State of the art rendering technology
  • Real-time physically accurate Global Illumination
  • Super-fast performance using Intel Embree ray-tracing kernels
  • Always achieves the best quality, no need to tweak esoteric rendering parameters
  • Unbiased real-time algorithms to handle all possible lighting configurations: Bidirectional Path Tracing, Direct Lighting, Path Tracing
  • Metropolis Sampling
  • Real-time Ambient Occlusion
  • Uses the system’s RAMno GPU memory limitation – Can render scenes with hundreds of million of triangles and multiple GB of textures
  • FluidRay RT works both as standalone and with integration plugins.
  • Real-Time editing of materials, lights and rendering parameters is done in an super easy WYSIWYG (What You See Is What You Get) interface
  • Extensive library of materials, models and lights supporting Drag&Drop
  • Import scenes, objects and materials directly from your 3D modeling software. Supported formats include: Alias Wavefront (.obj), SketchUp (*.skp), Rhino OpenNurbs (*.3dm), Collada (*.dae), FBX (*.fbx) , 3DS (*.3ds, *.ase), DirectX (.X), Stanford PLY (*.ply).
Full Spectral Rendering
  • Accurately simulates effects like dispersion and thin film interfaces
  • Rendering parameters, such as reflection, transmission or light emission, can be specified with an RGB color or on a per wavelength basis
  • Many different types of materials such as metal, matte, glass, frosted glass, plastic, mirror, etc.
  • Highly tweakable materials through an extensive set of parameters
  • Arbitrary materials can be made from scratch using Open Shading Language (OSL)
  • Every material property can vary over the surfaces
  • Procedural textures and materials
  • Bump Mapping and Normal Mapping
  • Scalable texture system, texture data can occupy multiple gigabytes
Volume Rendering
  • Full unbiased volumetrics
  • Multiple scatterings
  • Accurately simulates effect like fog, smoke, halos and god-rays
  • Real-time editing of participating media
  • Physically accurate sub-surface scattering (SSS)
  • Homogeneous media
  • Infinite heterogeneous media through Dreamworks’ OpenVDB
  • Multiple phase functions
  • Atmospheric scattering
  • Media can be customized using Open Shading Language (OSL)
  • Thin lens system, with depth of field
  • Support for an arbitrary number of lights
  • Every surface can emit light
  • Photometric(IES) light profiles
  • Environment lights
  • Arbitrary lights can be made from scratch using Open Shading Language (OSL)
Environment lights
  • Realistic physical sun and sky model, accurately simulates the spectral radiance based on the time of the day and location
  • HDRI environment maps
  • High Dynamic Range and Low Dynamic Range output
  • Various image formats, EXR, HDR, JPEG, PNG, BMP, TIFF
  • Flexible AOV (Arbitrary Output Variables) outputs using Light Path Expressions, supporting RGB/Transparency/Arbitrary Light Channels
  • Real-time node-based post-processing/compositing pipeline
  • Multiple tone mapping operators
  • Output resolution up to 32k x 32k
  • Highly optimized rendering core using SSE and AVX extensions
  • Takes advantage of all cores/processors in your system
System Requirements
    • Windows Vista, Windows 7 or Windows 8 – 32bit or 64bit
    • 1 GHz processor
    • 1 GB RAM minimum, 2 GB or more recommended
    • 8 GB of total hard disk space
    • 300 MB of available disk space
    • Mac OS X 10.6 and up – 64bit required
    • 2.1+ GHz Intel™ processor. Power PC is not supported
    • 1 GB RAM minimum, 2 GB or more recommended
    • 8 GB of total hard disk space
    • 300 MB of available disk space
† Open Shading Language will be available from version 1.4