Feature List

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Contents

Geometry Output

  • NURB Surfaces
    • NU(R)B Surfaces can be written out non-rational, saving data
  • NURB Curves
    • Arbitraty parameter support through userDataMaps
    • Width/radius can be set at root, middle and tip
    • NU(R)B Curves can be written out non-rational, saving data
  • Polygonal Meshes
    • Polygons
    • Subdivision Surfaces including support for arbitrary sharp creases & corners
    • Additional data that gets exported by default:
      • Vertex colors
      • Weight maps
  • Hair as Curves
    • Hair gets rendered as smooth b-spline curves, not approximated using line segments
    • The hair inherits displacement of the emitter from the Rendertree
    • Data that gets exported by default per hair curve
      • Position of the first CV at the root
      • Normal of the emitter at the root
      • uv coordinates of the emitter the root
      • unique hair strand id
  • Primitives (Quadrics)
  • Particles
    • Supported render types: Particles, Disks, Spheres, Sprites or Blobbies. To come: Lines & Curves
    • Data that gets exported by default
      • Color
      • Opacity
      • uv coordinates of the emitter
    • Arbitrary per-particle attribute and userDataMap support
    • Blobbies can be split using a custom attribute or userDataMap "blobbyid"

Motion Blur

  • Transformation motion blur support
  • Deformation motion blur support
  • Up to 16 motion samples
  • Separate control over camera, shadow map, transformation and deformation motion blur
  • Control over shutter timing & offset; four different timing modes to choose from
  • All other RenderMan-specific motion blur attributes are fully supported:
    • Motion factor
    • Shutter efficiency (3Delight only)
    • Sample motion (3Delight & PRMan only)
    • Extreme motion with depth of field sampling strategy (3Delight & PRMan only)

Camera

  • Depth of Field support
  • Front- & back plane geometry can be automatically generated for special effect shaders
  • Support for Hype lens- & resolution data to produce images with a safe overscan for re-distortion at compositing stage
  • All other RenderMan specific camera attributes are fully supported:
    • Focus factor (3Delight only)
    • Extreme motion with depth of field sampling strategy (3Delight & PRMan only)

Light Output

  • XSI distant-, spot- & point lights supported natively
    • If no shader is attached to a light, default Affogato lightsource shaders are used (affogatopoint, affogatospot & affogatodistant); these lights mimic the behavior of the standard XSI light sources.
  • Full custom light shader support

Automatic Map Generation

  • Automatic shadow map generation for distant- and spotlights (point light shadow maps are currently unsupported)
  • Automatic shadow map generation from arbitrary orthographic- or perspective cameras (including an unlimited number of shadow cameras per light for custom light shaders)
  • Automatic environment map generation from any object

Textures

  • Full UV support for
    • NURB Surfaces
    • NURB Curves
    • Subdivision Surfaces
    • Primitives
    • Particles
    • Alternative output for all geometry types to support multiple UV sets
  • Optional normalized UV output for NURB Surfaces & Curves

Data File (RIB) Formatting

  • Data granularity support allows to write out data files in several chunk sizes:
    • Sub-Frame — One data file for options & world
    • Sections — One data file for options, world split into lights, spaces & geometry
    • Sub-Sections — One data file for options, world into lights, spaces, geometry, each of the latter split into archives per-object
    • Output of any Section or Sub-Section can be omitted to shorten export time
  • Transformations can be separated from geometry in Sub-Section mode
  • The world block data files is always shared in all shadow- and environment map data files

Pipeline

  • Job files can be output in Liquid XML format or RSP's proprietary 'jobEngine' XML format.
    • Full dependecy tree of final image modeled in job file
    • Both formats are easy to parse
    • Job files can be written out at arbitrary chunk sizes to allow firing off the renderung of part of a sequence before the data generation of the entire sequence has finished; minimum granularity is a single frame
  • Arbitrary OS commands can be run before and after each frame
  • Render globals/options can come from an external XML file or a custom property inside XSI
  • Arbitrary frame sequences can be specified (not just start frame, end frame and step size)
  • All paths can be written absolute or relative to a base path (the project root)
  • Built-in cache support for ultimate pipeline flexibility on a renderfarm:
    • Writing files to the cache (data files, images and maps)
    • Sourcing files from the cache (data files and maps)
    • Copying files back from the cache to their final correct location after rendering is done (data files, images and maps)
    • Support for 3Delight's network render cache
  • Data can be sent directly to the renderer, omitting generation of any data files (e.g. RIBs) for faster feedback, reduced i/o and less (intermediate) storage requirements (only supported by 3Delight or RenderDotC)
  • Different verbosity levels supported so log files only contain needed information
  • Properties in XSI can be aquired the XSI way or using hierarchical scene tree scanning (like e.g. in Maya), allowing the inheriting of properties from parent objects
  • Support for 3Delight's multi-CPU and multi-host rendering
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