Maya
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#1788
Ja, nemsokára lesz RayDiffuse 2.0 Maya 4.5-re. Elég sok újítás van benne:
Features
Soft Diffuse Shading
Designed to mimic shadowing from global illumination, RayDiffuse captures
the soft look of shadowing from environmental sources such as the sky.
Ambient Occlusion Lighting
: v2.0 includes a new light node that allows lighting of a scene using the
ambient occlusion method developed by ILM for recent productions.
Ambient lighting is calculated using an environment map, allowing for quick,
accurate fill lighting captured on-set via a chrome sphere or spherical image
[similar to HDRI methods].
Texture Baking
: Bake intensive calculations to texture maps for use with Maya or external
renderers [eg. RenderMan]. Now supporting arbitrary node baking,
any Maya shading node may be baked including many third-party plug-ins.
RayDiffuseLight calculations may also be baked to allow integration of ambient
occlusion lighting into non-raytracing renderers or real-time systems.
Calculations can also be baked to polygonal per-vertex data.
Frame-Coherent Sampling
: v2.0 now supports per-frame consistency for shading calculations,
ensuring stable performance across multiple frames resulting in animations
with little or no variation in grain.
NOTE: Due to architecture differences in random number generation,
frames rendered on different OSs should not be inter-cut.
Occlusion Data Output
: Ambient occlusion data may be rendered or baked out as image maps
for use with external renderers or real-time systems [eg. RenderMan
shaders can make use of this data to direct environment map sampling].
Included is a RenderMan shader detailing how to accomplish this.