- Tue Dec 17, 2013 8:10 pm
#375492
V3 :: BEHIND THE SCENES
We are proud to present some important render core fixes included in V3... Enjoy!
Improved Energy Conservation in Additive Layer Blending
Until V3, it was not possible to avoid energy problems using additive blending of layers causing a lot of noise (sometimes persistent) and yet produce unrealistic results ending up with glowing surfaces. You should still avoid blending layers containing Dielectric/Translucent BSDFs in additive mode. Below, you can find quick comparisons rendered for same amount of time.
Knot Test (Red Car Paint using additive layers) V2 vs v3
GI Test (White glossy walls using additive layers) V2 vs V3
Many of your scenes will dramatically benefit from the additives fix as we are sure this is the most important core fix since the additive layer blending is introduced.
Subdivision as a Faceting Workaround
Low poly models were suffering from faceting under directional distant lights. You can now refine these objects with the help of new Subdivision Modifier.
Sphere Test (under Physical Sun) V2 vs V3
No More Faceting with Anisotropy
Textured anisotropy had a limitation of faceting when rendering it on non-planar surfaces such as the sphere below. It has been a big problem for metal surfaces having complicated topology and now completely fixed. Let's see how it works:
Sphere Test (with textured anisotropy) V2 vs V3
Above test incl.Subdivision
Improved Normal / Bump Mapping
Normal/Bump mapping had a shading problem mostly visible as flipped triangles on specular surfaces. This situation has been vastly improved. Here's a comparison:
Normal Map Test (on specular surface) V2 vs V3
We are proud to present some important render core fixes included in V3... Enjoy!
Improved Energy Conservation in Additive Layer Blending
Until V3, it was not possible to avoid energy problems using additive blending of layers causing a lot of noise (sometimes persistent) and yet produce unrealistic results ending up with glowing surfaces. You should still avoid blending layers containing Dielectric/Translucent BSDFs in additive mode. Below, you can find quick comparisons rendered for same amount of time.
Knot Test (Red Car Paint using additive layers) V2 vs v3
GI Test (White glossy walls using additive layers) V2 vs V3
Many of your scenes will dramatically benefit from the additives fix as we are sure this is the most important core fix since the additive layer blending is introduced.
Subdivision as a Faceting Workaround
Low poly models were suffering from faceting under directional distant lights. You can now refine these objects with the help of new Subdivision Modifier.
Sphere Test (under Physical Sun) V2 vs V3
No More Faceting with Anisotropy
Textured anisotropy had a limitation of faceting when rendering it on non-planar surfaces such as the sphere below. It has been a big problem for metal surfaces having complicated topology and now completely fixed. Let's see how it works:
Sphere Test (with textured anisotropy) V2 vs V3
Above test incl.Subdivision
Improved Normal / Bump Mapping
Normal/Bump mapping had a shading problem mostly visible as flipped triangles on specular surfaces. This situation has been vastly improved. Here's a comparison:
Normal Map Test (on specular surface) V2 vs V3
Next Limit Team