![]() The snap tools work across different UVs making lining up textures much easier. There is a new Multi object display in the texture editor allowing you to see many objects UVs at the same time. Ultimapper can generate normal, ambient occlusion, difference, light and albedo maps all with an instant mental ray, DirectX or OpenGL preview directly in the XSI view-ports. The new XSI Ultimapper tool can generate all kinds of cinematic-quality maps from arbitrarily complex models in just a few clicks all the while taking full advantage of all the sophisticated rendering possibilities of the mental ray v3.4 rendering engine. ![]() There are come cool new projection tools like inspect current UV, inspect All UVs, swim (allows editing geometry without distortion) and reproject. This makes rendering much faster, although the illumination contribution is now frozen into the object and cannot change with changing lighting conditions. The most common application is sampling illumination, or just indirect illumination, and storing it into a writable texture file that can be texture-mapped later during rendering. Lightmap shaders can be attached to materials to sample the object that the material is attached to, and compute a map that contains information about the object. Actual product announcements detailing the new software, hardware and systems can be found at each companys website. Logged messages have check boxes rather than levels, allowing you to show only errors or only progress etc Export MI2 now has subdivision geometry shaders export options.Ĭompanies at IBC that announced new products or upgrades to products in the DI and data-centric space included Quantel, Autodesk, Digital Vision (which acquired Nucoda earlier this year), Assimilate, MTI, Imagica, Celco, Bluefish444, Zaxel and FilmlLight. FG Bounces now has a slider and so does Pre-Sampling Density. Photon GI and Caustics now have an RGB filter. Jitter Sampling now has a slider, not just on/off. There are also loads of new animatable functions in the Render PPG. Some of the new render options include: Multiple final gathering bounces, final gathering density control and the ability to filter color for global illumination, caustics and final gathering. You can automatically generate standard or custom rendered channels such as specular or reflections. It seems to render much faster than previous versions. There is a new material port node for fast subsurface scattering and skin shader. Again, all these new features are present in both the 32-bit and 64-bit versions. This development work is almost all under the hood and does not require the user to fine tune, tweak and jump through hoops to simply render large scenes. mi files, they are generally smaller (around 10 times) and now use subdivision geometry shading as well as the callbacks. This is one of the reasons its able to render so many polygons at once.Īs for. Plus XSI 5.0 has integrated mental ray 3.4.6 just about as closely as is possible. All these new features are present in both the 32-bit and 64-bit versions. Ultimately, this now means that when you can load it into XSI, it renders. ![]() Complementing this is a new tiling option (again mainly useful for very dense meshes), which will work for the render region as well as when rendering to disk. In addition, there should no longer be issues with requiring large lumps of contiguous memory to achieve any of this, as XSI will break large objects up into pieces can be flushed when memory usage is low and call it back later. Softimage has introduced new geometry compression as well as XSI render callbacks, which will only push a minimal amount of data to mental ray, and only when a ray hits geometry will it call back XSI for the relevant data. Part of the new Gigapolygon core, rendering in XSI 5.0 is about scalability, and mesh splitting is just one part of a major undertaking to ensure that large scenes will render faster and more reliably. Not that you would want to work on a scene that large, but if you had software that could, imagine how well a typical scene would run. Tests show that the 64-bit version of XSI can handle scenes with a billion polygons and thousands of textures. No more out of memory errors or scenes that just dont work because youre stuck with a 32-bit piece of software. ![]() Possibly the best thing to happen to XSI users who work on gigantic scenes is the 64-bit version. Others were a very welcome surprise such as, rendering speed and memory improvements, Ultimapper, GATOR, tweak tool and more. Many of SOFTIMAGE|XSI 5.0s enhancements and features are a direct result of user requests, such as updated rigid body dynamics, 64-bit XSI, migration tools for Maya users, ZBrush compatibility, bézier curves, laptop layouts, dopesheet improvements, weight locking, shape manager. ![]()
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