- Tue Sep 29, 2009 3:45 am
#309568
V2 :: BEHIND THE SCENES
Presented by Next Limit QA Dept.
in cooperation with Maxwell Render A-Team
September, 2009
____Preface_______________________________________________________________________________
Dear Friends,
During the development of Version2, we've made a lot of tests and achievements.
While coding/testing, we were also always watching the forum for your requests.
Now, as we're proud releasing Version2 with its ultimate power, we decided to
share further technical facts behind the scenes with you; our dedicated users.
We're sorry for the long post but, it's very hard to squeeze months of work
inside a single post. But, we're already sure you will enjoy reading it all.
Maybe it's not full of eyecandy images but the things you've waited for long.
Thank you for your priceless support!
In math we trust,
Next Limit Team
____Index_________________________________________________________________________________
1) CORE IMPROVEMENTS DONE
1. Color Accuracy Improved
2. Surface Fidelity Improved
3. Rough Transmissives Improved
4. Illumination Strategy Improved
5. IBL Illumination Improved
6. Caustics Improved
7. Bump / Normal Mapping Improved
8. Tonemapping Improved
2) CORE LIMITATIONS AVOIDED
1. Reflectance Limitations Avoided
2. Reflectance / Transmittance Normalization Avoided
3. High Poly Emitter Moiré Artifacts Avoided
4. Sun Limitations Avoided
5. AGS Limitations Avoided
3) CORE BUGS FIXED
1. Shading of Non-Proportionally Scaled Objects Fixed
2. Low Poly Smooth-Shading Artifact Fixed
3. Emitter Inside Rough Transmissives Fixed
4. Dozens of Minor Bugs in Other Areas Fixed
4) NEW FEATURES ADDED
1. Layer Stacking Added
2. Texture Alpha as Input Added
3. Color Multilight Added
4. Conductor Fresnel (Nd+K) Added
5. Global Bump / Normal Mapping Added
6. Thin SSS Added
7. IES and EULUMDAT Support Added
8. New Wizards Added
9. Output Color Spaces Added
10. Multiple Bit Depth Output Added
11. Separate Buffers for Render Channels Added
12. Material Override Added
13. Realflow Support Added
14. New Networking Added
15. Scripting System Added
16. Numerous Other Features Added
5) HIDDEN FEATURES
1. ...Find at the bottom of this post...
____CORE IMPROVEMENTS DONE______________________________________________________________
1.1 Color Accuracy Improved (Spectral <> RGB Conversion)
Due to conversion between RGB and Spectral space we were losing valuable amount of information in vivid/pure colors. This is over.
The overlaid chips are the reflectance colors given by the user. On the left, 1.7.1 is capable of getting close to the desired color.
Now, Version2 ensures higher accuracy between input and output colors, as seen on the right.
Here's the improvement in action:
another one...
1.2 Surface Fidelity Improved (BSDF, Roughness Model)
BSDF is completely renewed and optimized for faster and more accurate results. The overall response to light is vastly improved.
It's one of the main factors bringing us less noise in same render time. Processing of multiple BSDF is also highly optimized for saving more time.
Overall result boosted the performance of indirect illumination and more depth added to the scene.
The improvement coming with new BSDF + Color Accuracy is not something small. Compare the peak realism in indirectly lit areas.
Model courtesy of Jotero
Roughness continuity and darkening on the edges are not problems anymore. Now, with new roughness model the transition to lambertian is seamless.
You can imagine how much this was affecting the overall quality in glossy (Roughness 1-99) surfaces we're using everyday.
This scene has spheres on a circular path with increasing roughness under skydome. On the left, it's 1.x and on the right it's Version2.
The spheres are now free from shading issues and they look perfectly invisible as you may also predict. Notice the natural grey of skydome is a gift of spectral accuracy.
See the darkening edge on this metal sphere in 1.7.1 (on the left) and with Version2 improvement on the right.
Now, we're proud to present one of the key point which leads v2 to absolute success in surface fidelity and realism.
In the below scenes, you will see a white sphere and walls under white skydome.
First two movies on a row is the comparison of range between Roughness 0 and Lambertian.
Please click and drag the mouse on the movies to investigate the continuity in roughness in each version.
