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	<title>Guerilla Render &#187; Uncategorized</title>
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	<description>Animation and VFX production rendering</description>
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		<title>Guerilla 2.4 now available!</title>
		<link>http://guerillarender.com/?p=559</link>
		<comments>http://guerillarender.com/?p=559#comments</comments>
		<pubDate>Wed, 02 Mar 2016 16:34:54 +0000</pubDate>
		<dc:creator><![CDATA[guerilla]]></dc:creator>
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		<guid isPermaLink="false">http://guerillarender.com/?p=559</guid>
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				<content:encoded><![CDATA[<div id="pl-559"><div class="panel-grid" id="pg-559-0" ><div class="panel-grid-cell" id="pgc-559-0-0" ><div class="panel widget widget_black-studio-tinymce panel-first-child panel-last-child" id="panel-559-0-0-0"><div class="textwidget"><h3></h3>
<h3> <strong><br />
</strong></h3>
<hr class="ap-spacing" style="height: 5px;" />
<h3><strong>New in Guerilla 2.4 </strong></h3>
<hr class="ap-spacing" style="height: 5px;" />
<p><iframe width="560" height="315" src="https://www.youtube.com/embed/XGeRi1uVV-M?si=4J2zFQSy3LsLxnhf" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>&nbsp;</p>
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		<title>New in Guerilla Render</title>
		<link>http://guerillarender.com/?p=537</link>
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		<pubDate>Fri, 26 Feb 2016 18:24:34 +0000</pubDate>
		<dc:creator><![CDATA[guerilla]]></dc:creator>
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		<description><![CDATA[New in Guerilla 2.1 Besides a huge work on Optimization and Stability, Guerilla 2.1 comes with a great number of new features. The Key Features of this new production-proven release (Minuscule 2: Mandibles from Far Away, Playmobil: The Movie, Ford v. Ferrari) are: New Procedural System Give more power to creativity with the new procedural...]]></description>
				<content:encoded><![CDATA[<div id="pl-537"><div class="panel-grid" id="pg-537-0" ><div class="panel-grid-cell" id="pgc-537-0-0" ><div class="panel widget widget_black-studio-tinymce panel-first-child panel-last-child" id="panel-537-0-0-0"><div class="textwidget"><h3><strong>New in Guerilla 2.1 </strong></h3>
<p>Besides a huge work on Optimization and Stability, Guerilla 2.1 comes with a great number of new features.<br />
The Key Features of this new production-proven release (<em>Minuscule 2: Mandibles from Far Away</em>, <em>Playmobil: The Movie</em>, <em>Ford v. Ferrari</em>) are:</p>
<p><strong>New Procedural System</strong><br />
Give more power to creativity with the new procedural system which now counts 4 depth levels of instantiation</p>
<p><strong>Memory Footprint</strong><br />
Reduce the memory footprint of your instances composed of several objects with the <em>Group Instance Prims</em> options of the instances procedural</p>
<p><strong>OCIO management</strong><br />
OCIO management is fully supported with looks and input LUTs, color picker and color boxes</p>
<p><strong>Asynchronous OpenGL View</strong><br />
New Asynchronous OpenGL View to prevent UI freezes and to load geometries as you work</p>
<p><strong>Particles Cache</strong><br />
Particles cache can use multiple attributes to change scale, colors, ...</p>
<p><strong>Add &amp; merge geometry on the fly</strong><br />
Add &amp; merge geometry on the fly at the ultimate step of your lighting with the new node <em>ArchRef</em>. Using the intuitive parenting, you can easily generate instances</p>
<p><strong>Bayesian Collaborative Denoiser</strong><br />
The new Bayesian Collaborative Denoiser is now available (BCD<a href="https://perso.telecom-paristech.fr/boubek/papers/BCD/"> paper</a>  from Malik Boughida and Tamy Boubekeur )</p>
<p><strong>Lights with Multiple Steps of Motion Blur</strong><br />
Lights now have multiple steps of motion blur instead of just 2</p>
<p><strong>Dynamically Add Tags from a Rendergraph</strong><br />
New <em>SetTags RenderGraph</em> node to dynamically add Tags from a Rendergraph</p>
