|
FAQ
& RAQ |
|
1. What's the history of Iguana? I started the actual
development of Iguana in June 2002, after some tests. Iguana 1.0.0 dates
back to the end of June 2002. The current release is 1.5. The idea of writing Iguana was
wandering in my mind from the end of 2001, and the first tests were made
in the beginning of 2002. I left me previous job to pursue this project
on a full-time basis. I actually thought it would have taken less time -
I had given myself just one year. As I said in the features section, I
originally conceived it as a photon mapping based renderer, but when I
finished with it in March 2003 I felt that I had not reached my goal - I
was very disappointed by the whole photon mapping thing. Too clumsy, too
messy, too much time to set up a scene, and too prone to problems
like noise and flickering. So I was facing two different possibilities:
either I would give up with it and go back to work like every good boy
should, or I would go on exploring with the possibilities (and
difficulties) of radiosity and give Iguana a whole new skin. You know, I
never liked to give up... So, down with pen and paper again - I
re-conceived Iguana as a radiosity renderer. Iguana was entirely developed and debugged on Red Hat Linux, and tested both on Linux and on Windows. Iguana wasn't originally intended to be ported on Windows, 'cause I thought that it would have been a mess. But it turned out to be far easier than I thought - it took me just two weeks to do the port, with all the multithreading and stuff. Good for me. Version 1.1.5 (added support for HDRI and image based lighting) was done by the end of March 2004, after some people told me that HDRI would have been a nice feature to add to Iguana. Well, you told me, I did it. And it turned out to be a really nice feature indeed, as you can see from the new images in the gallery. Version 1.5 (current: added interactivity, full integration with Maya, new anti-aliasing and filtering) was done by mid December 2004, since some fixes and improvements had to be done. A lot of optimizations, too. Interactivity is something that came to my mind after I saw some rendering packages and what they could do, and I thought that it could be a nice feature.
|
|
2. Ok fine, but why did you do it? Good question. Well, I could
start saying that at a certain age, I was unhappy with the things I was
doing. I had been working for years in the post industry, as a system
administrator (that I never did with a great enthusiasm, I have to say)
and as a software developer - so to speak, because the productions I got
involved in were never long enough to really do what software
development should be. You know, my country isn't exactly the center of
the world...
|
|
3. Who the heck are you? My name is Enzo Catalano, and I'm an Italian guy. The company I've been working for more than five years is called Ubik, it's based in Milan (Northern Italy, where I live) and it's quite known here. Please take a moment to check out their website, www.ubik.it. Ubik is the leading visual effects company in Italy, they (we) did quite amazing stuff in the past. And I had a wonderful time with them, 'cause they're the best people I had the luck to work with, very committed and passionate.
|
|
4. So, what do you expect now? Well, Iguana is like a little
kid. My little son, we could say. I would like it could grow,
because it can. I feel that it can evolve into something more mature,
and more capable to give an answer to what the 3D and graphic community
is asking for. I feel that interactivity like Iguana's will be something
people will ask for in the future. I would like it could acquire all the features it's
lacking now, still keeping its simple approach and ease of use. |
|
5. Where do we go from here? You tell me, guys. But I have many ideas.
|