Hyperion

Building a render cache system

Hyperion gets an early cache system, to help speed up common and regular calculations.

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Denoiser success

The denoising algorithm seems to be working, with a few adjustments in the colour data.

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Starting on a denoiser algorithm

I’ve been searching for some ways to speed up the render engine, and came across denoising.

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Clean depth of field render

A Hyperion render with 5000 samples, which ran for some 5 and a half hours!

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Dead pixels issue resolved

The dead pixel issue, causing black pixels in renders, seems to be resolved.

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Rendering true depth of field

Hyperion now has physically correct depth of field, thanks to its internal camera and lens elements.

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I cracked normal maps

Hyperion gets early normal texture mapping, model surface details starting to emerge.

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Early camera lens attributes

Hyperion gets some early camera ISO and lens t-stop controls.

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More efficient refraction

Hyperion gets some more efficient refraction, thanks to some rewritten code.

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First IBL lighting

Hyperion gets UV and texture coordinate system, with first IBL renders coming out.

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