<p><strong>Volume Displacement shader</strong><br />
<strong><em>TriPlanar </em></strong><br />
You can now use <em>TriPlanar </em>with a reference Position and Normal on animated shapes</p>
<p><strong>Video Tutorials</strong><br />
A set of video tutorials, related to Bidirectional Path tracing, Lookdev, Lighting, LPE, Fur and Procedural Instances in Guerilla 2.0+ / 2.1+ is now available</p>
<p>&nbsp;</p>
<h3><strong>New in Guerilla v2.0 </strong></h3>
<p><strong>Render engine redesigned! </strong></p>
<p>We've redesigned the path tracing engine to provide more features, simpler setup and ultimately gain performances from new computer architectures.</p>
<p><strong>Adaptive sampling </strong></p>
<p>The engine now integrates adaptive sampling, which allows to keep on sampling pixels that haven't reached the required quality.</p>
<p>This results in:</p>
<p>- final renders have a uniform noise which is better for frame to frame consistency</p>
<p>- parts of the image that are easier to sample will stop sampling earlier, which allows the renderer to focus on more difficult parts of the image.</p>
<p><strong>Interactive rendering </strong></p>
<p>The Render View and the Viewports can be switched to interactive raytracing. Changing the scene automatically restarts the rendering, and let you play interactively with the lighting, and all shading parameters. Also, this allows you to navigate through scenes that couldn't be rendered in OpenGL, such as forests of millions of trees, crowds of furry creatures and more!</p>
<p><strong>Bidirectional Path Tracing </strong></p>
<p>Bidirectional is super helpful to render complex illumination setups, such as indoors lit by exterior lights, wall lamps, and even caustics. Just increase the Light Max depth to enable the bidirectional engine!</p>
<p><strong>Improved materials </strong></p>
<p>We've rewritten the Surface and Volume shaders, as Surface2 and Volume2. Surface2 now features the widely used GGX specular lobe, with emphasize on energy conservation in all situations. Less edge artefacts and more natural look and feel.</p>
<p><strong>Light Path Expressions</strong></p>
<p>AOVs now use OpenShadingLanguage Light Path Expressions. This offers a much wider range of possible AOVs to render, and we've kept this easy artist friendly if you don't care about that level of control. For instance, you can render color ids or diffuse color after many mirror bounces in a finger snap!</p>
<p><strong>Russian Roulette </strong></p>
<p>The russian roulette enables rendering without worrying about the bounces depth. Setup your indoor scene to maximum bounces, and let the russian roulette take care of cutting the ray depth where it is useful.</p>
<p><strong>Deeper RenderGraph </strong></p>
<p>We've made the RenderGraph even more powerful. Use the RenderGraph to generate instances, to add lights procedurally, and to setup Procedurals such as Hair and Fur on characters or creatures and use them on shots without the classic integration burden.</p>
<p><strong>And so much more...</strong></p>
<p style="text-align: justify;"><span style="font-size: 18px;"><strong>NEW IN GUERILLA 1.4.0b26</strong></span></p>
<p style="text-align: justify;"><strong><span style="text-decoration: underline;">Denoising</span></strong></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_denoiser_with.png"><img class="alignleft size-medium wp-image-335" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_denoiser_with-300x300.png" alt="160114_denoiser_with" width="300" height="300" /></a><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_denoiser_without.png"><img class=" size-medium wp-image-336 alignnone" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_denoiser_without-300x300.png" alt="160114_denoiser_without" width="300" height="300" /></a></p>
<p style="text-align: left;"><em>With and without denoiser. Credit: Lee Perry Smith scan</em></p>
<p>Guerilla Render includes an experimental denoiser and supports the <a href="http://www.innobright.com/">InnoBright</a> <a href="http://www.innobright.com/home/altus/">Altus denoiser</a></p>
<p><a href="http://guerillarender.com/doc/1.4/User%20Guide_Rendering_Denoising.html">Learn more</a></p>
