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Raydar

Raydar is an early-stage physically-based production renderer written in Rust.

Raydar Editor

Features

  • Sphere and Cube primitive geometries
  • Diffuse, Specular, Metal and Glass materials
  • CPU backend
  • Native GPU backend (Vulkan)
  • Graphical scene editor

Usage

Download the latest release from the releases tab and extract it. You'll find two binaries:

Headless Renderer (raydar)

Renders a scene to an image file:

raydar [OPTIONS] [<scene-file>]

# Example: Render scene.rscn with 512 samples using CPU
raydar --cpu --max-sample-count 512 scene.rscn

Scene Editor (raydar_editor)

Interactive editor for creating and modifying scenes:

raydar_editor [OPTIONS] [<scene-file>]

# Example: Open scene.rscn with 8 light bounces using CPU
raydar_editor --cpu --max-bounces 8 scene.rscn

Common Flags

Both binaries accept these flags:

  • --cpu - Use CPU renderer instead of Vulkan
  • --max-sample-count <count> - Maximum samples per pixel (default: 1024)
  • --max-bounces <count> - Maximum light bounces per ray (default: 12)

Additional Flags for Headless Renderer

  • -o, --output <file> - Output image path (default: output.png)

Building from Source

See BUILDING.md for detailed build instructions, including:

  • Prerequisites and dependencies
  • Build options for development and production
  • Troubleshooting common issues

For quick development builds:

# Run headless renderer
cargo run -- [OPTIONS] [<scene-file>]

# Run editor
cargo run --bin raydar_editor -- [OPTIONS] [<scene-file>]

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Early-stage physically-based production renderer written in Rust.

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