3.8 July 13, 2015
3.7 June 10 2015
3.6 April 27 2015
3.5 March 09 2015
3.4 January 16 2015
4.0.49 - 2015-07-24
4.0.48 - 2015-07-23
4.0.45 - 2015-06-04
4.0.43 - 2015-03-12
4.0.41 - 2015-02-21
4.0.40 - 2015-02-13
4.0.38 - 2015-01-06
Also an SI|3Delight feature list, showing how
tight integration is,
(arguably 'tighter' than Arnorld and Redshift
which are already considered extremely well
intergrated)
As a cost-effective solution
(notwithstanding the first free license)
and since pathtracing was introduced, as an easy/worry-free
(Arnold-like) solution (only slightly slower than
Arnold for similar noise levels)
also not only supporting, but excelling at
'specialty' things like hair/fur, rendering *tons*
of particles, and things you never thought would
have worked, let alone work well, (also
mentionning EXR 2.0 at the end)
Cheers!
Great care has been taken to ensure a seamless integration with Softimage:
Complete Render Tree support
3Delight for
Softimage fully supports Softimage’s
render trees (including compounds)
and all materials.
ICE Support
Point Clouds and
ICE attributes are fully supported and efficiently
rendered.
Stand-Ins
3Delight for
Softimage fully supports
stand-ins for efficient rendering of large data
sets.
Softimage Properties Compatibility
3Delight for
Softimage recognizes all the common rendering
properties so that its behavior is as close as
possible to Softimage’s internal renderer.
Rich Geometry Support
Support of all Softimage
geometry with the added benefit of perfectly smooth
rendering of Subdivisions and NURBS (no tessellation
or polygonal edges at any detail level).
Toon rendering and Inking
All toon shaders
are supported and the ink lens shader is also
supported. 3Delight for Softimage
is able to render beautifully
anti-aliased outlines, fast.
| Hair | Hair is rendered using 3Delight’s efficient curve primitive. Linear, quadratic and cubic curves are all supported. Hair instancing is fully supported as well. |
| Polygons | All types of polygons are supported. Also, polygonal geometry with a subdivision step greater than 1 will be rendered as a smooth subdivision surface. Edges and vertices tagged as “hard” are rendered properly. |
| Point Clouds |
All particle shapes are supported with proper shading. 3Delight for Softimage can take advantage of 3Delight’s lightweight particles to render extremely large clouds of point-shaped particles. |
| NURBS |
All NURBS surfaces are supported. Trim curves on surfaces are also fully supported and rendered to sub-pixel accuracy. |
|
Curves |
3Delight for Softimage
can render Softimage
curves of any
shape and degree. Curves
are smoothed to sub-pixel
accuracy. |
Main Features of 3Delight for
Softimage
Powerful Rendering Engine
Supporting both path-tracing and REYES algorithms. Path-tracing allows for real time modifications of the camera, the lights and the materials.
Fast Indirect Illumination and HDRI
A novel two-pass algorithm allows for efficient rendering multi-bounce indirect illumination. Environment sampling (HDRI) works well even with the very high dynamic range data without the need to blur the environment maps.
Motion Blur and Depth of Field
Multi-Segment motion blur and realistic camera shutter simulation contribute to high quality rendered images. Compared to other rendering software, motion blur in 3Delight for Softimage is fast. Depth of field is fully supported and simulates a realistic camera bokeh.
High Quality Anti-Aliasing
Edge anti-aliasing, motion blur and depth of field quality are all controlled using very simple and predictable options. Contrary to other rendering software, increasing pixel samples for higher quality anti-aliasing does not affect performance significantly.
Geometric Displacements
Displacements are efficiently rendered to sub-pixel accuracy.
Subsurface Scattering
Automatic subsurface scattering can be enabled on a per-object basis and delivers impressive results, fast. All standard Softimage materials can be used without modification to achieve subsurface scattering effects.
High Quality Fur Rendering
Deep Shadow Map
technology provides production grade quality and
performance.
Multi-Channel EXR and Deep Output
Ability to output
"deep data" as OpenEXR 2.0 files. Compatible with Nuke.
Nuke supports multi-part OpenEXR 2.0.1 files, which allow you to store your channels, layers, and views in separate parts of the file. Storing the data this way can make loading .exr files faster, as Nuke only has to access the part of the file that is requested rather than all parts. However, for backwards compatibility, you also have the option to render your .exr files as single-part images.
To set how the data is stored in your rendered .exr file, open the Write properties and set interleave to:
• channels, layers and views - Write channels, layers, and views into the same part of the rendered .exr file. This creates a single-part file to ensure backwards compatibility with earlier versions of Nuke and other applications using an older OpenEXR library.
• channels and layers - Write channels and layers into the same part of the rendered .exr file, but separate views into their own part. This creates a multi-part file and can speed up Read performance, as Nuke only has to access the part of the file that is requested rather than all parts.
• channels - Separate channels, layers, and views into their own parts of the rendered .exr file. This creates a multi-part file and can speed up Read performance if you work with only a few layers at a time.
So to have the same speed with multi-layered exr that you have with separate exr files, you have to use exr 2.x and only then you have the choice to save a file in what Nuke call channels and layers (fast) or channels (faster) mode. But this breaks backwards compatibility so the files can not be opened in applications that don't support exr 2.
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Jason S
Sent: Friday, August 28, 2015 8:04 PM
To: soft...@listproc.autodesk.com
Subject: Re: Multi-Layered .EXR - The revival...
|
EXR Crop and EXR 2.0 Multi-Part Speed up compositing by huge factors, for one animation feature the speed gain was 100x (Depends on how much emtpy space your image has and how many layers the EXR file has _______________________ 3. If you
use Nuke 8, then enable "Convert to EXR 2.0
Multi-Part images" in rrConfig, tab Image. If you load one layer/element from an Exr v1.0 files in Nuke, then Nuke has to load all layers, it loads the whole file. If you load one layer/element from an Exr v2.0 files in Nuke, then Nuke loads only the required layer.
|
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: Saturday, August 29, 2015 1:50 PM
To: soft...@listproc.autodesk.com
Subject: RE: Multi-Layered .EXR - The revival...