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