3Delight for Maya is a fully integrated Maya plug-in that lets you render Maya scenes using the powerful 3Delight rendering core. A wide support of all
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native Maya geometries, lighting, shading and FX features is provided.
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See Limitations
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for more details on what is currently unsupported. 3Delight for Maya is compatible with Maya versions 2011, 2012, 2013, 2014, 2015 on all 64-bit platforms: Mac OS X, Windows and Linux.
The plug-in is designed to be easy to use and integrates all the features needed in modern production pipelines:
- Path Tracing Global Illumination
- HDRI
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- Image Based Lighting
- Physically/visually plausible BSDF-based materials, including a complete physical solution
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- for hair
- Area Lights (including geometric area lights)
- IPR Re-Lighting
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- Full Color Management
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- out of the box
- Network Cache
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- 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)
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- Powerful scene elements (sets)
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- and image layers AOV
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- systems
- Multi-Light
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- Output (per-light AOV of any component, of any light path)
- Multi-Masks
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- Output (output of any object/material masks)
- Outline rendering
- EXR Image File Output
- Deep EXR Image File output
- Caustics (
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- via Photon Mapping)
- Ability to
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- choose REYES
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- 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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The 3Delight for Maya
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plug-in benefits from the powerful and unique features of
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the 3Delight
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rendering engine:
- Proprietary higher quality environment sampling
- Physically/visually plausible BSDF evaluation via
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- the
bsdf()
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- and
trace()
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- RSL functions, featuring the following BSDFs for direct and indirect lighting:
- Transformation and Deformation Motion Blur with support for topological changes
- RSL1.0 / RSL2.0 Shading Language support with optimising compiler and very efficient last
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- stage JIT
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- 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