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3Delight for Maya (3DfM) is  is a fully integrated Maya plug-in that lets you render Maya scenes using the powerful 3Delight rendering core.
A  A wide support of all native Maya geometrygeometries, lighting, shading and FX features is provided, see . See Limitations for more details on what is currently unsupported.3DfM  3Delight for Maya is compatible with Maya versions 20112012201320142015 on all 64bit platformsall 64-bit platformsMac OS XWindows and Linux.

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  • Path Tracing Global Illumination
  • HDRI Image Based Lighting (IBL)
  • Physically/visually plausible BSDF-based materials
  • Area Lights (including geometric area lights)
  • IPR Re-Lighting
  • Full Color Management out of the box
  • Network Cache for textures and archives
  • UDIM texture support
  • PTEX texture support
  • Sub-Pixel Displacement (analytic, no pretessellation), with VDM support (ZBrush, Mudbox)
  • Subdivision Surfaces (analytic, no pretessellation)
  • Powerful scene elements (sets) and image layers AOV systems
  • Multi-Light Output (per-light AOV of any component, of any light path)
  • Multi-Masks Output (output of any object/material masks)
  • EXR Image File Output
  • Deep EXR Image File output
  • Caustics (via Photon Mapping)
  • Ability to choose REYES algorithm (typically for lower pixel complexity projectsSee Pros and Cons of REYES vs Path Tracing)
  • Ability to choose Point-Based Global Illumination algorithm (typically for lower for projects with lower pixel complexity projects)
  • Multi-Camera rendering (— "Stereo" is the case with 2 cameras ), (note that in REYES multi-camera rendering comes at a lower rendering cost)
  • Antialiased Outline Rendering with per-variable AOV component detection
  • I-Display: powerful image viewer with multi AOVs, 4K support

The 3DfM 3Delight for Maya plug-in benefits from the powerful and unique features of the 3Delight rendering engine:

  • Proprietary higher quality environment sampling
  • Physically/visually plausible BSDF evaluation via the bsdf() and trace() RSL functions, featuring the following BSDFs for direct and indirect lighting:
uniform
cosine
oren-nayar
blinn
ashikhmin-shirley
cook-torrance
ward
glass-ggx
hair
  • Transformation /and Deformation Motion Blur with support for topological changes
  • RSL1.0 / RSL2.0 Shading Language (with fast JIT compilation)
  • Procedural Geometry / Archives (on demand)
  • Full geometry support, without any tessellation, of higher order geometry such as: subdivision surfacesNURBScurvespointsimplicit surfaces
  • Massive instancing of geometry with tiny impact on memory footprint