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- 2003-1-15
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True raytraced reflections and refractions
Glossy reflections and refractions
Area shadows (soft shadows). Includes box and sphere emitters.
Indirect Illumination (global illumination, global lighting). Different approaches include direct computation (brute force), and irradiance maps.
Motion Blur. Includes Quasi-Monte Carlo sampling approach
Depth-Of-Field camera effect.
Antialiasing. Includes fixed, simple 2-level and adaptive approaches.
Caustics
Optimized materials for faster rendering
Fully multithreaded raytracing engine
Reusable irradiance maps (save and load support). Incremental sampling for fly-through animations.
Photon mapping
Reusable caustic and global photon maps (save and load support).
True HDRI support. Includes support for *.hdr image loading with proper texture coordinates handling for both cubic and angular maps. Map your images directly without distortions or cropping.
Native area lights for physically correct illumination.
G-Buffer (RGBA, material/object ID, Z-buffer, velocity etc.)
Motion blur with analytic sampling
Distributed rendering for utilizing all of your studios computers. Based only on TCP/IP enables one to connect through the Internet as well.
Different camera types: fish-eye, spherical, cylindrical and cubic cameras
Displacement mapping. Includes a fast 2D bitmap algorithm as well as true 3D displacement mapping.
Support NURBS geometry
Vray Light material
Preset Materials (Metal, Plastic, etc.)
G-buffer based antialiasing. |
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