Coral Reef
Coast
The Lab
The Game
Complex scene with character, caustics, volumetric emissive volume
Complex scene with character, caustics, volumetric emissive volume
Caustics for Phoenix FD simulation
Light interreflections in the volume
Volumetric caustics from point emitter
Bunny and Ice
Time stable volumetric and surface caustics
Caustics behind the glasses and inside the eyes
Motion Blur, Particles, Caustics, FP, PhoenixFD
Spectral caustics with spline-defined IOR, FP, Phoenix FD, graph-based Sun&Sky model
MIE Scattering on spherical particles
Outdoor scene with rainbow
Nesting Dielectrics and Surface Caustics
Volumetric datasets
MIE scattering in volumetric datasets
Adaptive Subdivision
Motion Blur with shape-based shutter
Hair and Fur for characters
SSS with Spectral rendering
SSS and Surface Caustics
Dali Renderer is a fast, CPU-only AVX-optimized spectral Unidirectional Path Tracing. The classic simplicity of unidirectional Path Tracing allows Dali Renderer to remain fast, and the unique, previously unknown REDS algorithm in conjunction with Path Guiding technology allows efficient rendering of scenes with surface and volumetric caustics. Dali Renderer can work in two modes: RGB or Spectral. In spectral mode, uses AVX-optimized HERO Wavelength extension for continuous spectrum.
Main properties of Dali Renderer:
- It is progressive and uses high quality blue noise matrices for dithered sampling.
- It can work in two modes: RGB and Spectral. In spectral mode, uses HERO Wavelength extension for continuous spectrum. Supports color profiles CIE1931, CIE2006 or arbitrary tabular.
- Uses adaptation for noise reduction: adaptation for noise of the final image, adaptation for spectrum, adaptation in time for Motion Blur.
- Supports Path Guiding, which allows you to render scenes without direct lighting from local sources.
- Supports adaptation of light sources, allowing you to have millions of light emitters in your scene.
- Supports Deformation Motion Blur and Object Motion Blur. For object coordinates, it uses full original track composition based on a graph of spline keys, which completely eliminates rendering artifacts for fast moving or rotating objects.
- Supports Depth of Field with a wide range of settings, including shape-based shutter and a variety of camera types, including spherical and fish-eye.
- Supports cat-eye effects, spherical focus surfaces, explicitly defined and animated focus surfaces for advanced photographic effects. If the camera is in a complex environment, for example, partially submerged in water or is fast moving from air to water, Dali Renderer calculates the initial conditions for each pixel separately.
- Stereo Rendering in three modes.
- Volumetric Medium rendering based on the improved Decomposition Spectral Tracking. Supports procedural maps, OpenVDB and PhoenixFD. Supports volumetric optimized emissive emitters (sampling for emitter will be concentrated in bright core of a flame, but not in a smoke around). Different volumetric models can overlap, take precedence over others, and be instances of other volumes to save memory. Dali Renderer supports direct rendering of spherical particles with arbitrary foam material.
- Supports Mie phase function for physically correct calculation of atmospheric effects in spectral mode: rainbows in rain clouds, halos, colorless rainbows in fogs.
- Advanced AOV system
- A unique and previously unknown REDS algorithm for rare events, such as surface and volumetric caustics, blurring of bright point objects at wide camera apertures, god rays in the ocean.
- Linear and elliptical anisotropic sampling of textures. Support for terabytes of textures is possible with built-in texture cache. Up to eight channels in the texture for setting exotic material properties, for example, reflectivity in ultraviolet spectral range. Support for UDIM texture coordinates. Stochastic tiling to reduce patterns.
- An integrated system of nested dielectrics and volumes (Nesting Dielectrics) based on a priority system, which greatly simplifies scene modeling.
- Support for OpenSubdiv and adaptive screen-space subdivision.
- Displacement maps can be one-dimensional and 3d-vector based.
- Many complex computation results are cached for reuse in future render runs.
- Basic Active Shade support.
- Unique Fire Flies removal system: statistical analysis is performed for each pixel and one or two least probable samples are removed from the total sum for the pixel.
- Additionally, Intel Open Image Denoising is supported for post-filtering noise.
- Native materials supported, including Dali Physical, Thin Film, Blend, Tri-planar, Two-sided, Subsurface, Volumetric, Hair, Coating, Mie Scatter. All materials have additional settings for spectral rendering.
- Standard Physical Material from 3DS Max is almost fully supported.
- Native texture maps are supported, covering the standard set: improved Perlin Noise, Gradient, Mathematical operations, Color operations, Tri-planar, Ocean Surface, AO, Falloff, Stochastic Tile and others. All other 3DS Max texture maps are supported in limited compatibility mode.
- Support for direct drawing of spline segments for fur and hair. Ability to render textured elliptical hairs with spline-variable diameter. Import of data from Ornatrix is supported.
- Third party plugins supported: Ornatrix, MultiScatter, PhoenixFD, tyFlow with instances, Forest Pack with animated instances.
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