What's new in version 3.0


  Time comparisons v2.0=>v3.0
Memory reduction is about 40% for all scenes,
render times for the volume itself are a bit slower, but as soon as particles are used, your renderings are about 15-50% faster.







  New Features/Shaders
New Features/Shaders
Cloud:
  • Full Raytrace:
    Full Raytrace shading for volumes with high density and fine detail.
  • Specular Highlights:
    The new volume shader is able to render specular highlights.
  • Preview mode:
    You can set a lower table size and other ray march sizes for the preview mode. The preview mode can be enabled for the render region only (working with a fast scene, rendering with high quality).
  • Adaptive subdivision:
    The marching steps can be subdivided if a certain threshold in the density is too high.
  • Scatter speedup:
    Scattering was speeded up by 33%.
  • Framebuffer:
    You can render the ambience/second ambience/shading/scattering/AO/normals into seperate framebuffers.
  • Memory reduction:
    20-35% less memory usage
  • Framebuffers:
    Render ambient, diffuse, specular, scatter, Fg or distance color into a framebuffer
  • Motion blurred lookup table:
    The lookup table is now able to catch motion blurred shadows cast by other objects.
  • Distortion texture:
    Distort the whole volume with a distortion texture. Similar to the BA_Warp_3d, but supports all inputs like particles and meshdistance....
  • Ambient Occlusion:
    Volume Ambient Occlusion. (Only for bigger scale strcutures, no AO for fine details)
Particles:
  • Speedup:
    Shader was rewritten and speeded up. Main speedup (25%) is with individual textured and rotated particles (exact compare times are coming with the final release)
  • Rotations :
    -- Align on velocity (with up vector)
    -- Look at position/object.
    -- Cloud-like rotation.
    Roll and screw parameters.
  • Flow texture:
    A texture which continues over all particles
  • Motion blurred texture:
    Blurs the texture in the particle direction (direction interpolated between particles=> curved MBlur)
Object Distance:
  • New shader:
    Returns the distance from the camera to the object center. With this shader you can control e.g. the lookup table size by distance.
PT_loader:
  • New Geometry Shader:
    Load external particle chache files. Currently supported: Maya, Realflow.
Particle Info:
  • New Shader Node:
    Retrieves per particle information age, size, density(alpha), velocity or particle ID.
Geometry Mesh shader:
  • New Shader:
    Similar to the Solid Volume shader, but it creates actual triangles. Therefore it supports everything that all other meshes support: Displacment, Lightmaps, SSS, Ambient Occlusion, just any shader you like.
Volume Texture Coordinates :
  • New Shader:
    This shader creates texture coordinates based on two triangle grids. Therefore you can deform/twist/envelope your volume.
Recursive :
  • New Shader:
    New Shader to combine one texture with itself or with a second detail texture.



   Texture Synthesis

A new Texture Synthesis application is able to anylse small 2d textures.

It can generate 2d or 3d textures from the source image snipplet.

2D textures:
It generates a new textures, which looks the same as the original image. BUT: the new texture is of any size and tileable/repeatable.
No more photshop retouching to create a seamless texture. (No more stamping, still visible crossovers, brightness/hue difference between areas of the texture...)
3D textures:
This is the real power of this application. It tries to regenerate a 3d tileable texture from the source image.
3d volumetric textures don't need/require complex UV coordinate creation! (Anybody likes UV creation? Exspecially if you have something as you see below...)
Just texture them as you do it with every procedural shader, just with a spatial texture UVW support.
The resulting texture is not as similar to the source as the 2d texture generation, but you can generate many new textures, from similar looking to completely different structures.
The resulting look is something between a procedural textured and a "default" textured object.
And of course you can still combine default procedurals and multiple 3d textures to get a production look.
Very useful for objects with a complex structure, which you usally need to paint in a 3d paint application (using unique UV's).

Some test results (automatic spatial UVW only):







