In Fryrender you can configure the camera optics and the power of the emitters before you hit render.
Then, during rendering process you can always dynamically change them.
With Tonemapping control you can modify: ISO film, Key, Gamma, Brightness and Contrast.
With Film post-processing control you can modify RGB saturation and Light Temperaure.
New improvements in tonemapping are bloom & glare.
A real camera gets 'bloomed' when a picture of a very bright light source is taken because of some scattering of light inside the lens body.
It can really boost realism of the image causing bright pixels bleed over onto neighbour pixels.
Eiffel tower with visible sunglare effect.
Glare controls light diffraction effect. Changing Aperture and Obstacle maps will modify its appearance. You can also control its strenght and color abberation using sliders.
The Aperture Map is a pure B&W map. White means that light comes in, black means that light is blocked. With the Aperture Map you define the shape of the diaphragm, so a
typical Aperture Map would be a pentagonal, hexagonal, or circular shape.
The Obstacle Map is a grayscale map. In the same way, the gray level means how much light comes in through each pixel.
Click on thumbnail to see how glare effect looks like when different maps are applied
In Fryrender each light can be assigned to one of eight light layers, including additional layer for environment and sun, allowing to mix them dynamically anyhow you like during or after rendering process. Each layer has its own power, RGB and temperature sliders.
All the features in the tonemapping menu are multi-threaded so synchronizing Framebuffer usually doens't take more than few seconds.
Another example showing layerblending and visible glare effect.
Fryrender has two separate rendering kernels, unbiased one and additional toon-core kernel for illustrations.
toon core features:
- Parametrizable outline render
- Toon-style shading and shadowing
- Different types of toon shaders (diffuse, plastic, metallic, ...)
- Pretty fast render speed
Eiffel tower rendered with no-ink mode
MPDM - micro poly displacement mapping
MPDM is a great new feature, which gives possibility to simulate things like stones, rocks, cut grass, fur, rug, towels - allowing to create endless new shaders with detailed surfaces. Most interesting thing about MPDM is that there's NO geometry/memory limit. All the displaced micro-triangles are evaluated on the fly and never exist in the RAM.
In fact, the memory footprint is not dependent on the number of microtriangles or the surface they're covering at all.
The refinement level can be taken to as high as desired, so you can get potentially infinite detail.
A heavy optimization effort has been made so the render time penalty is not severe. Particularly for 'conventional' uses such as rugs or walls, the continuity of the base
mesh is fully preserved (no cracks, no smoothing problems).
Also there are refinement, height and waterlevel clipping controls.
Single sheet Sub-surface-scattering is suitable for creating transluent objects, like curtains paper sheets, or leafs.
These objects have no thickness at all, since they are supposed to be very thin. Sub-Surface Scattering just like absorbtion just won't work since there's no Sub-Surface mass.
With this mode, light gets tinted by the transmittance color immediately as it crosses the object. The amount of SSS is controlled by the roughness of the material.
In this simple tutorial we will create a normal map for a rock shader.
Here is heavy poly object (almost 1000000 poly) of a rock, it was created using displacement map
Now create FRY target camera exactly perpendicular to the object.
Zoom it out and increase lens diameter so camera will behave just like orthographic top view
Next thing to do is active normal channel in render configuration and then in framebuffer choose to display normals channel instead of color channel.
Your renering after few minutes should look like this:
Now you have to save output as *.jpg and put it in bump map slot in material editor.
Remember to change RGB to normal map type!
Here is rendering of rock material using normal maps as a bump:
It looks good and rendering time is pretty fast, but of course it is totally flat surface so it will look weak on edges.
Here is rendering of rock material using displacement map:
It looks more natural since all of geometry is displaced, but rendering times will be much slower.
Here you can download this shader with all maps included.
Download rock shader
Very fast progress in developing powerfull workstations, using multicore CPU's, is making people interest in new unbiased rendering engines.
Many people are asking me a question: can Fryrender be faster than Mentalray ? Answer isn't that simple, because i have to consider some aspects.
If we want te get exact very good quality on both engines, fryrender will propably win, in Mentalray we can always lower rendering parameters, 'cheat' to gain time but
usually it takes additional time to test all these settings and render preview scenes.
Rendering with Fryrender makes rendering simple and pleasurable like it never was. Posibility of tonemapping, changing power and teperature of light emmiters dynamically
while rendering saves tons of time - until now we had to re-render our scenes if Global Illumination wans't set correct.
Conclusion is simple, we can achieve desired effect in relatively fast way, but rendering process itself may last even 2 times more than in tradiotional non-physical
rendering engines.
In Fryrender, artist or designer doesn't have to learn complicated rendering setup - he is not an engineer, all you need to do is set your geometry,camera, lights,
hit render and voila!
I encourage everyone to download and try out functional demo of fryrender.
Give it a chance and you will love it for sure.