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Feversoft's Fryrender is physically-based render engine simulating the real behaviour of light and camera creating true-to-life renditions. It can hadndle effects like Full GI, transmission, Fresnel, Custom ND, real camera optics, reflective and refractive caustics, SSS, SSS caustics, lens diffraction and many more, making it very powerfull hi-end tool. Fryrender is also very easy to use because of few rendering parametrers. All you need to do is set your geometry, camera and lights, create shaders and hit render. Things will look exactly like they should since everithing is based on physically accurate models. List of fryrender's features is already amazig and it is growing rapidly fast. Moreover Fryrender is expected to be first engine capable of mixing traditional render and Virtual Reality data production seamlessly, in a single software.

EXIT PORTALS
Standard rendering after 10 minutes without "exit portal". Noise level at this time is very high.
Exact same scene after 10 minutes of rendering with exit portal. Difference in noise level is immense !


Creating an exit portal is very simple. In this case simple box with removed bottom and flipped faces was placed in the exterior side of the wall with slight intersection between two objects (around 1 cm).
After this 'Fryrender object' modifier was applied from modifier list. Last thing we need to do is set 'Exit portal' flag in Object properties and hit render. Always check your geometry to be sure that there aren't any light leaks in the scene. Remember that if you intend to use exit portals, all of the openings in the scene must be portalized.


AERONOISE
Aeronoise is a great feature that allows to constrain all of the CPU computations to selected region.
Region can by selected dynamically during rendering process by airbrush or marquee selection tool. This is great option if we want to get fast previews of materials and objects in the scene.

Here is quick test showing how does it work. To preview material on statue I marked part of it with airbrush. All power of CPU was computing only this region so after few minutes almost all noise disappeared showing more interesting detail. Without this feature it might took even several hours, waiting untill whole rendering will clear out. Inverting or deleting selection will cause that rest of render will eventually reach same noise level of previously aeronised region.


TONEMAPPING AND LAYERBLENDING
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.


TOON CORE
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 SSS
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.

CREATING NORMAL MAPS WITH FRYRENDER 1.8 BETA
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



OPINION - Krzysztof M. Kundzicz alias PENdzel
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.




 
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