<p><strong><a href="http://golaem.com/"><span style="text-decoration: underline;">Golaem</span></a></strong></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_golaem-guerilla.jpg"><img class=" wp-image-337 size-full alignnone" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_golaem-guerilla.jpg" alt="160114_golaem-guerilla" width="500" height="360" /></a></p>
<p style="text-align: justify;">Golaem 4.3.2 is now available and compatible with Guerilla Render 1.4. Its new procedural rendering plugin for Guerilla Render is <a href="http://golaem.com/content/evaluate">available on demand on Golaem website</a></p>
<p style="text-align: justify;">Integrated in Autodesk Maya, Golaem makes it easy and affordable to populate worlds with directable digital characters, from a few to thousands. Artists from all over the globe use Golaem to bring life to commercials, episodic productions, feature films and games</p>
<p><a href="http://guerillarender.com/doc/1.4/TD%20Guide_Third%20Party%20Tools_Golaem.html">Learn more</a></p>
<p><strong><span style="text-decoration: underline;">New displacement + bump mode</span></strong></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_vector_displace_1.png"><img class="alignleft size-medium wp-image-338" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_vector_displace_1-300x225.png" alt="160114_vector_displace_1" width="300" height="225" /></a><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_vector_displace_2.png"><img class=" size-medium wp-image-339 alignnone" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_vector_displace_2-300x225.png" alt="160114_vector_displace_2" width="300" height="225" /></a></p>
<p style="text-align: left;"><em>Without and with vector displacement. The model is rendered with only two steps of subdivision</em></p>
<p style="text-align: left;"><em>Credit : <a href="http://www.pitiwazou.com/">Cedric Lepiller</a></em></p>
<p>Achieve the displacement or the vector displacement and the bump with a single texture.</p>
<p><a href="http://guerillarender.com/doc/1.4/Library_Materials_VectorDisplacement.html">Learn more</a></p>
<p><strong><span style="text-decoration: underline;">Archives</span></strong></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_archives_0.png"><img class=" wp-image-340 size-full alignnone" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_archives_0.png" alt="160114_archives_0" width="600" height="250" /></a></p>
<p style="text-align: left;"><em>The Archives sample renders instances of an archive which contain a teapot and its shading and subdivison setup</em></p>
<p style="text-align: justify;">An archive is a .rib file filled with static, ready to render, set of objects, lights and shaders. The objects include the overrides set by the RenderGraph at the time of the archive creation.</p>
<p style="text-align: justify;">This workflow can be used to pack a large set of objects (like a large static set) in a single file and continue to work with a lightweight Guerilla project.</p>
<p><a href="http://guerillarender.com/doc/1.4/User%20Guide_Scene%20Graph_Archives.html">Learn more</a></p>
<p><strong><span style="text-decoration: underline;">Shader inspection</span></strong></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_shaderinspection1.png"><img class="alignnone wp-image-341 size-full" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_shaderinspection1.png" alt="160114_shaderinspection1" width="325" height="294" /></a></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_shaderinspection2.png"><img class="alignleft size-full wp-image-342" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_shaderinspection2.png" alt="160114_shaderinspection2" width="200" height="200" /></a><a href="http://guerillarender.com/wp-content/uploads/2016/02/160114_shaderinspection3.png"><img class=" size-full wp-image-343 alignnone" src="http://guerillarender.com/wp-content/uploads/2016/02/160114_shaderinspection3.png" alt="160114_shaderinspection3" width="200" height="200" /></a></p>
<p>Click the Eye widget to see in render the shader in action!<br />
For instance, inspect the st node to sneak peek the geo UVs instead of the texture</p>
