Renderlights New Features & Specification Requirements

 

 What’s new on RENDERLights 1.9

VERSION 1.9.20

Real Time Global Illumination

Global illumination is a general name for a group of algorithms used in 3D computer graphics

that are meant to add more realistic lighting to 3D scenes.

Such algorithms take into account not only the light which comes directly from a light source

(direct illumination), but also subsequent cases in which light rays from the same source are

reflected by other surfaces in the scene, whether reflective or not (indirect illumination).

What makes the RENDERLights rendering engine unique is the algorithm, that calculates a

high quality, real time global illumination.

This allows the user to adjust lighting conditions and seeing the result in real time.

Real time environments

You can change the sky of you scene and other environmental properties in no time in RENDERLights.

The sky and the environment affect the lighting and have a significant impact on the atmosphere of the scene.  

RENDERLights has a comprehensive set of skies included and, new skies or backdrops can freely be

imported using conventional 360 panorama (4X3) images ,or crossed cube maps.

Real time shadows

RENDERLights supports real time shadows casting, Shadows are fully dynamic on all objects of the scene.

You can adjust and modify the shadows in the light panel, every light has individual settings that can improve

the quality of the casted shadows.

Multiple light sources

RENDERLights itself sets no limitations on the number of lights in a scene.

This makes it possible to create even more realistic look in real time, the only

limitation is the power of your video card system.

The multiple light sources are especially useful in interior scenes,

where the real situation of the lighting design can be followed.

Real time reflection maps

RENDERLights supports real time reflection maps. Real time reflections maps enable rendering

of more realistic looking reflective surfaces such as glass. The reflection is created by calculating a

reflection cube map in real time.

The reflective objects will generate a cube map based on its immediate surroundings, for a more

accurate result, reflective object should not be welded or attached to each other.

Notice that the more reflective objects you have the more power the computer will require, plan

carefully what surfaces require reflection, this is important if you use computers older than 2009.

Real Time water simulation

You can add water  to your scene very easily in RENDERLights.

The water automatically reflects the environment and the objects of the scene.

The color of the water can also be changed according to the natural water color in the region in question –

whether it was the bright turquoise of the Caribbean or dark deep blue of the North Atlantic.

Tone Mapping and Automatic Light Adjustment

The human eye automatically adjusts to the changes in the intensity of light in the environment.  

Automatic light adjustment does exactly the same, making the RENDERLights scenes even more appealing.

Tone mapping makes it possible to render high dynamic range lighting even though the conventional screens

only support a very limited dynamic range.

Advanced Sun Light

RENDERLights is equipped with a sophisticated sunlight system with the following features:

   Sun Geo-location system

   Sun lens flare

   Bloom effect

Import 50 Different 3D File Formats

You can import up to 50 different 3D file formats with just one click.

RENDERLights also supports Trimble 3DWarehouse, where you can download thousands of free 3D models – fast and easy.

RENDERLights support BIM formats like IFC, FBX and SKP2016, more formats will be added as the demand increases.

External Reference Files

In addition to importing files from multiple sources, RENDERLights supports file XREFFING

With XREF, you can attach multiple models into one project, to help you to keep your work more organized and easy to modify

the different models separately.

XREF files can be turned on or off in the explorer tree context menu, you can use reload to get the new version of your model if

you have done any changes.

Modified textures of an XREF model will be reverted to the original if you reload the model, if you want to preserve you setups,

you will need to bind the models or export them as *.rr3 extension, after that you need to import the *.rr3 file again into the project.

Material editor

Materials can be edited easily in RENDERLights. The material editor allows changing all of the relevant material parameters.

RENDERLights supports e.g. the following features:

Diffuse map

 Specular reflection

 Mirror reflection

 Emissivity

 Transparency AND Bump and displacement mapping

64 bit and 32 bit support

RENDERLights is specifically designed and developed to work smoothly both with a 32 bit and with a 64 bit systems.

Full 64 bit support  enables a faster experience with higher quality.

Cutting Planes and 2D Exporter

Cutting planes can be used to cut any 3D objects to see inside them, or to generate a cross-section. Both vertical and horizontal cross-sections (e.g. floor plan) are supported. They can also be saved into a 2D image file easily.

Free cutting planes are available under Dynamic objects and can be easily animated using our standard animation process.

