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  • Implemented the Rtx Plug-in interface. Meaning that users can provide reading functionality for their own texture formats.
  • Curves now accept ’vertex’ width parameters (and not only ’varying’ as before). 

3Delight Studio Pro 10

August 2011

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  • Introducing the 3Delight Gx API for evaluation of arbitrary geometry and attached primitive variables. This very simple API allows the user to evaluate any geometry supported by 3Delight (including subdivision surfaces). Geometry can be evaluated both during an ongoing render or separately from any rendering context. This makes 3Delight usable as a general purpose geometry evaluation library.
  • The 3Delight Sx API (for shader evaluation) has been improved and now supports co-shaders. The API is also mutli-thread safe.

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3Delight 9.0 and 3Delight for Maya 5.0

December 2009 

New Unlimited-threads License

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The shader compiler shaderdl now supports variable size arrays. Some optimization options have been moved from O3 to O2 for better code generation. Compilation time has been improved for large shaders. 

3Delight 3.0.1

Fixes

  1. Fixed a glitch with RiCurves rendering when motion blur was used.
  2. Removed some annoying error messages that were displayed during some Windows renderings.

The i-display FrameBuffer

This utility is now more efficient in terms of CPU usage. Draw as Textured Polygon is now the default.

 

3Delight 3.0

Ray Tracing - The

The ray tracer uses more accurate ray differentials (derivatives), leading to higher quality filtering. Oversampling can now be specified on a per shadeop basis to improve ray tracing quality.

Level of Detail - LOD is

LOD is now supported and works for all primitives. This feature, combined with 3Delight’s procedurals, can contribute to dramatically lower memory usage.

Particles - In

In addition to the ‘sphere’ and ‘disk’ rendering modes, RiPoints can now be rendered using a lightweight primitive suitable for very small particles such as dust. Particles are rendered as circles using a specialized algorithm.

Primitives - Tesselation

Tesselation algorithms have been improved for ‘catmull-clark’ subdivision surfaces, leading to better quality and performance. facevertex variable interpolation has been greatly improved. All quadrics and the torus are now native primitives, resulting in improved performance.

Subsurface Light Transport - The subsurface

The subsurface() shadeop has been further improved: it is faster and gives noticeably better results (even with higher shading rates).

RenderMan API and RIB files - The

The follwing RenderMan calls have been implemented: RiArchiveBegin, RiArchiveEnd, RiArchiveInstance (Inline archives) and RiClippingPlane. Additionally, 3Delight can transparently read and write RIB streams compressed with gzip.

New Framebuffer

i-

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display is now the default framebuffer. The old framebuffer can still be enabled by modifying the rendermn.ini file distributed with the application. (Not available for MacOS X)

Network Caching - This

This feature now works on MacOS X platforms.

Shader Compiler - Overall

Overall compiler’s performance has been improved. Script named shaderdl (and shaderdl.bat on Windows) has been removed. The binary may now be invoked directly. It is now possible to compile multiple source files at once; specifying a directory will build all contained source files. Additionally, it is now possible to embed the shaders’ source file inside compiled shaders, triggering automatic shader “on the fly” recompilation when binary backward compatibility is broken.

 

3Delight 2.1

New Windows Installer

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