Overview

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:

  • Surface
  • Volume
  • Environment
  • Displacement
  • Shadow
  • Bump Map

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.

Library of supported Softimage and Mental Ray shaders

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
AnisotropicArchitecturalBlinnConstantCook-TorranceLambert
PhongStraussFastSimple (misss)FastSkin (misss)Ambient OcclusionFlat Light
Flat Light ShadingIncidenceShadowSimple ShadowHair ShadingArchitectural (Multi-out)
Car PaintCard Opacity (mip)    
Texture
ImageScalar ImageSpriteCellCell ScalarCheckerboard
CloudFabricFlagstoneFractalFractal ScalarGradient
GridMarbleRippleRockSnowTerrain
VeinWood    
Particle
Particle Volume Cloud     
Toon
Toon HostToon PaintToon Paint AmbientToon Paint and HostToon Paint HighlightToon Paint Rimlight
Toon Paint Rounded     
Bump
Bump GeneratorBump MapXSINormalMap3   
Environment
Cubic Mapping 1Cubic Mapping 6Environment   
Light
Slide ProjectorSoft Light    
Switch
Front-Back SwitchRay Type SwitchColor SwitchScalar SwitchVector SwitchScalar Multi-Switch
Vector Multi-Switch     
Math
Color AverageColor BasicColor ExponentColor LogicColor Smooth RangeColor Unary
Scalar BasicScalar Change RangeScalar ExponentScalar LogicScala Multi-MathScalar Smooth Range
Scalar UnaryLinear FalloffBoolean InvertBoolean LogicVector-ScalarVector-Vector
Share
Boolean PassthroughColor4 PassthroughInteger PassthroughScalar PassthroughVector3 Passthrough 
Conversion
Boolean To ColorColor To ScalarColor To ScalarsColor To VectorHSV To RGBRGB To HSV
Integer To ScalarScalar To ColorScalar To IntegerScalars To VectorVector Coordinate ConvertorVector To Color
Vector To ScalarVector To Scalars    
Image Processing
Color BalanceColor CorrectionHLS AdjustIntensityInvertScalar Invert
Color Channels
PickerRGBA SplitColor MatteHLSA CombineHSVA CombineRGBA Combine
Color to Alpha     
Mixers
GradientMix 2 ColorsMix 8 Colors   
Raytracing
ReflectionReflection DiffuseRefractionRefraction DiffuseTransparency 
Attribute
Color AttributeInteger AttributeScalar AttributeVector Attribute  
Map Lookup
Color Map LookupScalar Map LookupVector Map LookupVertex Color  
Shading State
Scalar StateVector StateColor Save StateScalar Save StateVector Save State 
Render Channel
Store Color in ChannelStore Integer in ChannelStore Scalar in ChannelStore Vector in Channel  
Texture Space Controllers
3DWarp UVEdit UVKaleidoscopic UV Remap   
Texture Generators
CheckerboardFabricGridImage ImplicitRippleTerrain
CloudFractalMarbleRockSnowVein
Wood     
Texture Space Generators
Projection LookupTexture Space Generator    
Mental Ray (Texture)
mi bump flakesmib bump mapmib color alphamib color averagemib color intensitymib color interpolate
mib reflectmib texture checkerboardmib texture lookupmib texture remapmib texture vectormib twosided
misss lambert gamma     
Mental Ray (Material)
mi car paint phenmi metallic paintmia materialmia material xmib glossy reflectionmib glossy refraction
mib illum blinnmib illum cooktorrmib illum lambertmib illum phongmip card opacitymip rayswitch
misss fast shadermisss skin specular    
Mental Ray (Shadow)
Edge Shadow     

3Delight's Material Library

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.

About Physical Plausibility

"Physically plausible" terminology has been first introduced in the computer graphics literature to described a certain category of BRDF[1]. In technical terms, a physically plausible BRDF is a BRDF that:

  1. Is energy conservative (e.g. doesn't emit energy that it doesn't receive). 
  2. Is reciprocal (respects the Helmholtz reciprocity principle).
  3. Doesn't return negative values (this last point is not always mentioned in literature).

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.

Physical Plausibility vs. Realism

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.

 

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