Once you have created your models you can take advantage of a truly comprehensive rendering system for the most advanced of graphics professionals, integrating all industry-leading rendering techniques. The most efficient memory management functions, unlimited output resolution as well as multi-threaded and multi-processor rendering make of solidThinking the perfect tool for generating photorealistic images.
Techniques
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Wireframe.
- Fast hidden-line.
- Flat, Gouraud and Phong shaded.
- Preview scan-line.
- Full scan-line.
- Preview ray-trace.
- Full ray-trace rendering (multi-threaded).
- Hybrid rendering for integrating radiosity with ray-tracing and other
rendering methods.
- Preview quality post-processing and full quality post-processing.
Radiosity
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Radiosity for simulating real light effects.
- Progressive simulation allowing to balance speed and accuracy.
- Generation of the solution for a view-dependent illumination model allowing
the fastest result possible.
- Support of industry standards for the definition of the luminous intensity
distribution of a luminaire.
Shaders
- Advanced parameterized procedural
shaders with high quality noise function.
- Shade trees for combining multiple shaders.
- Color Source, Reflectance Model, Transparency Source, Displacement, Texture
Space, Light Source, Background, Foreground, and Post-processing Shaders.
- NEW Highly realistic simulation of a wide range of wood surfaces, for ease of visualizing furniture, doors, cabinets, and even parquet floors.
- NEW Leather shader, giving users the ability to simulate the surface finish of a wide range of leather materials. They can decide on the complexity and detail of the surface of the leather, including creasing, smoothness, color and regularity.
- NEW Multi-layer paints, to simulate the multiple highlight and color shift effects of multi-layer paints used in the automotive industry. Designers can specify the composition of each paint layer to simulate a wide range of paints and finishes, including metallic.
- NEW Anisotropic reflectance shader for woven materials, to produce physically based simulations of the anisotropic reflectance properties of woven textiles and materials, such as satin.
- Environment-mapped and mixed backgrounds.
- Environment mapping (e.g., reflection mapping).
- Wrapped mirror map for changing the reflection of a surface from a texture map.
- Wrapped filtered image shader for adjusting color contrast and brightness of textures.
- NEW Interactive transformations (translation, rotation, and scale) of textures and materials in the views.
- Procedural and image-based transparency effects.
- Decal support for combining different materials and wrapping images around surfaces.
Anti-aliasing
- Anti-aliasing shader class for
applying different anti-aliasing per material.
- Feature following anti-aliasing for the highest-quality image output
(brute-force over-sampling to perform extra anti-aliasing around any areas
of intensity change).
- NEW Enhanced analytical anti-aliasing, while using minimal processing time and resources.
Lights
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Unlimited number of lights.
- Ambient, distant, eye, goniometric, point, projector, sky, spot light
sources.
- Area lights.
- Volumetric lighting effects.
- Global lighting effects using real sky conditions.
- Radiometric or photometric measurement.
- Light sources using goniometric data in lighting industry- standard formats.
- NEW Expanded physically accurate lighting range. Goniometric
lights allow users to define accurate light beam shapes (such as fluorescent
lights) using manufacturer's lighting data.
- NEW Perceptual tone mapping, for physically accurate re-creations of the eye's response to brightness levels.
Shadows
- Shadow mapping.
- Shadow ray casting.
- Soft shadows.
- Shadows cast by semi-transparent objects.
- NEW Hybrid shadow creation, combining ray-tracing and scan-line rendering for fast, efficient production of ray-traced shadows.
Post-processing operations
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Physically based depth of field.
- Post-Processing depth cue, variable fog and snow foregrounds.
- Advanced atmospheric effects.
- Lens flares (Glows, Ghosts, and Halos).
- Direct output of QuickTime VR panoramic and object movies.
See also: