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本帖最后由 chhi2001 于 2010-10-23 09:17 编辑
先来几张官方的图
本人比较关注GPU应用的前沿科技,用MAYA的朋友有福了,最近正在玩这个呢 ,今年刚出的,目前版本1.3,官方号称世界最强,100%GPU渲染器,支持一大堆什么什么特效,反正我自己试用了一下,确实现在能实时在视窗内显示光线追踪了,并能随便旋转缩放,都是实时的。 渲染一张效果图(当然,很**的那种照片级还达不到)只需要0.5-20秒
需要DX10显卡一张(是不是专业卡没关系 关键是显存要大 2G最好) 高端卡更好 ,不支持XP(XP只支持DX9) 官方演示用的是GTX285 官方说年底会推出2.0版 支持更多的DX11特效
下面是我自己实测的截图,牛的一塌糊涂啊。反射 折?*发效?*发阴影 实时光照 光线追踪 全有了 而且实时缩放旋转,虽然在最佳效果下比较卡(显卡是5850,旋转缩放大概5帧/秒,普通效果下有60-100帧/秒,)但是懂的人知道这东西意味着什么 。
Furryball 特性表(都是技术词,就不机翻了) 总之这个软件在不断更新,。
Core
* 100% GPU rendering - ATI or NVIDIA
* Output resolution up to 8k
* 30 - 300 times faster than software renderers
* Fully integrated into Maya - any change is immediately visible in viewport (No Exporting)
* Hierarchy of settings nodes
* Realtime Depth of Field - behavior like REAL lenses (simulated method independent on scene)
* limited particle support
* DirectX 11 support - new
* Multi-core CPU support for some operations - new
* Maya 2011 support - new
* Image sequence textures - new
* Color balance for all textures - new
Sampling
* !! NO FLICKERING IN ANIMATION !! (GI, shadows, reflections...)
* Different sampling methods
* Supersampling and HW accelerated fullscreen antialiasing
* Integrated post process effects (glow, blur)
Global Illumination
* Realtime Ambient Occlusion (fast simulated method independent on complexity of scene)
* Realtime Color Bleeding (fast simulated method independent on complexity of scene)
Lighting and Shading
* Unlimited number of lights
* Realtime Displacement maps (DX11 only) - new
* Extended support for Maya lights - ambient, directional, point, spot
* Shadow casting for spotlights
* Fully customizable soft shadows and variable penumbra shadows (simulated area light shadows)
* Realtime Subsurface shader with presets (eg. human skin shader) - new
* Realtime Translucency rendering - new
* Triangle subdivisions (DX11 only) - new
* Adaptive tesselation (distance, silhouette or displacement map adaptive- new
* Realtime reflections and refractions
* Fully supported Maya materials - Lambert, Blinn, Phong, PhongE (custom shaders soon)
* File texture compression and UV transformation
* Per-pixel accurate transparency (up to 16 layers)
* Fast simulated refractions
* Two types of reflections - fast reflection maps and accurate planar mirrors
* Blur, attenuation and other effects for reflections/refractions
* Normal maps support
Hair and Fur
* New hair system with per-face selection and better Maya integration - new
* Dynamic hair and fur using Maya dynamics
* Hair geometry creation entirely on GPU
* Very fast and effective hair/fur rendering
* Millions of hairs rendered interactively with real lighting
Output
* Multipass support - every pass can be shown in viewport (AO, Color bleed, refractions...)
* Matte shadows and reflections pass
* Matte object - (You can render just fur for example and using matte object add FurryBall hairs to images rendered in different renderer)
* Many image file format support
* Up to 32-bit floating point per channel output |
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