3Delight for Softimage automatically converts Softimage’s render trees (including compounds) into RenderMan shaders and compiles them on the fly. All textures are converted (if needed) into 3Delight’s mip-mapped and tiled TIFF format for efficient rendering and filtering. Material clusters, vertex colors, implicit and explicit projections are all supported. The following material slots are recognized:
Additionally, the conversion system has been designed in such a way that advanced users can convert their in-house shaders to 3Delight format easily.
This means that Softimage, in conjunction with 3Delight for Softimage, can be used as a RenderMan shaders authoring tool.
All the common Softimage nodes are supported and a large set of useful Mental Ray materials is also supported.
3Delight for Softimage support Softimage's Render Tree network; it automatically converts (at the start of the rendering process) Render Tree networks into RenderMan shaders and that are used by 3Delight to render the image.
Follows a list of all these supported nodes, in alphabetical order.
Illumination | |||||
---|---|---|---|---|---|
Anisotropic | Architectural | Blinn | Constant | Cook-Torrance | Lambert |
Phong | Strauss | FastSimple (misss) | FastSkin (misss) | Ambient Occlusion | Flat Light |
Flat Light Shading | Incidence | Shadow | Simple Shadow | Hair Shading | Architectural (Multi-out) |
Car Paint | Card Opacity (mip) | ||||
Texture | |||||
Image | Scalar Image | Sprite | Cell | Cell Scalar | Checkerboard |
Cloud | Fabric | Flagstone | Fractal | Fractal Scalar | Gradient |
Grid | Marble | Ripple | Rock | Snow | Terrain |
Vein | Wood | ||||
Particle | |||||
Particle Volume Cloud | |||||
Toon | |||||
Toon Host | Toon Paint | Toon Paint Ambient | Toon Paint and Host | Toon Paint Highlight | Toon Paint Rimlight |
Toon Paint Rounded | |||||
Bump | |||||
Bump Generator | Bump Map | XSINormalMap3 | |||
Environment | |||||
Cubic Mapping 1 | Cubic Mapping 6 | Environment | |||
Light | |||||
Slide Projector | Soft Light | ||||
Switch | |||||
Front-Back Switch | Ray Type Switch | Color Switch | Scalar Switch | Vector Switch | Scalar Multi-Switch |
Vector Multi-Switch | |||||
Math | |||||
Color Average | Color Basic | Color Exponent | Color Logic | Color Smooth Range | Color Unary |
Scalar Basic | Scalar Change Range | Scalar Exponent | Scalar Logic | Scala Multi-Math | Scalar Smooth Range |
Scalar Unary | Linear Falloff | Boolean Invert | Boolean Logic | Vector-Scalar | Vector-Vector |
Share | |||||
Boolean Passthrough | Color4 Passthrough | Integer Passthrough | Scalar Passthrough | Vector3 Passthrough | |
Conversion | |||||
Boolean To Color | Color To Scalar | Color To Scalars | Color To Vector | HSV To RGB | RGB To HSV |
Integer To Scalar | Scalar To Color | Scalar To Integer | Scalars To Vector | Vector Coordinate Convertor | Vector To Color |
Vector To Scalar | Vector To Scalars | ||||
Image Processing | |||||
Color Balance | Color Correction | HLS Adjust | Intensity | Invert | Scalar Invert |
Color Channels | |||||
Picker | RGBA Split | Color Matte | HLSA Combine | HSVA Combine | RGBA Combine |
Color to Alpha | |||||
Mixers | |||||
Gradient | Mix 2 Colors | Mix 8 Colors | |||
Raytracing | |||||
Reflection | Reflection Diffuse | Refraction | Refraction Diffuse | Transparency | |
Attribute | |||||
Color Attribute | Integer Attribute | Scalar Attribute | Vector Attribute | ||
Map Lookup | |||||
Color Map Lookup | Scalar Map Lookup | Vector Map Lookup | Vertex Color | ||
Shading State | |||||
Scalar State | Vector State | Color Save State | Scalar Save State | Vector Save State | |
Render Channel | |||||
Store Color in Channel | Store Integer in Channel | Store Scalar in Channel | Store Vector in Channel | ||
Texture Space Controllers | |||||
3DWarp UV | Edit UV | Kaleidoscopic UV Remap | |||
Texture Generators | |||||
Checkerboard | Fabric | Grid | Image Implicit | Ripple | Terrain |
Cloud | Fractal | Marble | Rock | Snow | Vein |
Wood | |||||
Texture Space Generators | |||||
Projection Lookup | Texture Space Generator | ||||
Mental Ray (Texture) | |||||
mi bump flakes | mib bump map | mib color alpha | mib color average | mib color intensity | mib color interpolate |
mib reflect | mib texture checkerboard | mib texture lookup | mib texture remap | mib texture vector | mib twosided |
misss lambert gamma | |||||
Mental Ray (Material) | |||||
mi car paint phen | mi metallic paint | mia material | mia material x | mib glossy reflection | mib glossy refraction |
mib illum blinn | mib illum cooktorr | mib illum lambert | mib illum phong | mip card opacity | mip rayswitch |
misss fast shader | misss skin specular | ||||
Mental Ray (Shadow) | |||||
Edge Shadow |
In addition to standard Softimage nodes and materials, 3Delight for Softimage comes with easy to use and physically plausible materials.
3Delight Material – A highly versatile shader to simulate a large variety of surfaces.
Skin – For rendering human skin.
Glass – For rendering glass.
"Physically plausible" terminology has been first introduced in the computer graphics literature to described a certain category of BRDFs [1]. In technical terms, a physically plausible BRDF is a BRDF that:
In simpler terms, it just means that the BRDF acts as a real life surface would act.
The expression "physically plausible material" is used in the VFX industry, somewhat loosely, to indicate that the material is based on such BRDFs. In reality, it is very difficult to design materials that are physically plausible since many useful BRDFs are not even energy conservative [2]. So it is often more accurate to talk about visually plausible materials.
It's possible to design physically plausible BRDF, respecting the three rules sited above, but still produce images that do not render real life phenomena. In a sense, physical plausibility is not a guarantee of a realistic material.
Realism in look development is achieved by a mix of sound science, intelligent parameter design and a clear understanding of what is being simulated. As an example, many available materials provide a choice of BRDFs and an extended choice of parameters. These materials are not suited to render some of the most common real-life objects such as a table or a car. These types of materials are usually coated and it takes a two-layer material and special care to properly render them. Our 3Delight Material provides this possibility.
[1] Robert R. Lewis. 1993. Making Shaders More Physically Plausible. Technical Report. University of British Columbia, Vancouver, BC, Canada, Canada.
[2] This is the case because many of the BRDFs rely on lobe-shaped distributions that could go under the horizon for grazing view angles. Most implementation simply ignore this limitation — but strictly speaking, this is an energy conservation problem.