Feature List
From Affogato
Contents |
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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)
- Spheres
- Blobby modeling extension for Spheres
- 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"
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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)
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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)
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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
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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
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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
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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
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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

