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Thea Render v2.2 : Based on Nvidia CUDA Technology

Field mapping is a new proprietary technique that evaluates consistently the lighting than cannot reach easily the viewer

Field Mapping – A New Revolutionary Approach

Field mapping is a new proprietary technique that evaluates consistently the lighting than cannot reach easily the viewer. With traditional biased engines, the global illumination is often noisy, even when Final Gathering is coupled with Photon Mapping, resulting in blotches in the final render. With Field Mapping, evaluation becomes easy and it brings the expected high quality result without any troubles.

 

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Presets and Easy Tunning

Due to our robust engine, we have the luxury to create presets that work in almost all cases, without further tweaking from the user. This way, the time to tune the biased engine is minimized and new users can get nice results right from the beginning. Using perceptual criteria, the engine adapts better to the local scene difficulties and the settings are simpler than before.

 

 

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No More Thick Walls

The issue of shadow and light leaks has been a “traditional” problem with biased render engines, especially the ones using techniques like Photon Mapping. This is for example the case, where light or shadow from one side of a wall appears on the other side as well, showing an unnatural effect. Field Mapping makes an accurate evaluation and, leaks, that are so common with Photon Mapping, are not present.

 

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Improvements – Shadow Catcher and Bump

The shadow catcher enables a model to be naturally embedded inside a photograph, showing its shadow from the environmental lighting. Shadow catcher is now supported by Adaptive BSD and it is very fast! Even more, the bump and normal mapping under global illumination are also dramatically improved, giving a realistic look to bumped surfaces when indirectly lit. And this, without any speed drop.

 

Walkthrough Animation

The Adaptive BSD engine is also the best one to use when it comes to walkthrough animation. This is because the global illumination solution can be calculated for the whole sequence and reused afterwards for rendering all the frames. With our specific implementation for walkthrough animations, the engine gives a flicker-free animation without any floating “blotchy” patterns.

 

ENGINE FEATURES

 

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High Accuracy & Performance

In Thea Render, we introduced innovative techniques and algorithmic optimizations to achieve superior performance. All possible paths of lighting transfer are explored, delivering the highest accuracy.

 

 

Light Simulation

A strong mathematical framework that has led to a very robust unbiased core. It can be also considered as a light simulation tool, performing calculations in the full visible spectral space and including advanced phenomena like volumetric scattering and spectral dispersion.

 

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Unique Material Editor

The material system with Physically Based material primitives and Advanced Layering System is at the heart of the render engine. These features lead to the most realistic and convincing renders.

 

 

Zero Setup Time

One of the great advantages of using the unbiased core is that no effort is needed to set up the engine. Realistic results are produced without any artifacts. This way, the artist and designer can focus exclusively on bringing their ideas to life, without fiddling with any engine parameters.

 

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Fast Interactive Rendering

Presto is great fun to work with, especially since you can get immediate feedback with production quality due to its fast, interactive response.

 

 

Instancing

Millions of instanced polygons can be rendered without an issue due to our geometric compression techniques. And even if scene cannot fit in GPU, Presto can still run entirely on the CPU.

 

 

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Volumetrics & SSS

Participating media and Sub-Surface Scattering are resolved with full accuracy utilizing our optimized volumetric scattering techniques.

 

 

Denoising

There are two denoising methods to choose from. NVIDIA® OptiX™ delivers fast unsurpassed denoised renders. And in case that NVIDIA GPU graphic card is not available our built-in denoiser can still be used to accelerate production rendering.

 

 

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Split Frame

Systems with multiple GPUs can use the Split Frame option to vertically divide the rendered image into as many parts as there are devices on the machine, for faster interactive refresh rate.

 

 

Custom Component Evaluation

Custom Material and Light Evaluation allows the user to select which components (such as Diffuse, Translucent, Reflectance, Transmittance, and SSS) will be evaluated for a given material and light, thus removing unwanted contributions and accelerating render times.

 

 

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Tone Mapping

Two new Tone Mapping operators have been added in Thea Render. Filmic allows the user to have complete control over Highlights and Shadows while Reinhard provides a robust way to automatically compress high dynamic range renders.

 

 

Back-Face Material

A separate material can be assigned to the back face of a surface. This is very useful for models without thickness like labels, leaves, etc.

 

 

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Resume/Merge Render

The user can stop a rendering and resume later without losing any progress. This is ideal when resources are limited or render job needs to be transferred to other workstations.

 

 

Beveled Edges

Beveled Edges can be used to smooth out the edges of an object with controls over the radius of the effect and the minimum angle of the adjacent faces.

 

 

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Triplanar Mapping

Triplanar is a special mapping technique similar to Cubic Mapping with the addition of blending together the projections from each axis (x, y, z). Triplanar Mapping along with the Cut-Off and Sharpness parameters can be used to eliminate the seams of a texture without the need of proper UV Coordinates.

 

 

Support for LUT files

LUT stands for Look-up Table and the files can be used to change the overall color and tone of an image.

 

 

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Edge Ramp Procedural

The Edge Ramp procedural makes it possible to apply color to the edges of a surface based on the minimum angle of adjacent faces and the radius of the edges.

 

 

Worley Noise Procedural

The Worley noise procedural is able to create cell-like structures that simulate textures of water and stone among others.

 

 

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Cuda 10 Support

Thea Render supports Cuda 10 making it possible to use High-End GPUs like Titan-V and RTX.

 

 

AMD Open CL Support

Support for AMD Graphic Cards rendering has been added through OpenCL. Please note that this feature is Windows only and under continuous improvements.

 

More features…

  • NVIDIA® OptiX™ 6 integration
  • Presto support for all procedurals
  • Linearized Roughness
  • Blackbody & Full Spectral Color support for Presto
  • IOR sampled files support for Presto
  • Adaptation for many light sources
  • Optimized GPU Kernels
  • Interactive Position Updates

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