3Delight Studio Pro 11

June 2013

Features

Performance & Quality

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.

RenderMan Interface

3Delight Studio Pro 10

August 2011

Licensing

Performance

Features

Shader Compiler

Pipeline & APIs

3Delight 9.0 and 3Delight for Maya 5.0

December 2009

New Unlimited-threads License

3Delight for Maya

3Delight Features

3Delight Performance

Shader Compiler

Pipeline & API

 

3Delight 8.5 and 3Delight for Maya 4.5

May 2009

 

3Delight for Maya

3Delight Performance

Improvements to multi-process rendering include:

Pipeline & API

Shader Compiler

3Delight 8.0

October 2008

3Delight for Maya

3Delight Performance

Rendering Features

Pipeline

Shader Compiler

Tools

 

3Delight 7.0

November 2007

3Delight for Maya

Rendering Features

3Delight Performance

Texture Converter (tdlmake)

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

New Tools

Pipeline

 

3Delight 6.5

February 2007

3Delight for Maya

3Delight Performance

64-bit Support

 

3Delight 6.0

November 2006

3Delight for Maya

RenderMan

Rendering Features

Pipeline

Shading Language

New Display Drivers and File Formats

 

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

RenderMan

Performance

Image Quality

Image Based Lighting

Shader compiler

3Delight 4.5

August 2005

 

RenderMan

Performance

Image Quality

Shader Baking

A new shadeop, bake(), can now be used to easily bake shader computed values into a .bake file. Additionally, tdlmake can now read .bake files and convert them into a texture.

Shader Compiler

The optimizer has been further improved to generate smaller and faster code, especially for very large or automatically generated shaders. This can significantly improve rendering times.

New Tools

Linux builds

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

3Delight 4.0

February 2005

 

Multiprocessing

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.

Performance

Loading speed and memory usage for complex scenes has been further improved. Additionally, improvements to the shading system yields an overall 20% increase in rendering speed for complex scenes. This is the first step of a continuing optimization of the shading system.

Other features

Shader Compiler

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

November 2004

Ray Tracing

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

Particles

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

RenderMan API and RIB files

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-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 feature now works on MacOS X platforms.

Shader Compiler

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

May 2004

New Windows Installer

This should fix all reported path problems.

Motion Blur

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

Improved Image Quality

A new sampling strategy reduces noise when rendering motion-blur, indirect diffuse lighting, ambient occlusion, shadow maps and ray-traced shadows (when blurred). Environment map lookups give smoother looks than in previous releases.

Improved Visibility Culling

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).

Deep Shadow Maps

New analytical filtering of shadow lookups gives beautiful, precise shadows even for very thin geometry such as hair. A new compression algorithm roughly halves DSM storage requirements.

Ray Tracing

The new gather() shadeop provides a flexible interface to hemisphere sampling. Ray-tracing performance improved significantly, especially for subdivision surfaces.

Geometry

Algorithms for dicing subdivision and implicit surfaces (blobbies) are three times faster on average. In addition, polygonal models made of triangles render better due to an improved dicing scheme.

Sub Surface Light Transport

subsurface() is now more robust, faster and uses less memory. A ‘shadingrate’ attribute gives more control over algorithm’s performance.

Rx Library Calls

The renderer now provides DSOs with access to some useful internal SL functions such as option(), attribute(), texture() and noise().

Network Cache

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

Shading Compiler

Error and warning reports are less intrusive and more accurate.