   Complete List of changes

610**************** Volume 3.0 release *********
592Volume SolidDisable rendering for XSI shaderball
608BA_PT_loaderMaya particle ID problem on x64 machines
607RecursiveRecursive help files
597BA_PT_loaderBA_PDCExport.mel
578Volume CloudSPDL 6.0: framebuffer selection
605************** volume 3.0 RC 2 **********
604Volume Cloudadd Framebuffer for Normal color
603Recursivenormal not converted to world coords
602PT_infoParticle ID info
601PT_infoVelocity info
589Volume CloudNot possible to drive diffuse color by particles, if cubic interpolation used.
512PT_infopipe pointer of particle data to PT_info node, PT info node can access the data directly
513VolumeScalar_Particlepipe pointer of particle data to PT_info node, PT info node can access the data directly
600Volume Cloudfade off: change default contrast from -0.05 to -0.035
596SamplesXSI: PT_info node
584SPDL_UI_converterPicked instance not shown on first selection
440Volume Cloudadd Framebuffer for second ambient color
403Volume Soliddisable rendering for shaderball
593Volume CloudOption to use preview for render region only
386Volume CloudDisable rendering for XSI shaderball
586Volume Cloud************** volume 3.0 RC 1 **********
588VolumeScalar_Particleincrease maximum possible value for "min pt size"
569Volume Cloudcreate simple ui for volume_cloud
585VolumeScalar_Particleapply flow texture color, no matter if flow texture alpha 0
571VolumeScalar Meshdistmaya seperators in UI
572Fractal4d_sclremove perlin (as fractalsum 1=perlin), remove Logic
570Fractal4d_sclRemove noise type Grid from selection box
575VolumeScalar_Particleremove gradient noise coordinate selection
577Volume Cloudchange out of memory color to red
574Volume CloudRemove FG ray marching setting, auto calculate it
568VolumeScalar_Particlehide/unhide controls
556VolumeScalar_Particlecheck normalize feature
573Volume Cloudmaya break line: before max adap subdiv
560Volume Cloudslice transparency: checkbox to enable egde transparancy
559VolumeScalar_Particleincrease flow density shape *5
557VolumeScalar_Particledisable unique texture coordinates for flow texture
566BA_PT_loadermaya direct particle object read: radius not converted to size
564Volume CloudPPG.Refresh on tile size change
551VolumeScalar_ParticleReference coordinate convert
550VolumeScalar_Particlereset state->point at exit
549VolumeScalar_Particlecloud-like rotatation: fade intensity of center based on alpha
548************** volume 3.0 beta 0.95 **********
547Volume CloudUI: disable scatter density
546VolumeScalar_Particlecrash if not data found and no volume shader attached
545Geometry Meshoption to convert coord from ref object
544Volume Cloudre-calculate shading direction for cells (distributed rendering differernce)
543Fractal4d_scl"bar" pattern visible in large distance marching
542BA_PT_loaderMaya: age not read from cache file (finalLifespanPP instead of lifespanPP)
541BA_PT_loaderage not read from picked reference object
540VolumeScalar_ParticleNot possible to translate volume object
539VolumeScalar_ParticlePick Maya reference not working
538Volume Cloudnot possible to drive ambient color with particle input
510Geometry MeshClamp matte: Mark edges in march phase, which have entered the area=> disable further creation, set to not used?
537************** volume 3.0 beta 0.9 **********
535VolumeScalar_Particleremove Ptype ID
534VolumeScalar_Particlenew MD particle data specification
529Volume SolidMray function for reflection vector not working in hulls
522VolumeScalar_Particleflow texture mode, shape/texture checkbox (sub/mul)
511VolumeScalar_ParticlePI_info support for rotation input
486VolumeScalar_Particlesupport Maya particle system for direct read
533Volume Solidmove a bit in direction of normal before calling lights
532Volume Solidprecalc shaderstate instance name
531Geometry MeshDummy parameter to force update
525Volume Cloudif preview mode enabled, then disable main marching step, main lookup table
524Geometry MeshUnable to get BBox of reference Cube
518VolumeScalar MeshdistNew range selection 0>+inf
505Volume Cloudpreview option to disable AO
497VolumeScalar_Particlealpha gradient broken
530Volume Solidhole between surface and volume surface
528Volume Soliddensity only _BA_volume_state_userdata
526Volume Cloudslices broken
516VolumeScalar Meshdistremove "create normals"
515image3d_BA_volume_state_userdata
508Volume Cloudmanual BBox in camera space
507Volume Cloudcombine auto BBox with manually BBOX, not instead
411Volume Solid_BA_volume_state_userdata
527VolumeScalar PrimitiveDo not create normals
523Volume Clouddistort input textureable
502Volume Cloudreduce adaptive sampling for ray in-out area
501Volume Cloudsample point color, not grid color for full raytrace
500Volume Cloudno normal calculation for shadow casting
498Volume Cloudsample only density info for sub-shaders
499VolumeScalar_Particlesample only density info from main shaders
496Volume Cloudinput textures not read correctely, if internal shadows set to one ray
495Volume Cloudchange internal contrast handling
494Volume Clouddo not calculate volume if invalid negative state->dist
491************** volume 3.0 beta 0.75 **********
467BA_PT_loaderdo BBox_calc and color/density/size adjust after loader
466BA_PT_Loadercolor and density as seperate array
490Volume CloudAO color
489Volume CloudAO bias
488Volume Cloudno cell interpolation => disable AO
487Volume CloudScatter max distance: change UI from cell nr into real distance