<p><a href="http://guerillarender.com/doc/1.4/User%20Guide_Shading_Shading%20Inspection.html">Learn more</a></p>
<p><strong><span style="text-decoration: underline;">New Hair shader</span></strong></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/151124_hair_1.png"><img class="  wp-image-344 alignnone" src="http://guerillarender.com/wp-content/uploads/2016/02/151124_hair_1.png" alt="151124_hair_1" width="480" height="270" /></a></p>
<p>A new physically based yet artist controllable hair shader<br />
Fast multiple scattering to simulate diffuse in light colored hair</p>
<p><a href="http://guerillarender.com/doc/1.4/Library_Materials_Hair.html">Learn more</a></p>
<p><strong><span style="text-decoration: underline;">Flakes normal shading node</span></strong></p>
<p>Antialiased flakes shader for car paints</p>
<p><strong><span style="text-decoration: underline;">Toon shader</span></strong></p>
<p>Easily render outlines and cells</p>
<p><strong><span style="text-decoration: underline;">Better instances</span></strong></p>
<p><a href="http://guerillarender.com/wp-content/uploads/2016/02/151124_instance_1.png"><img class="  alignnone wp-image-347" src="http://guerillarender.com/wp-content/uploads/2016/02/151124_instance_1-300x169.png" alt="151124_instance_1" width="480" height="270" /></a></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/151124_instance_override.png"><img class="  alignnone wp-image-348" src="http://guerillarender.com/wp-content/uploads/2016/02/151124_instance_override-300x110.png" alt="151124_instance_override" width="480" height="176" /></a></p>
<p>Pick instances in the viewport and in the render view<br />
Override specific instances with the RenderGraph<br />
Improved performances to fit even more objects in the scene</p>
<p style="text-align: justify;"><strong><span style="text-decoration: underline;">Massive number of lights</span></strong></p>
<p><a href="http://guerillarender.com/wp-content/uploads/2016/02/151124_massivenboflights.png"><img class="  alignnone wp-image-349" src="http://guerillarender.com/wp-content/uploads/2016/02/151124_massivenboflights-300x169.png" alt="151124_massivenboflights" width="480" height="270" /></a></p>
<p>More than hundred of thousands of lights!<br />
Cutoff threshold to reduce rendering time</p>
<p style="text-align: justify;"><strong><span style="text-decoration: underline;">Reduced memory footprint</span></strong></p>
<p>Better geometry compression ratios<br />
Less memory means more polys in your scenes!</p>
<p><strong><span style="text-decoration: underline;">XGen support for curves, instances and spheres</span></strong></p>
<p>Support of the new Autodesk Maya' XGen procedural</p>
<p><strong><span style="text-decoration: underline;">Golaem Crowd</span></strong></p>
<p style="text-align: justify;"><a href="http://guerillarender.com/wp-content/uploads/2016/02/151124_golaem_1.png"><img class="alignleft size-medium wp-image-350" src="http://guerillarender.com/wp-content/uploads/2016/02/151124_golaem_1-300x169.png" alt="151124_golaem_1" width="300" height="169" /></a><a href="http://guerillarender.com/wp-content/uploads/2016/02/151124_golaem_2.png"><img class=" size-medium wp-image-351 alignnone" src="http://guerillarender.com/wp-content/uploads/2016/02/151124_golaem_2-300x169.png" alt="151124_golaem_2" width="300" height="169" /></a></p>
<p style="text-align: justify;">Support of the <a href="http://golaem.com/">Golaem Crowd procedural</a></p>
<p style="text-align: justify;"><strong><span style="text-decoration: underline;">OpenColorIO</span></strong></p>
<p>Support of OpenColorIO<br />
New display LUTs</p>
<p><strong><span style="text-decoration: underline;">Motion blurred voxel fluids</span></strong></p>
<p>Voxel velocity is now used to properly motion blur voxel fluids</p>
<p>&nbsp;</p>
<p><span style="font-size: 18px;"><strong>NEW IN GUERILLA 1.3</strong></span></p>
<p><span style="text-decoration: underline;"><strong>Performances</strong></span><br />
Super fast opacity for transparent leaves, hairs, particles..<br />
Global performances enhancement : faster, smaller, nicer.</p>
<p><span style="text-decoration: underline;"><strong>Volumetrics</strong></span><br />
