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Table of Contents

3Delight Studio Pro 11

June July 2013

Features

  • Relighting: 3Delight is now able to continuously rendering scenes while accepting updates. For Maya users, this means IPR support and for Softimage users it means real-time render view updates.
  • Introducing multiple-importance sampling to the trace() shadeop. This allows easy development of physically-plausible materials.
  • New subsurface algorithms improves performance (up to 10x faster in global illumination contexts) and renders crisper images.
  • Out-of-the-box support for MARI textures (UDIMs).
  • Statistics in the multi-threading case are as precise as in the single-threaded case.

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  • Ray-tracing performance has been improved to such a degree that we now recommend using the ray-tracing hider as the default renderer for scenes with highly complex geometry (instead of REYES). Users can expect gains up to 20x faster when using multi-bounce global illumination and glossy reflections.
  • Ray-tracing of motion-blur, even in the most extreme cases, is not a problem anymore. Performance is such that there are no objectionable speed differences between motion-blurred and static frames.
  • Ray-tracing of dense and translucent surfaces, such as hair, is up to 3x faster.
  • Ray-tracer startup time has been diminished. Space partition build has been multi-threaded and other, geometry specif optimizations, have been implemented.
  • Sampling in the ray tracing algorithm has been greatly improved. This means that less samples are needed to obtain noise-free images, especially with image based lighting. 
  • Subsurface scattering is 5x faster when combined with the path tracer. 
  • Multi-threading scalability have been improved for both the REYES rendering algorithm as well as in the path tracer.
  • Better multi-threading of texture reads. This can drastically improve render times when using a very large amount of texture files. We measured improvements of up to 25% faster.
  • Rendering dense volume clouds (region with many interior shaders) is up to 2.5x faster.
  • Point-cloud writing is now multi-threades.
  • Shader compiler produces better code and is able to use up to 50% less varying variables as before. This translate to faster renders.
  • Access to very large files have been improved by using memory mapped I/O when possible. This is especially useful when accessing large point-based files.
  • Memory usage usage for very large polygonal meshes. We measured up to 4x less memory used on some typical production scenes.
  • tdlmake is 2x faster.

i-display

i-display has been inproved to provide users with a more complete image viewing software. In this release, it provides the following improvements:

  1. Thumbnails view.
  2. Sequence management (deleting and moving images).
  3. AOV viewing.
  4. Image bookmarking.
  5. Overhaul of the menu items and shortcuts to make i-display more consistent and easier to use and learn.

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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).

Documentation

  • Online documentation has been improved and is now available through a new Wiki.

3Delight Studio Pro 10

August 2011

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  • A new point-based global illumination algorithm gives very high quality results and supports transparency, a first for this class of algorithms.
  • Added support for Ptextures.
  • Added support for multi-channel EXRs. Writing such files doesn’t require the installation of additional libraries anymore.
  • Per-frame shading for multi-segment motion-blur can greatly improve performance.
  • Point-cloud baking process produces a more even distribution of points and the IO (reading and writing PTC files) has been multi-threaded.
  • Point-based occlusion() and indirectdiffuse() can receive a list of input files. An example usage is to separate static and dynamic elements for a more efficient baking process.
  • Introducing dynamic output variables (using the new outputchannel() shadeop). This unique feature enables shader writers to create output variables on-the-fly inside shaders, lights and co-shaders. Along with the previously available “display subsets”, this feature adds unparalleled flexibility to layer-oriented rendering.
  • Added ability to use OpenEXR image files directly as textures. Additionally, arbitrary “tags” can be passed to the OpenEXR display driver.
  • The ray-trace hider can now render in progressive mode. This makes it more suitable for faster lighting work.
  • Multi-camera rendering can now shade grids once per camera to correctly render view-dependent illumination such as reflections and specular highlights. This feature, unique to 3Delight, can be enabled on a per-primitive basis using an attribute.
  • The renderer accepts a list of cameras to act as “dicing cameras”. For some particular geometry, 3Delight will use the most suitable camera to perform the dicing. This feature can be used to properly bake geometry in preparation for a fly-through (by providing a number of dicing cameras along the fly-through path).
  • The subsurface scattering algorithm has been considerably improved: varying absorption and scattering properties are now accepted, artifacts resulting from low point density are fixed and memory usage has been cut by half. Additionally, the pre-processing phase has been multi-threaded for a reduced “time to first pixel”.
  • Ray-tracer’s building phase has been multi-threaded. Furthermore, the ray-tracer now supports features that were only available in REYES such as AOVs and matte objects.
  • Photon mapping quality has been greatly improved and photon maps are now 50% smaller. The photon-casting process has been multi-threaded. Speed improvement is linear with the number of cores.
  • Texture mapping blur quality (during texture() calls) has been improved.
  • Additional improvements include better tessellation quality for subdivision meshes, better non-raster oriented dicing and better distributions of rays for ray-tracing functions.
  • Added ability to read and write TIFF textures larger than 4GB.