You will notice Version2 does not have a jump and has a seamless transition to Lambertian in opposite to 1.7.1
Continuity in Roughness
Presented by Next Limit QA Dept.
in cooperation with Maxwell Render A-Team
September, 2009
____Preface_______________________________________________________________________________
Dear Friends,
During the development of Version2, we've made a lot of tests and achievements.
While coding/testing, we were also always watching the forum for your requests.
Now, as we're proud releasing Version2 with its ultimate power, we decided to
share further technical facts behind the scenes with you; our dedicated users.
We're sorry for the long post but, it's very hard to squeeze months of work
inside a single post. But, we're already sure you will enjoy reading it all.
Maybe it's not full of eyecandy images but the things you've waited for long.
Thank you for your priceless support!
In math we trust,
Next Limit Team
____Index_________________________________________________________________________________
1) CORE IMPROVEMENTS DONE
1. Color Accuracy Improved
2. Surface Fidelity Improved
3. Rough Transmissives Improved
4. Illumination Strategy Improved
5. IBL Illumination Improved
6. Caustics Improved
7. Bump / Normal Mapping Improved
8. Tonemapping Improved
2) CORE LIMITATIONS AVOIDED
1. Reflectance Limitations Avoided
2. Reflectance / Transmittance Normalization Avoided
3. High Poly Emitter Moiré Artifacts Avoided
4. Sun Limitations Avoided
5. AGS Limitations Avoided
3) CORE BUGS FIXED
1. Shading of Non-Proportionally Scaled Objects Fixed
2. Low Poly Smooth-Shading Artifact Fixed
3. Emitter Inside Rough Transmissives Fixed
4. Dozens of Minor Bugs in Other Areas Fixed
4) NEW FEATURES ADDED
1. Layer Stacking Added
2. Texture Alpha as Input Added
3. Color Multilight Added
4. Conductor Fresnel (Nd+K) Added
5. Global Bump / Normal Mapping Added
6. Thin SSS Added
7. IES and EULUMDAT Support Added
8. New Wizards Added
9. Output Color Spaces Added
10. Multiple Bit Depth Output Added
11. Separate Buffers for Render Channels Added
12. Material Override Added
13. Realflow Support Added
14. New Networking Added
15. Scripting System Added
16. Numerous Other Features Added
5) HIDDEN FEATURES
1. ...Find at the bottom of this post...
____CORE IMPROVEMENTS DONE______________________________________________________________
1.1 Color Accuracy Improved (Spectral <> RGB Conversion)
Due to conversion between RGB and Spectral space we were losing valuable amount of information in vivid/pure colors. This is over.
The overlaid chips are the reflectance colors given by the user. On the left, 1.7.1 is capable of getting close to the desired color.
Now, Version2 ensures higher accuracy between input and output colors, as seen on the right.
Here's the improvement in action:
another one...
1.2 Surface Fidelity Improved (BSDF, Roughness Model)
BSDF is completely renewed and optimized for faster and more accurate results. The overall response to light is vastly improved.
It's one of the main factors bringing us less noise in same render time. Processing of multiple BSDF is also highly optimized for saving more time.
Overall result boosted the performance of indirect illumination and more depth added to the scene.
The improvement coming with new BSDF + Color Accuracy is not something small. Compare the peak realism in indirectly lit areas.
Model courtesy of Jotero
Roughness continuity and darkening on the edges are not problems anymore. Now, with new roughness model the transition to lambertian is seamless.
You can imagine how much this was affecting the overall quality in glossy (Roughness 1-99) surfaces we're using everyday.
This scene has spheres on a circular path with increasing roughness under skydome. On the left, it's 1.x and on the right it's Version2.
The spheres are now free from shading issues and they look perfectly invisible as you may also predict. Notice the natural grey of skydome is a gift of spectral accuracy.
See the darkening edge on this metal sphere in 1.7.1 (on the left) and with Version2 improvement on the right.
Now, we're proud to present one of the key point which leads v2 to absolute success in surface fidelity and realism.
In the below scenes, you will see a white sphere and walls under white skydome.
First two movies on a row is the comparison of range between Roughness 0 and Lambertian.
Please click and drag the mouse on the movies to investigate the continuity in roughness in each version.
You will notice Version2 does not have a jump and has a seamless transition to Lambertian in opposite to 1.7.1
Continuity in Roughness
Next Limit Team