October 24th, 2011
· The shading interpreter (the "virtual machine" which is responsible of shader
· evaluation) is now using propetary just-in-time compilation technology which
· translates RenderMan RSL 2.0 shaders into SSE2 machine code. This makes
· the shader interpretation up to three times faster and gives a 30% speed
· improvement on a typical beauty render.
· Ray-tracing of occlusion and transmission rays has been greatly improved.
· Speedups can go anywhere between 10% and 300%.
· Ray-tracing of displacements has been optimized, speedups of up to 300% are expected.
· Added automatic ray thresholding for improved performance on highly reflective/ refractive surfaces (for example, glass).
· Improved performance of area lights when using the ‘illuminance’ sampling
· mode. Acceleration can reach an order of magnitude with high sample counts
· and deep ray levels.
· 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 raytracer 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.
· Shader Compiler
· Shader compilation speed has been improved for large shaders.
· Improved RSL 2.0 support. This include better support for structures, dynamic
· arrays, etc... .
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).
· 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.
March 29th, 2011
· Assorted bugfixes and code cleanups.
July 16th, 2009
· This release includes support for RSL 2.0 (shader objects and co-shaders) and further ray-tracing optimizations that should give significant performance gains when rendering displacements and motion-blur. 3Delight for Maya includes a new relationship editor to quickly explore and assign shaders and attributes as well as new "edge rounding" features to easily bevel edges on polygonal geometry.
October 19th, 2008
· This release includes ray-tracing optimizations, multi-threading optimizations, improved point-based global illumination, improved photon-mapping, new displacement features, and extensions to the shading language.
· There are assorted bugfixes.