Raytrace all kind of volumetrics (Maya Fluid, OpenVDB, FumeFX, objects filled with volume, infinit volumes) using our easy to use Volume shader, including a black body model.</p>
<p><span style="text-decoration: underline;"><strong>FX</strong></span><br />
Render all point cache file formats, (abc, bgeo, bin..) with any shape (points, streaks, blobbies, spheres, sprites..).<br />
Introduce a dedicacted Particle shader.</p>
<p><span style="text-decoration: underline;"><strong>Portals</strong></span><br />
Improve the render quality for indoor scenes.</p>
<p><span style="text-decoration: underline;"><strong>Procedural geometry</strong></span><br />
Generate million of hairs, fur, grass.. using our new Procedural.<br />
Use your Yeti(R) fur files directly in Guerilla.</p>
<p><span style="text-decoration: underline;"><strong>Python scripting</strong></span><br />
All the Guerilla API is now scriptable in Python.</p>
<p><span style="text-decoration: underline;"><strong>Documentation</strong></span><br />
Checkout the nice and up-to-date documentation.</p>
<p><span style="text-decoration: underline;"><strong>Deep Image</strong></span><br />
Render OpenEXR 2.0 deep images.</p>
<p><span style="text-decoration: underline;"><strong>New powerful shaders</strong></span><br />
Rough glass, Eye shader, Volume and Particles. As usual, versatile, ready and easy to use.</p>
<p><span style="text-decoration: underline;"><strong>Image picker</strong></span><br />
Select, inspect, drag’n drop geometry directly in the Render View.</p>
<p><span style="text-decoration: underline;"><strong>Lens shader</strong></span><br />
Introduce new programmable camera lens shaders (lens distortion, fisheye, latlong projection).</p>
<p style="text-align: justify;"><span style="text-decoration: underline;"><strong>HTTP monitor</strong></span><br />
Monitor your render nodes in your web browser. Watch the rendering live. Use the JSON api.</p>
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		</item>
		<item>
		<title>Guerilla Render 1.3.2 is out !</title>
		<link>http://guerillarender.com/?p=19</link>
		<comments>http://guerillarender.com/?p=19#comments</comments>
		<pubDate>Sat, 28 Mar 2015 14:49:15 +0000</pubDate>
		<dc:creator><![CDATA[guerilla]]></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://guerillarender.com/honkydory/?p=19</guid>
		<description><![CDATA[Guerilla Render 1.3.2 is available for download !]]></description>
				<content:encoded><![CDATA[<p>Check out the new features.</p>
<p><strong>Performances</strong><br />
Super fast opacity for transparent leaves, hairs, particles..<br />
Global performances enhancement : faster, smaller, nicer.</p>
<p><strong>Volumetrics</strong><br />
Raytrace all kind of volumetrics (Maya Fluid, OpenVDB, FumeFX, objects filled with volume, infinit volumes) using our easy to use Volume shader, including a black body model.</p>
<p><strong>FX</strong><br />
Render all point cache file formats, (abc, bgeo, bin..) with any shape (points, streaks, blobbies, spheres, sprites..).<br />
Introduce a dedicacted Particle shader.</p>
<p><strong>Portals</strong><br />
Improve the render quality for indoor scenes.</p>
<p><strong>Procedural geometry</strong><br />
Generate million of hairs, fur, grass.. using our new Procedural.<br />
Use your Yeti(R) fur files directly in Guerilla.</p>
<p><strong>Python scripting</strong><br />
All the Guerilla API is now scriptable in Python.</p>
<p><strong>Documentation</strong><br />
Checkout the nice and up-to-date documentation.</p>
<p><strong>Deep Image</strong><br />
Render OpenEXR 2.0 deep images.</p>
<p><strong>New powerful shaders</strong><br />
Rough glass, Eye shader, Volume and Particles. As usual, versatile, ready and easy to use.</p>
<p><strong>Image picker</strong><br />
Select, inspect, drag&#8217;n drop geometry directly in the Render View.</p>
<p><strong>Lens shader</strong><br />
Introduce new programmable camera lens shaders (lens distortion, fisheye, latlong projection).</p>
<p><strong>HTTP monitor</strong><br />
Monitor your render nodes in your web browser. Watch the rendering live. Use the JSON api.</p>
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