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- Path Tracing Global Illumination
- HDRI Image Based Lighting
- 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 (see Pros and Cons of REYES vs Path Tracing)
- Ability to choose Point-Based Global Illumination algorithm (typically for projects with lower pixel complexity)
- Efficient simultaneous Multi-Camera rendering — "Stereo" is the case with 2 cameras
- Antialiased Outline Rendering with per-variable AOV component detection
- I-Display: powerful image viewer with multi AOVs, 4K support
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- Transformation and Deformation Motion Blur with support for topological changes
- RSL1.0 / RSL2.0 Shading Language (with fast support with optimising compiler and very efficient last stage JIT compilation)
- Procedural Geometry / Archives (on demand)
- Full geometry support, without any tessellation, of higher order geometry such as: subdivision surfaces, NURBS, curves, points, implicit surfaces
- Massive instancing of geometry with tiny impact on memory footprint