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3Delight 9.0 and 3Delight For Maya 5.0

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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

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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.

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a moze znacie jakies tutoriale? te Paolo Berto juz znam.

ale moze sa jakies bardziej komplementarne gdzies?

 

a moze bardziej trzeba szukac tych ogolnorendermanowych?

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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).

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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.

 

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