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Pipeline & APIs

  • 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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  • A new unlimited-threads license is now available for both the 3Delight standalone the 3Delight standalone renderer and the 3Delight the 3Delight for Maya plugMaya plug-in. Clients that purchased the 8-thread license (and under yearly support) are automatically upgraded to unlimited-threads. The 8-thread license will no longer be available, but the 4-threads and 2-threads will continue to be available at a reduced pricing.

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  • Introducing multi-camera rendering. This features enables the output of many camera views from a single render. This functionality is especially useful for stereo rendering as it saves rendering time.
  • Improvements to point-based occlusion quality: concave corners are rendered more accurately.
  • The subsurface shadeop can proceed from a point-cloud file. This can save a potentially costly pre-processing step when rendering sequences.
  • Billboard particles can now be rendered with a “thickness” for correct shadow casting.
  • Network caching, a feature unique to 3Delightto 3Delight, is now available on Windows systems.
  • Added detailed memory statistics to 3Delight to to 3Delight to better track memory usage.

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  • Introducing the “VolumeTracer” API. This RSL plug-in allows user to easily write volume renderers.
  • The “Sx” shader evaluation API is now embedded with the 3Delight library the 3Delight library (takes a single 3Delight license single 3Delight license when used).
  • Added “Implicit Field” plug-in support (extension to the RiBlobby primitive).
  • Display drivers can now access 3Delight’s deep frame buffer which provides the list of visible surfaces for each pixel sample.
  • Added new entries to the Ptc API and fixed compatibility issues.
  • RiNuCurves now support vertex normals.

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  • Introducing the 3Delight Relationship Editor. This new user interface replaces the now deprecated Shader Manager and Attribs Node Manager and makes it much easier to view, assign and modify3Delight shaders and attributes, in a centralized location. The usability of shader and attribute collections is substantially improved thanks to this same feature and one can inspect, for each pass and at a glance, what attributes and shaders are in effect.
  • Introducing “Pass Templates” It is now possible to save a given render pass as a template and create new passes based on existing templates.
  • A new "round edge" features enables automatic edge rounding of sharp geometric features. Using this feature, one can round edges at render time (such as a table edge) instead of performing a costly modeling-time operator.
  • Added a “dicing camera” "€œdicing camera"€ attribute in the geometry attributes node (in the “Culling and Dicing” "€œCulling and Dicing"€ section). This features is useful to stabilize popping displacement during animation.
  • Updates to HyperShade:

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  • Array support has been added to the Ptc API. This also means that texture3d() and bake3d() accept array parameters.
  • Helper functions have been added to the Display Driver API.

Shader Compiler

  • 3Delight now supports co-shaders (as per RSL 2.0) and completes the implementation of shader classes.

