Thread: 3delight and Fusion

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  1. #1 3delight and Fusion 
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    since eyeon released a example code in the SDK of Fusion 6.1 on how to make Fusion work together with renderman i was always curious to make it work.
    after nuke got atomkraft the wish was even bigger to have something similar in fusion. even if it was just for the fun of it.

    now after a long wait and nobody else showed some work on it I started to work on it.

    I try to keep you informed about the progress and stuff on this BLOG

    i hope i can give you very soon something to play with

    Click image for larger version

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    this picture shows working Colorbleeding/GI effect in my plugin, more pictures of features on the blog
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  2. #2  
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    great !
    Will keep look on your blog for how this develops.

    b
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  3. #3  
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    and here we go:

    my first public release.

    everybody can play with it
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  4. #4  
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    first bugfix release is out!

    new download
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  5. #5  
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    a lot of new stuff to play with:

    Changelog 12th July 2012
    • Added intensity control to RoE.CookTorrance for specular
    • Added intensity control to RoE.CookTorrance for reflection
    • Added support for Textures (just Images, no Fusion Shaders) in RoE.CookTorrance;
    • Textures can be used for Diffuse Color, Specular Color, Specular Intesity, Specular Roughness,
    Reflection Color, Reflection Intensity, Reflection Roughness
    • Added Support for Fusion Blinn material (just Color and Specular settings)
    • Added Support for Fusion Ward material (just Color and Specular settings, anisotropic settings will
    effect the shader, but will not match the fusion one)
    • Shading rate control is now non integer and accepts values down to 0.001. Values below 1 will lead to
    some kind of supersampling, „sub micropolygon sampling“)
    • Added support for decay type in spotlight
    • Added support for decay type in pointlight
    • renamed to „3Delight“ in the 3d rendernode „render type“ dropdown
    download
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  6. #6  
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    so, a new update is availible

    Support for the correct image output bitdepth in Render3d node (float16 and float32 will gave the same image)
    displacement in RoE.CookTorrance, this is real Renderman displacment with support for micropolygon displacement and should give better result then the Fusions „Displacement3D“ node. Later can only displace given geometry
    you can specify a search path for the shaders, in case you want to keep your 3delight installation clean or have a special place for the shaders
    the multiply setting in the „RoE.EnvLight“ supports now non integer values and also values below 1.0
    Fusions „Shape3D“ Sphere, Torus, Cone, Cylinder are now rendered as Renderman primitives. That means you dont need high settings for the segments for smooth results. Simple exclusion here: because Renderman primitives dont support caps, this only works if you have no caps. Otherwise it will still exported as set of polygons
    added support for lights emitting photons. This should give faster results if you use RoE.CookTorrance with „ColorBleeding“ on. I did not see any difference in speed or the image. The photon count is for the whole scene NOT per light. Currently all lights emit photons if this option is on.
    you can find it at my blog
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  7. #7  
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    after a long time: here comes a new version to play with. this version now includes some major breakthroughs in production usability. You can now use (Light) projections, enjoy beautiful Motionblur, use the totallyrebuilded FinalGather/ColorBleeding solution, raytrace everything in the scene and even output a RIB file instead of a rendered image.

    http://reichofevil.wordpress.com/201...ew-big-update/
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