Features | Relighting

Our relighting tool is at the heart of the Bakery Relight™ suite. It's unique blend of speed, ease-of-use and flexibility put it in a league of its own.

Uncompromisingly fast

Final image quality

The result of shading is not an approximated preview. Our relighting tool delivers the exact same result as our batch renderer, and as such benefit from all its advanced features.

Interactive feedback

Thanks to thorough multithreading and patented caching technology, the (re)shading is always performed at interactive rate, limiting computations to a bare minimum.

Advanced lighting features… yet still interactive

Our cutting edge technology maintains interactive rates even when performing complex lighting operations like Multi-bounce Global Illumination, Ambient Occlusion, Sub Surface Scattering, Soft Shadowing and Volume Rendering.

Small memory footprint

Our tools make heavy use of sophisticated streaming and caching mechanisms to store most of the information on the disk, thus drastically reducing the RAM needed.

Concurrent compositing

The rendered image is made instantly available to our proprietary compositing tool, and can be manipulated as would be any other image file.

A true workflow optimizer

Made by lighters, for lighters

Our relighting tool has been designed by seasoned experts who played prominent roles in the lighting departments of major productions, and it shows.

Real-time, GPU-optimized 3D visualization

Our GPU-optimized 3D viewer allow for convenient visualization and modification of most light sources, including shadows and cone falloffs, and even volumetric data. Is also provides a color coded visualization of Level Of details and instances.

Easy scene navigation

It is super-easy to navigate back and forth among the various scenes elements and visualize their different components within our general viewers (hierarchy, spreadsheet, graph) or specialized ones.

Isolated shader preview

The result of each shader can be isolated, and viewed and tuned interactively on the final geometry.

Dependency graph

Our dependency graph allows connections between virtually any attributes and/or expressions, and automagically synchronize values between shaders.

Wildly expressive

Visual shading composition

No need to write your own shaders, nor even know a shading language. Users can graphically build their custom shaders from the bricks we provide or use already existing nodes from our extensive library. Whether they recompose the whole shading tree or just tweak shader parameters, they see the results interactively.

Edit a wide range of geometric primitives

We support a lot of primitive types, and provide for each efficient ways to extract and visualize their various characteristics, and more importantly tune them.

Sculpt your hair and fur

Our procedural fur system interactively grows fur on any primitive. It can also be used to generate hair, foliage, forests, …, you name it!

Manage many lighting scenarios at once

You can make several completely different scene and lighting scenarii seamlessly coexist in a relighting session, for full artistic control.

Higly flexible


Our GUI is based on the wide-spread Nokia Qt library, which facilitates our job to maintain our Linux, Windows (and soon Mac OS X) versions on par with oneanother.

Customizable layout

Support for multi-screen, multi-window, multi-layout.

Distributed hierarchical database

Distributed description of scenes allows different departments to work concurrently.

Import from Maya and XSI

Our import/export plugins allow for an easy integration with a Maya or XSI workflow, and can handle file formats such as OBJ or FBX. They support advanced features such as XSI's subdivision interpolation for texture UVs.