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October 2008

3Delight for Maya

  • The way 3Delight attributes are connected and interpreted has been much improved for greater flexibility and ease of use: it is now possible to connect only a small subset of attributes to any given node. This feature enables a hierarchical attribute interpretation scheme in which undefined attributes for a given object/node are looked up higher in the scene hierarchy.
  • Images can now be rendered in background so artists can still use Maya while use Maya while rendering frames.
  • The Coordinate System node can now display an environment dome in Maya’s view for easier image based lighting.
  • Added render-time CSG support (boolean modeling operators).
  • Improved HyperShade translation and support:
    • The following nodes exactly match Maya’s look: cloth, ramp and contrast.
    • Added support for mia_material, mib_ambient_occlusion and particlSamplerInfo.
    • Photons can trigger HyperShade shader evaluation to get the correct surface color.
  • The plug-in now honors Maya object honors Maya object visibility attributes (“Render Stats”Render Stats) in case no 3Delight visibility attributes have been defined.
  • Added more control on how particles are rendered. For example, particles can now have a sub-pixel size.
  • Added support for area lights.
  • Advanced features include:
    • RenderMan shader writers gain control on how parameters are presented in the AE using a new parameter grouping functionality.
    • User definable light nodes gives the necessary flexibility to customize RenderMan commands output when issuing light sources.

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  • The plug-in is better integrated into Mayainto Maya. It now registers itself as a standard Maya renderer and is thus accessible through the Render Settings. Batch rendering and command line rendering (through the standard Maya Render commandstandard Maya Render command) is now possible.
  • Improved HyperShade Translation:
    1. 3Delight for Maya tracks Maya tracks HyperShade network modifications and only translates and compiles shaders which have changed.
    2. The following hypershade nodes are now supported: ocean, remapValue, lightInfo, layeredTexture and volumeLight. The Image Sequence options of the File texture node are now supported.
    3. HyperShade networks for light sources are correctly translated into their RenderMan SL equivalent.
    4. The RenderMan Code shader can now declare output variables and those can be output using secondary displays (advanced).
  • Support for RIB archives creation and reading using a user friendly, yet flexible, interface.
  • Out-of-the-box support for Shave for Shave & a Haircut and much improved Maya Fur supportHaircut and much improved Maya Fur support.
  • Object Instancers are fully supported.
  • Shadow Maps can be rendered using arbitrary cameras. This allows for better shadow map view framing and thus better quality.
  • More output variables added to secondary displays.
  • Maya 2008 support.

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Texture Converter (tdlmake)

A new -

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preview option makes .tdl textures appear as TIFFs of lower resolution to software such as Maya; this enables you to use a single texture for

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both Maya previews and final renders. Additionally,tdlmake now supports the TARGA file formats.

New Tools

  • ptc2brick is a tool to convert point cloud files to brick maps.
  • ptcview is a tool to view point cloud files.
  • ptcmerge is a tool to merge point cloud files.

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February 2007

3Delight for Maya

  • Maya Fur support Fur support using efficient procedural geometry.
  • Enhanced Hypershade support. Hypershade networks that contain animated attributes are now handled correctly.
  • Secondary displays can now output many useful components from Hypershade materials, such as diffuse, specular, etc.
  • A “rendermanCode” Hypershade node has been added. It can be used to execute RenderMan SL code in Hypershade networks.
  • Support for Maya 8.5.

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  • Ray tracing speed is greatly improved. Some heavy scenes will render up to 50% faster.

64-bit Support

  • 3Delight now 3Delight now supports Windows 64-bit.
  • 3Delight for Maya now Maya now supports Maya 64-bit.

3Delight 6.0

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  • HyperShade support. 3DFM now automatically converts HyperShade networks to RenderMan shaders. 3DFM produces clean, human readable code and is easily extensible to support specific HyperShade nodes.
  • Shader collections. A powerful feature that enables a per-pass RenderMan shader assignment mechanism.
  • Complete geometry support. Paint effects, Maya hair, Maya subdivision surfaces and particles (including blobby particles) are now supported.
  • Direct rendering to Maya’s Maya’s render view.

RenderMan

  • Output variables can now be output in “exclusive” mode: each output variable can have its own alpha, independent from all other output variables.
  • RiNuCurves can be used to render curves specified as NURBS.
  • RiHierarchicalSubdivisionMesh to render hierarchical subdivision surfaces.
  • RiPoints can be rendered as patches or smooth blobbies.
  • RiResource can be used to save and restore the graphics state in whole or in part.