Video projection

Any Image or video can be projected from a light source.

This projected light affects the environment like any other light source in the scene.

Color bleeding and global illumination enable the user to construct  a realistic look like the one you often see on movie theaters or conference halls.

Projected textures or videos can be color tinted and the results are only a matter of the artist imagination, look is directly link to the users ability to create fantastic and believable environments.

Video Textures

RENDERLights supports video texture mapping making it possible to render such objects as televisions. Using emissive video textures makes the screens look even more realistic.

Publish your scenes

You can easily publish your scenes as a stand-alone exe-file using the pack-and-share -feature.

The presentation can then be sent to a client and viewed on any computer fulfilling the system requirements.

Emissive materials

With emissive materials you can create materials that emit light. Such elements are crucial

when creating a realistic looking lighting.

3D Stereoscopic Capabilities

RENDERLights one of a kind 3d stereoscopic system, allow you to display full 3d inmersive content

on your LG3D smart TV, RENDERLights support various types of 3d stereo modes like, side by

side picture, top and bottom and interlace stereo.

Video to texture

Renderlights video to texture, allows you to create interesting shaders based on animated content, in

addition to that you can use your webcam to either be place as a projector or be used as a texture

on real time, all what the camera captures will be displayed on real time in the 3d model.

Cartoonish look with countour lines visible.

Artistic sepia and and colorize mode.

