piszpan Napisano 11 Grudzień 2009 Napisano 11 Grudzień 2009 3Delight 9.0 and 3Delight For Maya 5.0 Download 3DELIGHT 9.0 AND 3DELIGHT FOR MAYA 5.0 ============================ December 2009 New Unlimited-threads License * A new unlimited-threads license is now available for both the 3Delight standalone renderer and the 3Delight for Maya plug-in. Clients that purchased the 8-thread license (and under yearly support) are automatically upgraded to unlimited-threads. The 8-thread license will no longer be available, but the 4-threads and 2-threads will continue to be available at a reduced pricing. 3Delight For Maya * Introducing RIB Fragments: a user-friendly and flexible way of creating and managing RIB archives. This feature is useful to accelerate re-renders. * The display drivers UI has been improved and simplified making it easier to manage and visualize output variables (AOVs). "Primary Displays" and "Secondary Displays" have been collapsed into the same UI. * Major performance improvements to the 3Delight Relationship Editor which make it responsive even with very large scenes. * Improved UI in the 3Delight Relationship Editor by using distinctive icons for different shaders and attributes. * Added support for many useful Hypershade nodes, most importantly: misss shaders, car paint, metallic paint, glossy reflection and glossy refraction. * Scene parsing optimizations reduce RIB output time by 20%. * It is now possible to render Shave and a Haircut nodes without loading the 3dfmShave plug-in: 3Delight for Maya automatically uses Shave plug-in's RIB export function in that case. * Maya sprite particles can now be rendered as "volumes" for correct shadowing. * Maya fluids implementation enters a beta stage. All current limitations are listed in the user's manual in the Rendering Guidelines chapter. * Added Maya 2010 support and dropped Maya 8.0 support. 3Delight Features * Introducing multi-camera rendering. This features enables the output of many camera views from a single render. This functionality is especially useful for stereo rendering as it saves rendering time. * Improvements to point-based occlusion quality: concave corners are rendered more accurately. * The subsurface shadeop can proceed from a point-cloud file. This can save a potentially costly pre-processing step when rendering sequences. * Billboard particles can now be rendered with a "thickness" for correct shadow casting. * Network caching, a feature unique to 3Delight, is now available on Windows systems. * Added detailed memory statistics to 3Delight to better track memory usage. 3Delight Performance * Improved performance of occlusion() and indirectdiffuse() shadeops when rendering dense meshes. Speedups can reach 200%. * Improved multi-threading performance on scenes containing procedural geometry (such as delayed read archives). Procedurals are now allowed to execute in parallel which can lead to speed improvements linear to the number of threads used. * Accelerated point-based occlusion as it now supports the "irradiance shadingrate". Speedups with default settings are in the range of 200% to 300%. * Improved multi-threading performance and memory consumption of subsurface scattering algorithm. * Improved deep shadow map creation performance. On large shadow maps, performance increases linearly with the number of cores. Temporary disk space usage during DSM creation has been reduced three-folds. * A new memory allocation scheme in the ray-tracer significantly lowers memory consumption when rendering object: only one object instance is kept in memory at any time. This feature is enabled through a special variable. * Improved point-cloud loading time. This has a positive performance impact on effects such as point-based occlusion and color bleeding. Shader Compiler * RSL 2.0 improvements including resizeable arrays, better supports for shader classes and more efficient execution. Pipeline & API * Introducing the "VolumeTracer" API. This RSL plug-in allows user to easily write volume renderers. * The "Sx" shader evaluation API is now embedded with the 3Delight library (takes a single 3Delight license when used). * Added "Implicit Field" plug-in support (extension to the `RiBlobby' primitive). * Display drivers can now access 3Delight's deep frame buffer which provides the list of visible surfaces for each pixel sample. * Added new entries to the Ptc API and fixed compatibility issues. * `RiNuCurves' now support vertex normals. Big thanks to everyone for helping us with this release! -- aghiles
SYmek Napisano 11 Grudzień 2009 Napisano 11 Grudzień 2009 No tak, wyglada na to, ze znow dali rade. skk. ps najwyrazniej Pixar przestal uaktualniac specyfikacji rmana, kiedy sie okazalo, ze PRman ma juz powazna konkurencje na rynku... ps btw czy ktos poza rmgfx uzywa 3delighta (w produkcji)? Ciekawe, na ile sie to zmiania w kraju.
kengi Napisano 11 Grudzień 2009 Napisano 11 Grudzień 2009 a moze znacie jakies tutoriale? te Paolo Berto juz znam. ale moze sa jakies bardziej komplementarne gdzies? a moze bardziej trzeba szukac tych ogolnorendermanowych?
SYmek Napisano 11 Grudzień 2009 Napisano 11 Grudzień 2009 Mysle, ze trzeba szukac po prostu rendermanowych, aczkolwiek niebezpieczenstwo jest takie, ze polowa kursow dla PRmana jest w istocie kursem obslugi PRMan for Maya, czy jak to sie tam nazywa teraz... a to jest banalana klawiszologia, a nie poznanie samego renderera. W dokumentacji 3delighta jest wszystko, co trzeba wiedziec, aby go uzywac z Maya. Natomiast bebechy renderera trzeba poznawac z ksiazek do PRMana. skk. ps dwa tygodnie temu support dla 3delighta 9.0 dostal tez Houdini (od builda 10.0.474).
peteRlo Napisano 11 Grudzień 2009 Napisano 11 Grudzień 2009 Właśnie, myślę na początek najlepiej chyba załapać (nawet po łebkach) pipeline 'ogólnorendermana', czyli etapy od geometrii do pikseli, bo się orientujesz co się kryje pod ikonkami w eksporterach. Dalej to już dokumentacja 3delighta, co gdzie jest. A jeszcze dalej to już te bebechy, 'edytor txt', RIB, RSL, trochę czasu, chęci, zapału i jesteś master od renderowania. Hehe. Njlepiej z książek, bo najszybciej, tak mi się wydaje. Ale to rada od nie masta. Hehe. Pozdrawiam
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