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3DELIGHT v9.0 and 3DELIGHT v5.0 for MAYA
3DELIGHT v9.0 and 3DELIGHT v5.0 for MAYA
3Delight - программка для 3D-моделирования. 3Delight это стремительная, качественная, RenderMan-совместимая программка для 3D-рендеринга, созданная для сотворения фотореалистичных изображений. Визуализатор 3Delight, который ранее употреблялся только как дополнение для Maya, сейчас доступен и для SOFTIMAGE&%23124;XSI. Это стало возможным благодаря разработке плагина для этого 3D - редактора.3Delight совместим с RenderMan. Он просчитывает трассировку, всеобщее освещение, результат ударенного шевеления, результат глубины дерзости, поверхности разбиения, сглаженные карты привидений.
3Delight For Maya is our plug - in for Maya exploiters caring to produce high character work that is sometimes unmanageable to attain applying Maya&%23039;s inner picture. The plug - in was planned to be loose to use for Maya artists as well as leave the necessary power and tractability for the more demanding product surroundingses.
Exploiters can rapidely experience the power of the 3Delight picture in their projects thanks to HyperShade support, complete geometry support and direct rendering to Maya&%23039;s picture vista. Ripe lineaments admit multi - happen study - stream, Ridicule yield, MEL RenderMan® dressing, multiple yield variables, photon mapping, etc...
This instrument has already a wealth of product experience and has been applied with achiever in products such as X - Servicemen 3, Chronicles of Narnia and Fantasic Four.
Rendering Features
Two Render Modes
Both verbatim translation in Maya ( admitting translation into Maya&%23039;s picture view ) and RIB export are corroborated. Direct rendering is utilitarian in normal lighting and rendering work while RIB export can be applied for picture farm rendering. RIBs exported by 3Delight For Maya are optimized for size and can be spelt in pressed binary form.
HyperShade and RenderMan Shaders Support
Both RenderMan shaders and Maya&%23039;s HyperShade guests can be put to objects. HyperShade guests are mechanically commuted into human - clear SL code and composed for rendering. New HyperShade guests can well be lent by leaving 3Delight For Maya with their SL code.
Gesticulate Fuzz and Astuteness of Airfield
Multi - Section motion blur and naturalistic camera shutter pretense lead to high character pictured images. Equated to other rendering package, motion blur in 3Delight For Maya is fast. Astuteness of field is full corroborated and models a naturalistic camera bokeh.
High Character Anti - Aliasing
Edge anti - aliasing, motion blur and astuteness of field character are all verified applying very simple and predictable controls."Pixel Samples", "Pixel Filter" and "Filter Width" are the most common parameters one needs to know. Contrary to other rendering packages, such as ray tracers, increasing pixel samples for higher quality anti-aliasing does not affect performance significantly.
Geometrical Translations
Translations are expeditiously pictured to sub - pixel truth. Hypershade translation shaders as well as RenderMan shaders can be put to geometry.
Shadows
Both beam tracing and shadow maps can be applied to picture shadows. Shadow maps can be pictured in"deep" mode for realistic shadows in hair and fur. Additionally, 3Delight For Maya can automatically generate "cube shadow maps" for point lights. Contrary to other rendering packages, cube shadow maps are not stored as six separate shadow maps but in one special shadow map.
Ray Tracing
Contemplations and deflections are accurately pictured.
Global Illumination
Photon maps, corrosive, final gathering and image established lighting are corroborated.
Subsurface Spreading
Automatic subsurface spreading can be enabled on a per - object foundation and redeems telling results, fast.
Workflow
3Delight For Maya offers a multi - pass rendering workflow that is proper for product work."Render Passes" can be used to render different components of a scene (as in "Render Layers" or to render different lighting characteristics of a scene (such as diffuse, specular or ambient occlusion). In short, a render pass can define the following parameters (please refer to the User&%23039;s Manual for a exhaustive description ):
Camera and character choices
Picture mood. Either verbatim picture or Ridicule exportation.
Objects to picture. Maya sets can be applied to delineate groups of objects to picture in a afforded pass. The default is to picture all objects in the view.
Light generators to picture. Maya sets can be applied to delineate the light generators that are applied. The default is to use all light generators.
Clipping planes to use. A 3Delight For Maya clipping plane can cut space in whatsoever hoped guidance to clip forth geometry. Clipping is executed at sub - pixel truth and can be applied, for example, to cut an object in two.
Additionally, a afforded picture pass can use a sure"shader collection." This means that objects can have different shaders assigned to them, depending on the pass being rendered. The User&%23039;s Manual leaves more entropy about this singular feature. Note that one could plainly use one picture pass for the more traditional one level rendering.
Supported Geometry
Maya Hair and Paint Consequences
All types of polygons, admitting those with hollows, are corroborated. Additionally, polygonal geometry can be chased as a subsection surface and pictured as such.
NURBS ( Maya coats )
All NURB surfaces are corroborated. Trim curves on surfaces are besides full corroborated and pictured to sub - pixel truth. All surfaces are pictured smooth.
Hierarchical Subsection Coats
Full corroborated, admitting both rumpling and unfair rumpling on edges and vertices as well as per - level UV sets. As forever, all hierarchical subsections are pictured smooth and to sub - pixel truth.
Particles
"Point", "blobby", "sphere" and "patch" particles are supported. "Point" particles are rendered using 3Delight&%23039;s effective lightweight atom primitive.
Curves
Maya curves can be chased as renderable on a per object foundation and pictured applying 3Delight&%23039;s RiNuCurves primitive.
Additionally, UV sets, texture reference objects and normals ( if whatsoever ) are right put to all primitives.
Configurability and Tractability
As with all dangerous product instruments, 3Delight For Maya has been planned with tractability in mind. In fact, no other rendering plug - in on the market attains the same balance between desegregation and configurability.
We enforced most of the RenderMan port in MEL, which means that you can call RenderMan commands in your MEL handwritings. Other packages chiefly leave"RIB boxing" capability.
3Delight For Maya was spelt largely applying the MEL RenderMan port which means that one can qualify it at will. Only core functionalities have been programmed in C for operation reasons.
Import and Export
Output Formats
3Delight For Maya can preserve pictured images in many file formats, admitting: TIFF, IFF, OpenEXR, cineon, bmp, sgi, softimage and PSD.
Input Formats
Maya&%23039;s textures applied in HyperShade shaders are mechanically commuted to 3Delight".tdl" textures. When using RenderMan shaders, 3Delight&%23039;s texture converter ( tdlmake ) can be applied to convert the most common images formats to".tdl" textures.
HDR Images
tdlmake can commute richly dynamical chain investigations ( both normal and"twofish" probes) images into environment maps suitable for image based lighting.
3Delight 8.5 and 3Delight for Maya 4.5 published
This release admits support for RSL 2.0 ( shader objects and co - shaders ) and further beam - tracing optimizations that should afford meaning operation gains when rendering translations and motion - blur. 3Delight for Maya admits a new kinship editor to apace research and put shaders and attributes as well as new"edge rounding" features to easily bevel edges on polygonal geometry.
Официальный веб-сайт &%23124; Home Page - http://www.3delight.com/en/index.php/products/3delight_for_maya/3delight_maya_overview Язык: англ ОС: WinAll Размер: 17.2 MB