Yesterday I rewired some of the path tracer's global memory usage so that it can handle scene updates without having to recompile/restart. This means that I can change the Welder program, save it, and have the tracer recompile the scene and start rendering without ever having to restart it! Today, I added some small features: the ability to convert the current render into LDR and save it, as well as the ability to pass global environment variables to a Welder program on startup.
These all seem like moderately dumb/easy things. But what do you get when you couple them all together? Automated ship production! I can program the tracer to automatically re-execute the Welder program after a certain amount of render time, causing the scene to rebuild. But, using the environment variables, I can increment a seed value so that the program doesn't produce the same result. Finally, I can save the previous render to a file. The tracer can then recompile the scene data and start rendering the new scene!
This means that I can automate the rendering of "previews" of many ships, making the task of finding the right seed value easier. Tonight I set the program to give each ship a 1-minute rendertime. It blazed through about 45 ships before I decided that I needed to go to bed (I can hear the birds again...).
Here are some of my favorites from the night:
Man, this is a cool way to explore the possibilities! I'm also impressed with these one-minute renders...definitely not bad quality for sixty seconds! Oh MLT...how I love you.









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