360 Panorama rendering at high resolutions like HD/4K/8K

Version history

Latest Version 1.9

VERSION 1.9.20 PUBLISHED on 21 of August 2017
1.1 IMPORTING AND EXPORTING
    • Update FBX SDK 2011.3 to 2015.1
    • Update .skp reader 2016 to 2017 (but only in 64bit RL, 32bit RL is left at .skp version 2016)
    • Stop normalizing filenames in windows version, to avoid some problems with Unicode in filenames
    • Multiple xrefs can be added at once
    • “File/Export” exports also objects and lights from xrefs
    • “Context menu/Export”
    • Splits multimaterials when necessary (like File/Export)
    • Exports also lightmaps (like File/Export)
    • Viewport message prints “Exporting selected…”
    • Adapt 3d warehouse browser to changes on their website
    • Xref can be saved via context menu
    • Import dialog / [x] dynamic is checked by default
    • Supporting *.skp files without texture filenames
1.2 HTC VIVE AND OCULUS
    • HTC Vive and Oculus Support
    • Vive controller Support
    • Trigger moves forwards/backwards
    • Grip rotates left/right
    • Vive controller in 64bit works same in 32bit
    • Vive triggers work to move forward and backwards
    • Adding Vive controller elevator (32bit and 64bit RL versions)
    • Openvr devices use FOV 112
    • Updated openvr lib (3rd party component necessary for htc vive)
    • Test of Vive trackpads: they should move camera
    • when VR device is not working, ‘o’ and ‘v’ toggle stereo
    • Alt-f7 switches to quadbufer stereo
    • Preferences / Stereo / Supersampling defaults to 2
    • Preferences / Stereo / [ ] manual FOV and IPD
    • (after checking, you can play with Camera/Eye separation and FOV. DK2 needs FOV vertical around 106, different HMDs need different FOV)
    • FOV and IPD recommended by Oculus/Vive is written to log
    • ‘V’ is like ‘O’, but configures RL for HTC Vive rather than Oculus Rift
    • When Oculus or Vive mode fails, render side by side (rather than mono)
1.3 VIEWPORT AND NAVIGATION
    • Default movement speed reduced 80 -> 10 m/s
    • Alt+ and alt- change rotation speed (for gamepad, x, c), speed is saved to rlproj
    • In gamepad+multicamera mode, reduce rotation speedup from 3x/4x to 1.5x/2x
    • Gamepad look up/down inverted by default
    • Gamepad look up/down depends on Fly mode
    • Recognize changed gamepad each time project is opened (rather than only once on RL startup)
    • Remap xbox one gamepad buttons to work like logitech (including analog triggers)
    • More accurate automatic near/far in multi-camera mode
    • Camera/Rotation speed
    • Default of max objects increased to 10000
    • Support Xbox 360 gamepad
    • FOV vertical does not change when resizing viewport
    • Removed FOV horizontal
    • Settings / Layout / Show panels – restores panels as they were before Close all
    • Show Layout/Show panels only when all panels are closed
    • Show Layout/Close all only when there are panels to close
    • In fullscreen mode, F12 opens panels from windowed mode
    • Second F12 in fullscreen hides panels
    • Ctrl-a select all enabled objects and lights
    • Ctrl-i select all enabled objects not selected before
    • F1 = help
    • F8 = hide selected objects
    • Alt-F8 = unhide all objects
    • Ctrl-e = export selected
    • Add Edit/Select all
    • Add Edit/Invert selection
    • Much faster marquee, ctrl-a, ctrl-i (tested with 25k objects)
    • Menu item Layout moved under Cave
    • Fix: setting/layout/close all
    • Fix: setting/layout/show panels
    • Fix: f12 show and hide panels on fullscreen
    • Fix: second F12 in fullscreen was not hiding panels
    • Fix: ESC in VR mode did not work
    • Fix: gamepad rotation in VR mode was moving camera in circles
    • Fix: viewpoint change sometimes needed multiple keypresses to overcome friction
    • Fixed controls xbox one gamepad
    • Fix: forward direction was not always horizontal in “lock horizon” mode
    • Fix: fast camera rotation was flipping direction in friction=0 mode
    • Removed context menu under *.rr3 filename, added “Normalize units”, “Normalize up axis” to Edit menu
    • F/T/B/L/R zooms to all when nothing is selected
    • Messages in viewport are red, not white
1.4 CAVE SUPPORT
    • Cave support up to 6 projectors (only on VR Edition)
    • Cave can have up to 6 camera views configurable to extended desktop
    • Cave cameras can have translation and aspect ratio configurations
    • Cave presets (Settings / Cave / Load,Save)
    • Adjust near clipping in cave (workaround station-clipping)
    • VR systems ([x], mode, coverage, scale, fov, warp filename, lock horizon) is not animated (so F7 works during animation playback)
    • F7 = toggle cave
    • Y = swap stereo eyes
1.5 RENDERING AND ANIMATION
    • Add one decimal place to “DOF/aperture diameter”
    • Red shift default changed to -1
    • “Camera/FOV horizontal” added
    • Default technique changed from precalculated to realtime
    • Animate lock horizon, camera movement speed, camera rotation speed
    • Add F10 popup to warn about animation rendering
    • Render extras/Icons in fullscreen added +VR systems/Supersampling is not animated
    • Animated xref visibility +VR edition added
    • Viewpoints have clickable icons (Scene/Render Extras/show icons on fullscreen)
    • Backport VR supersampling (improves antialiasing quality)
    • Preferences/Enhanced render/Presets
    • Baking defaults changed to: smoothing=3,wrapping=on
    • Preferences sections “screenshots” and “animation capture” are saved to .rlproj rather than RL.prefs
    • Fix: videos did not play
    • Fix: c@pture did not work as sky
    • Fix: aspect of “Rendering…” and similar texts in enhanced render mode
    • Fix: possible infinite numbers in contour colours
    • Synchronize water time with animation time
1.6 GENERAL
    • Fix: packnshare broken in 1.9.15
    • Updated languages
    • Workaround Radeon RX 580 crash after File/New or File/Open
    • Lic system messages
    • When disconnected, report “Internet is not available.”
    • When connected, report as usual plus “Server is down for maintenance, please try again soon.”
    • Packnshare hides 7z window
    • File/Gather gathers also lightmaps (into _precalculated subfolder)
    • Packnshare reports what it is doing
    • Packnshare warns about very long names and filenames (risk of unpacking failure)
    • Packnshare shows 7z window (temporary measure, to find out why packing is slow)

Specification Requirements

Minimum requirements

   Windows Vista/Win7. 32bits or 64 bits.

   OpenGL 2.1 or newer

   RAM memory 2 GB

   Video RAM 512 MB min (GeForce GTX 750 Ti) (Quadro K420)

   (AMD Radeon™ HD 7970 GHz Edition)

Recommended requirements

   Windows 10 or higher 64 bits.

   OpenGL 4.2 or newer

   RAM memory 16 GB

   Video RAM 12GB  (GeForce GTX TITAN Z) (Quadro M6000 24GB)

  (Radeon™ Pro Duo)

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