to each SDK in different libraries and having them communicate through neutral parameters.<br />
Now, I have the Plugin Manager freezing after loading the first plugin. I have the message in the log stating it is loaded and nothing afterwards. If I understood correctly your code, it&#8217;s stuck somewhere between the loading and the instancing&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Cesar_Rojas</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38286</link>
		<dc:creator><![CDATA[Cesar_Rojas]]></dc:creator>
		<pubDate>Thu, 16 Oct 2014 04:32:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38286</guid>
		<description><![CDATA[Hello, I hope all is well. 
I just want to ask. 
You may mitsuba render in fire and smoke created in Blender? 
Is there any tutorial that can help me? 
They are greatly appreciate it, as I am interested to use Mitsuba professional project and I would also like to contribute financially to Mitsuba. 

I would like to know your comments, greetings.]]></description>
		<content:encoded><![CDATA[<p>Hello, I hope all is well.<br />
I just want to ask.<br />
You may mitsuba render in fire and smoke created in Blender?<br />
Is there any tutorial that can help me?<br />
They are greatly appreciate it, as I am interested to use Mitsuba professional project and I would also like to contribute financially to Mitsuba. </p>
<p>I would like to know your comments, greetings.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Philemo</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38257</link>
		<dc:creator><![CDATA[Philemo]]></dc:creator>
		<pubDate>Mon, 13 Oct 2014 07:34:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38257</guid>
		<description><![CDATA[Hi Wenzel,
I was afraid of that. Carrara is now mainly a hobbyist tool and a plugin won&#039;t be used if you have to respecify all the shading before even thinking of rendering. I&#039;m convinced it&#039;s vital to use Mitsuba bsdf, but allowance must be made for ease of use. I&#039;ve made some experiments and I think the lambertian part of Carrara shader (diffuse and specular) can be emulated easily enough using the Ward plugin. 

I will set up a development blog as soon as the proof of concept is set up. I have yet to work on the integration of Mitsuba renderer into Carrara rendering system before completing this part.

Anyway, the more I experiment with Mitsuba, the more I like it. You&#039;ve done a great job and I&#039;m so impressed with it I really want to say it]]></description>
		<content:encoded><![CDATA[<p>Hi Wenzel,<br />
I was afraid of that. Carrara is now mainly a hobbyist tool and a plugin won&#8217;t be used if you have to respecify all the shading before even thinking of rendering. I&#8217;m convinced it&#8217;s vital to use Mitsuba bsdf, but allowance must be made for ease of use. I&#8217;ve made some experiments and I think the lambertian part of Carrara shader (diffuse and specular) can be emulated easily enough using the Ward plugin. </p>
<p>I will set up a development blog as soon as the proof of concept is set up. I have yet to work on the integration of Mitsuba renderer into Carrara rendering system before completing this part.</p>
<p>Anyway, the more I experiment with Mitsuba, the more I like it. You&#8217;ve done a great job and I&#8217;m so impressed with it I really want to say it</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by hsvb</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38248</link>
		<dc:creator><![CDATA[hsvb]]></dc:creator>
		<pubDate>Sun, 12 Oct 2014 23:16:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38248</guid>
		<description><![CDATA[Yes. Unfortunatly 3dsMax&#039;s python api doesn&#039;t expose any pointers directly. I need to build a custom renderer plugin for 3dsmax to get direct access to geometry data.
I&#039;ll give it a try sometime soon and let you know about my progress on it.

Thank you,

Hugo]]></description>
		<content:encoded><![CDATA[<p>Yes. Unfortunatly 3dsMax&#8217;s python api doesn&#8217;t expose any pointers directly. I need to build a custom renderer plugin for 3dsmax to get direct access to geometry data.<br />
I&#8217;ll give it a try sometime soon and let you know about my progress on it.</p>
<p>Thank you,</p>
<p>Hugo</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Wenzel Jakob</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38237</link>
		<dc:creator><![CDATA[Wenzel Jakob]]></dc:creator>
		<pubDate>Sat, 11 Oct 2014 19:36:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38237</guid>
		<description><![CDATA[right -- the fromBlender() function assumes a specific internal memory layout used in Blender. That will be completely different in 3ds max, plus you will need to find a way to extract the pointers from it.]]></description>
		<content:encoded><![CDATA[<p>right &#8212; the fromBlender() function assumes a specific internal memory layout used in Blender. That will be completely different in 3ds max, plus you will need to find a way to extract the pointers from it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Mitsuba 0.5.0 released by Wenzel Jakob</title>
		<link>http://www.mitsuba-renderer.org/devblog/2014/02/mitsuba-0-5-0-released/#comment-38235</link>
		<dc:creator><![CDATA[Wenzel Jakob]]></dc:creator>
		<pubDate>Sat, 11 Oct 2014 19:01:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.mitsuba-renderer.org/devblog/?p=1042#comment-38235</guid>
		<description><![CDATA[Hi Philemo,

that sounds great! Converting materials is really tricky, and I don&#039;t think there is any perfect way to go about it (different systems follow very different material design principles, and Mitsuba is no exception in that regard).

Is there some webpage where you are tracking your progress so that other people using Daz could follow?

Best,
Wenzel]]></description>
		<content:encoded><![CDATA[<p>Hi Philemo,</p>
<p>that sounds great! Converting materials is really tricky, and I don&#8217;t think there is any perfect way to go about it (different systems follow very different material design principles, and Mitsuba is no exception in that regard).</p>
<p>Is there some webpage where you are tracking your progress so that other people using Daz could follow?</p>
<p>Best,<br />
Wenzel</p>
]]></content:encoded>
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