Radeon ProRender is a powerful physically-based rendering engine that enables creative professionals to produce stunningly photorealistic images.
Built on highly efficient, high-performance Radeon Rays technology, Radeon ProRender’s complete, scalable ray tracing engine uses open industry standards to harness GPU and CPU performance for swift, impressive results.
Radeon ProRender provides a simple-to-use, deeply integrated application experience, with an extensive beautiful material library, and all with no licensing costs from AMD.
Blender Plug-in Beta Available Now
Last December we announced that we were planning to release a Radeon ProRender plug-in for Blender™, and today we are excited to announce the release of the closed beta of this plug-in.
Like our other plug-ins, Radeon ProRender for Blender is designed to be a physically-accurate and easy to use renderer that’s integrated into Blender’s viewport so you can work with Radeon ProRender in real-time and see your changes as you make them.
It supports real-time changes to the scene and built-in rendering information, and supports Blender lights, materials, and textures, and renders your geometry accurately. Like our other Radeon ProRender plug-ins, it will come with an extensive material library which artists can use as is, easily adjust within Blender, or even quickly learn to make their own.
- Fast and accurate – it’s designed to be physically accurate, lightning fast and easy to use.
- Hardware agnostic – if your computer can run OpenCL™ 1.2, it can run Radeon ProRender.
- Fully integrated – for use with Blender 2.78 and higher.
- Viewport Integration means you can work with Radeon ProRender in real time, so you can see your changes as you make them.
- Multiple camera views – Blender camera presets, depth of field, and object motion blur.
- VR creation support with photosphere and stereoscopic VR camera views.
- Emissive and Photometric Lighting, as well as lights from HDRI environments, let you blend a scene in with its surroundings.
- Physically Correct materials and lighting allow you to make true design decisions with global illumination—including caustics, also displacement and volumetrics.
- Comes with its own material library optimized for use with the Radeon ProRender Blender plug-in, providing an easy starting and reference point for your own shaders
- Integrated materials are simple to use and editable in Blender.
If you’d like to participate in our Radeon ProRender Blender plug-in beta testing program and be part of making Radeon ProRender even better, please fill in the application form linked below to express your interest.1
UPDATE: We are pleased to announce that the Radeon ProRender Blender plug-in will support Linux. However, we will not be supporting this OS during the current beta testing period and there will be a Linux beta available at a later date.
Radeon ProRender Blender Plug-in Mini Tutorial
To get you started with the Radeon ProRender Blender plug-in beta, we’ve put together a short tutorial by Blender power-user Duncan Howdin. This tutorial is for users who already have experience using Blender.
To start, along with the Radeon ProRender beta plug-in, you’ll need to use our example scene that will be provided to beta testers.
Step 1. Setup & Environment
- Once you have the Radeon ProRender plug-in installed you’ll need to open the example scene in Blender.
- Firstly, you need to change the renderer to “Radeon ProRender” as shown.
- You’ll then need to turn on the Radeon ProRender environment and load the “4DstudioLight_2014_1024.hdr” lighting map from the textures folder of the example scene.
- Then adjust the intensity to 0.5, and hit f10.
Step 2. Assigning Materials 1
- In the example scene, some of the materials have already been assigned, but we still need to assign the material to the body of the car.
- Go to material properties and select the “carShell.”
- You’ll need to open the material browser to select a paint for the body, so left-click on the material preview to open the browser.
Step 3. Assigning Materials 2
- From the material browser, choose “Car Paints” from the categories menu and select the color you want to use, then hit the “RPR Import Selected Material” button.
- You’ll then need to assign the rest of the materials that haven’t been assigned.
Step 4. Emissive Materials
- Radeon ProRender for Blender has emissive materials, so you’ll need to select the lightbulbs of the car and apply an emissive material to create light for the headlights.
- You also need to apply an emissive material to the “Plane” (the lightbox), so open its properties, select “Shader 2,” and turn the intensity to 10.
Step 5. Rendering
- Now it’s time to render the scene. Under “Render Presets,” select the output resolution.
- Under “RPR Completion Criteria,” change the iterations to 40.
- Then hit render.
Step 6. The Finished Result
- And your final rendering should look like the above, depending on the paint color you selected.
We hope this short tutorial has given you a basic understanding of how to use the Radeon ProRender Blender plug-in beta. Again, to apply to be a beta tester please fill in the form linked below1.
The final release of the Radeon ProRender Blender plug-in is planned for later in 2017, and we will provide more information closer to its release date.
To learn more about Radeon ProRender and download the currently available plug-ins for Autodesk® 3ds Max® and Autodesk® Maya® please visit our brand new Radeon ProRender website.
Radeon ProRender Blender Plug-in System Requirements
Microsoft Windows® 7, 8.1, 10 64-bit (Radeon™ RX series, Pro Duo, and R9 series graphics)
Microsoft Windows® 7, 10 64-bit (Radeon™ Pro WX series and AMD FirePro™ W series graphics)
Microsoft Windows® 10 (non-AMD GPU)
Runs on both GPUs and CPUs. OpenCL 1.2 required for GPUs
AMD graphics cards are recommended
For non-AMD OpenCL 1.2 cards, Windows 10 is required
Radeon™ Pro WX series, Radeon Pro Duo, AMD FirePro™ W9100, W8100, W7100 and S series products
Radeon™ RX series, R9 Fury series, R9 Nano, R9 300 series, R9 290X, R9 290, R9 285, R9 280X, and R9 280 products
Duncan Howdin has been working in 3D since 1997, specializing in architectural visualization, and he recently finished study building design. Previously he worked in computer games and animated TV production. With Blender becoming a competitive alternative, he has spent the last year integrating it into his pipeline.