484Volume Cloudif lookup table max memory reached, shift cloud colors into green
473SPDL_UI_converterIf single instacne picker, then remove object does not require selection
330Volume CloudVolume ambient occlusion
361volume_TexCoordTexture volume cloud: use two identical grids to calculate texture coordinates
472VolumeScalar_ParticleRelink Instance id (see geometry_volume)
471BA_geometry_volumeUse instance data: just relink ID
465VolumeScalar_ParticleMaya: Rotation interpretation
481SPDL_UI_converterDo not use realtive paths for Maya
463BA_geometry_volume_BA_volume_state_userdata
482WireFrameWireframe has one GUID from volumescalar_particles
470BA_PT_loaderget particle data from maya volume shader in scene
469BA_PT_loaderMaya rotation in degrees instead of radians
452BA_PT_loaderSet frame time animation in Maya
462BA_geometry_volumeBA_geometry_volume, new shader node
461BA_PT_LoaderMaya files: RotPP not read
460BA_PT_loaderChange scene time offset to scene start frame
457UI Template creatorpick objects instances and pick single lights
450Texture Coordinate NodeVolume texture coordinate node
456BA_PT_loaderIncrease max BBox size. (volume distort can require more space)
396Volume CloudButton to copy march sizes from final to preview
288Volume Cloudcoordinate Distort
448Volume CloudNormals not computed right for lookup table
447Volume CloudShading broken: inverted if without normal
445Volume Cloudframebuffer distance: parameters for min-max range
446************** volume 3.0 beta 0.61 **********
441Volume Cloudcompose Framebuffers with background
442Volume Cloudframebuffer not working, alpha not set
414Volume Cloudremove input normal option
402Volume CloudLookup table: Support for Motion Blur
400BA_PT_loaderInstead of default BBox, use structure of multiple stacked boxes (saves space=render time)
261Volume CloudFramebuffer support
439VolumeScalar_Particlepick external object instance for particle data
439VolumeScalar_Particlepick external object instance for particle data
438BA_PT_loaderMaya: ID reader broken
438BA_PT_loaderMaya: ID reader broken
282Volume Cloudpart of lookup table half-float (25-35% less memory, 0-7% slower)
436VolumeScalar_ParticleExport particle info for sub-shaders
393BA_volumescalar_pt_infoNEW sub-shader to retrieve per particle information
424VolumeScalar_ParticleRotation: Add Roll and Screw
423VolumeScalar_ParticleRoll Type: cloud style rolls
435Volume CloudLicense path, Maya_plugin_path: on linux, path names are seperated by :, not by ;
409VolumeScalar_ParticleCubic falloff slightly wrong
434VolumeScalar_ParticleFlow Texture Color input
433VolumeScalar_ParticleGradient: Add Begin/End for Age
432VolumeScalar_ParticleUI change (Less technical, more user friendly names)
416VolumeScalar_Particlegradient wrong if metaball shape enabled
401VolumeScalar_Particlefake "Motion Blur" Texture, add sampling steps, random coord shift
398VolumeScalar_ParticleAlign particle rotation on velocity, but with up-vector
415VolumeScalar_Particleremove normal option
407BA_PT_loaderLoader: Realflow
413Volume CloudChange internal coord from global to local for sub-textures
412VolumeScalar_Particle_BA_volume_state_userdata for sub-shaders
410Volume Cloud_BA_volume state_userdata for sub-shaders
406BA_PT_LoaderMaya files
405BA_PT_loaderNew Shader: Load Particle Cache Data Files
395VolumeScalar_ParticleRewrite, 25% faster for particles with rotated textures
380Volume Cloudslices are not working if viewed from back side
378Volume Cloudslices opaque
379Volume Cloudif preview mode off, but slices on, then slices are rendered...
375Volume Cloudsimple march setting mode
373Volume Cloudshadow lines if raytrace mode used, see sponge with lower noise frequency
339Volume CloudAdaptive subdivision
370Volume CloudPreview mode: Render Slices
366Volume CloudNormal was overidden, if diffuse input generates normals
364Volume Solidobject intersection, material call has not calculated texture coordinates
359Volume Solidchange adjust distance parameter from vector to scalar
358Volume Solidcalculate normal for shadows parameter
342PT_MetaballNo density sub or mult, but gradient noise: texture coordinates are not computed
337Volume Solidwater drops scene
323Volume CloudRayleigh shading is too bright
270Volume Cloudscatter speedup: 33% faster
354Volume CloudVolume_Cloud: Preview Mode
353Volume Cloudnormal inverted
340Volume CloudFG color
338Volume CloudFG: March size FG_Rays
335Volume CloudFireball Scene
326VolumeScalar Primitive if cubic falloff and size very small, then sphere disappears
279VolumeScalar MeshdistRewrite
352Volume Cloudpreview mode
350Volume Cloudmulti-sampling for cell: rotate for every second cell by 45 degree
349Volume Cloudfull raytraced lights (very very slow, but useable for dense volumes)
347Volume Cloud20-30% memory reductions for lookup table
324Volume Cloud shading "main light only" inverted normal
247Volume CloudSpecular highlights
262Object->camera distance, e.g. for volume shader init
327Volume CloudOnly main Light shading has used table coord for light coordinates
320Volume CloudCount global memory usage of all cloud objects
321Volume Cloud if light list used, then shaderball does not find scene light
274Volume Solidnot working if cloud rotated
273Volume SolidSelf-intersection finetuning
251Volume Cloudset BBparams.our_tag to state->instance before retrieving volume instance
246************************** Volume Shader 2.0 released **************************