Audi rendering

2011, April 27 - Redsdk 2.4 increases its precision

  • Clever sampling
  • New shadows
  • Improved accuracy
  • Material editor
  • New hardware and custom certifications
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Clever sampling

The role of the GI (Global Illumination) is of course to increase the final realism of a 3D scene, but without blowing up the rendering time! To do so, GI samples must be positioned in a very smart way inside the model. Too many samples and you will slow down your rendering time, too few and your rendering quality will become so low that you will have to start generating a new image or animation that will make you loose even more time.

In their latest Redsdk release, the Redway3d engineers improved a lot the generation of GI samples as illustrated on the picture on the right, showing a teapot in the corner of a box. As you can see the density of the samples raises where it is required to catch details (the handle, lid, spout of the teapot) and also where the light occlusion is more important (base of the teapot and edges of the box).

Clever GI sampling
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New shadows

To make compositions of scenes easier, Redmaterials offers a new material called "Matte Shadows". This new material ensures a good coherence of shadows when a 3D model is integrated inside an environment (can even be HDR) which is just a picture mapped on a spherical background. The picture on the right shows a car modelized in 3D, while the background is just a bitmap stuck to an hemisphere. This technique, enables 3D designers to show their models quickly in different environments without having to modelize them.

Also, to increase the rendering speed when possible, software shadow maps are now supported by the Redsdk ray tracer.

Matte shadows rendering
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Improved accuracy

The Redsdk 2.4 accuracy has been extended in many ways. The quality of texts has been improved significantly, as shown on the picture on the right, together with their DXT compression algorithm, for the benefits of all the industrial users of Redsdk. This feature is as always available both for GPU and CPU rendering modes, which were introduced in 18 months ago (see the Redsdk 2.1 press release for more details).

The ray tracer part of Redsdk, now supports simple and double precision databases, which is a "must-have" feature for all people who design 2D and 3D models where small objects are adjacent to large ones (e.g. Civil engineering with lights along a road).

Improved rendering accuracy
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Material editor

To help Redsdk users in deploying their own custom materials, Redway3d developed a material editor. With a simple GUI (Graphic User Interface), anyone can load its own textures and define its rendering parameters (reflection, transparency, etc.). All the materials parameters (textures included) are then packaged in a single ".red" file, that users can directly import inside their own 2D/3D model.

The material editor can be used to produce complete catalogs of predefined materials, thanks to its command line and batch working modes. Designers of the catalog can also decide to expose some parameters to let users change them and then increase the possible rendering options (as the color of a golden metal which can have various taints of yellow or even white) or hide some material parameters to force users to render their models based on pre-calibrated elements.

Material editor
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New hardware and custom certifications

As always, Redway3d is continuously updating Redsdk to benefit from the latest GPU models and features and thus driver recommendations are updated from one release to the next one. Redsdk 2.4 comes with the support of the NVIDIA® G400 chipset, that users will find on the Quadro 6000 card for example.

If for any reason, an ISV (Independent Software Vendor) wants to overwrite the default Redsdk driver recommendation, it is now very easy to do so by editing the database of the recommended drivers with the new SCU (System Check Utility) management tool.

Material rendering