Rendering Specs

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

- 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

- 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

- 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.
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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

- 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: