Single OpenVDB volume scattered on particles to form clouds. Shading and illumination are performed on the fly during rendering without pre-process. They are directly rendered in the beauty pass. They can be scattered, instanced, combined and they can use any materials along with dedicated physical ones. Volumes (including physical atmospheres) are considered like any other geometries in Clarisse. ![]() Particles along with scatterers can be used to create visual effects, clouds, build entire cities or animate crowds. can be used to drive scattering as well as shading. Custom particle properties such as age, color, rotation. It uses particles (along with animation) as placement to scatter geometries or volumes. Curve primitives supports any of Clarisse materials along with dedicated hair shaders. Clarisse also provides a hair/fur interpolation engine letting you create final hair from hair guides.Ĭlarisse doesn't directly render particles, instead, it renders geometries. Render directly animated curve primitives which can vary from flat ribbons to tubes. ![]() There's no need to cache point clouds or wait for a pre-preprocess. Sub-surface scattering, or light scattering beneath surfaces, is calculated using a brute force raytraced approach. It features several mode ranging from single sided normal-based displacements up to double sided vector-based displacements. When antialiasing is enabled or increased, artists can set them freely without the need of lowering individual sampling level.Ĭlarisse features an extensive, fast and memory efficient displacement mapping engine with adaptive tessellation. Clarisse smartly redistributes samples to avoid multiplying material or light sampling with antialiasing. Unlike most rendering engines, Clarisse render times don't fly through the roof when antialiasing, depth of field or motion blur are on. It's that simple.Ī: 1 sample per pixel, sampling quality at 0% (3.0s) B: 64 samples per pixel, sampling quality at 100% (200.0s) Smart Sampling To remove it, just increase the number of samples or apply a denoiser filter in post to save render times. It's predictable and the only artefact you can get is high frequency noise resulting from under sampling. Image quality can be controlled with a single parameter to increase or decrease global sampling for a faster feedback. There's no limitation using conjointly motion blur and depth of field. Monte Carlo Path Tracingīased on unidirectional path tracer, Clarisse rendering engine solves illumination and shading using monte carlo sampling.There's no need for pre-process, pre-pass, shadow map, reflection map or baked point cloud.
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