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  • Photon mapping to render caustics and to accelerate global illumination (final gathering). Photon mapping can be performed in a single pass or using a two pass approach.
  • 3D data baking using bake3d() and texture3d() shadeops.
  • Ray tracing hider to trace primary rays instead of using REYES.
  • Multiple shadow maps can be aggregated into one single shadow map file for easier access. This can serve, for example, to store six shadow maps in one file for point light shadows.
  • 3Delight offers a powerful and flexible interface to render outlines such as those necessary for toon rendering.

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  • Ri Filters add extra flexibility to the RenderMan pipeline, enabling the user to modify the Ri commands stream at will.
  • Conditional RIB commands contribute to create re-usable, context sensitive, archives.
  • Network Cache has been extended to support network writes, drastically improving server load on large render farms.
  • A filtering mechanism has been introduced to filter out specific error messages.

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3Delight 5.0

February 2006 

3Delight for Maya

The package now comes with a Maya plugin (3Delight for Maya) that uses 3Delight for rendering. The plugin provides a user friendly interface to many 3Delight features and comes with a RenderMan MEL binding for increased flexibility. 3Delight for Maya is developed in conjunction with soho vfx (www.sohovfx.com). It is based upon their Build A RIB File (BARF) tools developed by Berj Bannayan and used in production since 2003.

Multi-Threading and Multi-Processing

  • 3Delight can 3Delight can now render images using threads. This automatically speeds up renders on multi-cpu, multi-core and hyperthreaded machines.
  • Multi-processing and network rendering now use a load-balancing algorithm for improved efficiency.

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  • Accelerated motion blur and depth of field sampling.
  • Trim curves render faster and require less memory thanks to an improved algorithm.
  • Ray tracing of complex scenes is now faster (up to 10%).
  • Overall memory consumption has been reduced.
  • i-display framebuffer is now faster on Windows.

Image Quality

  • 3Delight now 3Delight now offers an improved motion blur sampling that better mimics the shutter of a real camera. This generally produces smoother motion blur when enabled.
  • A new ‘extrememotiondof’ hider option improves sampling in scenes combining large motion blur and out of focus regions.
  • Cubic environment map lookups now support oversampling for better filtering.
  • Shadow map filtering for low resolution shadow maps has been improved.

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3Delight 4.5

August 2005

 

RenderMan

  • 3Delight now 3Delight now fully implements the CSG RenderMan the CSG RenderMan capability.
  • Enhanced arbitrary output variables support: each output variable can now have its own filter.
  • The zthreshold optionThe 'zthreshold' option, useful for shadowmaps, is now implemented.
  • Improper displacement bounds are now reported as a warning.

Performance

  • 3Delight’s 3Delight’s performance has been improved with better depth culling and more efficient handling of depth-complex scenes.
  • Atmosphere shaders can be evaluated more efficiently, this leads to faster rendering of volumetric effects.
  • Improved texture lookup speed and cache usage. This also has a beneficial effect on network traffic.
  • Some very complex implicit surfaces (made of thousands of nodes) now render faster.
  • Both scene loading and RIB output are about three times faster.
  • A new display variable, ‘__CPUtime’, can be used to identify shading bottlenecks.

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  • ribshrink is a tool to factor RIB archives out of a set of RIB files. The purpose of this tool is to save storage space and network traffic.
  • ribdepends is a tool to list RIB dependencies such as textures, shaders and archives, it can also be used to create site independent RIB packages.

Linux builds

3Delight is 3Delight is now linked against glibc 2.3 so issues when linking with other applications (such as liquid) should be gone.

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February 2005

Multiprocessing

3Delight is 3Delight is now able to render a single image using multiple processors located on a single computer or on remote computers or a combination of both. This powerful feature makes it possible to distribute rendering of a single image on a render-farm without the need for external software.

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

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RenderMan API and RIB files

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

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This feature now works on MacOS Mac OS X platforms.

Shader Compiler

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This should fix all reported path problems.

Motion Blur

3Delight now supports unlimited multi-segment motion blur for geometry deformation, transformation and camera movement.

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Improved Visibility Culling

3Delight now 3Delight now discards geometry more aggressively with the "opacity threshold" attribute. This proves beneficial for scenes with a large number of layered semi-transparent surfaces (e.g. hair).

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In addition to its network texture caching functionality, 3Delight now  3Delight now caches RIB archives stored on network drives (e.g. NFS).

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