while i was playing around with a new material shader, which utilizes the new features of 3delight11, i got some suprising result
as i turned on my GI solution i got mesh lights and something that looks like subsurface scattering.
i know the code that i’m using for the new shader has options for both of it, but i didnt use this features right now. looks like there are nice things to come
the new version of 3delight is now public! and the new speed is amazing
in a first very quick test i got an improvement of 300%. i just rendered one of mine scenes with the old engine and it took 2mins08sec to render, then i switched to the new release and changed nothing else: 40 seconds.
in the next few days i will look into all the new stuff and then i will start updating my plugin
now i see its allmost 6month since my last post and this is really bad
i’m sorry for that
but in the near future i’ll start working again on the plugin, because we will finally see a new version of 3Delight with a lot of new features and there will also be a new version of Eyeons Fusion with a new 3D engine
hope to give you something nice and new in a few weeks.
sometimes its all about the small things. as long as i dont have a DisplayDriver, which writes the render result direct into the Fusion framebuffer, i needed to provide some feedback about the rendering progress.
i started with a simple text output to the console and then i rembered that i saw somewhere there is an function to set the progress bar of the tool.
And here it is:
as you can see the progress bar of the Render3D will update correctly with the status of the rendering progress. now you can see how much longer you have to wait for your nice picture.
I managed to set up my coding enviroment on my other pc. now i can work again on the plugin and i have done so.
while i searched for a way to motion blur particles i discovered the possibility to make deformation blur working. thats another one i never suspected to happen.
in this picture you see the position of the sphere in the 2 different frames:
here you see the rendering with just transformation blur (like it is right now in the plugin):
and here now the new version with deformation motion blur:
this works also with particles but not in a way you would like to have it. for this current implementation it needs the same amount of particles (points in the 3d object) in every frame. quiet useless with particles where you emit new particles every frame