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RealSoft 3D - Realsoft

Realsoft 3D


Realsoft 3D est un logiciel professionnel complet Modélisation, animation, rendu et simulation, depuis 1989 12 ans sur le marcher il a acquit une grande expérience dans le domaine de la 3D. Son objectif et de prendre les parts de marcher à petit budget, tout en offrant un support technique et logiciel haut de gamme. Comment ? En casent les prix défient toute concurrences -50% Prix/Performances imbattable. La grande nouveauté pour l'Année 2001 et le support des plate forme Linux, toute distributions Redhat, debian, Suse linux, Mandrake, etc...

Plate-formes Supporte :
-Windows NT4.0 (x86 et Alpha)
-Windows 95/98 -Windows 2000
-SGI (IRIX mips)
-Linux (I386)

 

 

Une courte introduction à Realsoft 3d.

- Interface utilisateur


Realsoft 3d se lave de sa réputation d'être un logiciel puissant mais complexe a utiliser, la version 4 intègre une nouvelle interface utilisateur moderne et de nouveau outils plus souple à utiliser.
Au point que celà devient un jeux d'enfant de travailler avec. Grâce à sa nouvelle interface intelligente qui s'adapte au déroulement des opérations de l'utilisateur et est entièrement modifiable.
la version 4 ce base sur une hiérarchie d'objet, le Select Window permet de manipuler et contrôler tout vos objets, le drag&drop est supporté et vous pouvez utiliser le menu à boussole pour acceder rapidement aux outils les plus fréquemment utilisés.

 

- Modélisation

- Subdivisions de surface

Vous pouvez éditer les points/edges/faces/shows (caché).
Les outils : Attribut de lissage des bords applicable aux edges et vertex : rond, demi-rond, pointu et libre (paramétrable), subdivision surface, extrude, bevel, merge, join/separate Face,Smooth etc....
L'outil SDS peut être utilisé pour la modélisation polygonal, une option permet de transformer le SDS en NURBS, formes polygonal, rectangles, triangles, le réglage de la qualité du rendu et présent.


- Advanced NURBS Curves et Surfaces
Un des points fort de realsoft 3D, les NURBS outil avancé de modélisation, géométrie : rectangle, cercle, cube, cylindre, cône, sphère, courbe etc...
Les outils NURBS inclut, Truetype, point/curve, concatenate, Bi-rail sweeping., point weight control, swap direction, Orthogonal and coplanar sweep, extrude, sweep, rotate, cross sections etc....

Les NURBS peuve être convertis en SDS et vis-versa.
Les opérations booléennes peuvent être animées et appliquées sur n'importe quelle surface NURBS, SDS et metaballs.

- Matériaux
L'éditeur de matériaux temps réel VSL (Visual Shading Language) de realsoft 3d et relativement complet et les possibilités sont infinie, vous pouvez crée un simple matériau comme le bois, le sable, l'or, granit.... en 2 clicks sans faire appel à un logiciel de retouche d'image externe de plus vous avez une librairie prête à l'emploi, vous avez à votre disposition une vaste palette d'outils, 3D painting system, UV editor.... Les matériaux peuvent être utiliser dans le Post effets.

 

 





l'éditeur de matériaux VSL

 

- Animation
Skeleton contrôle : inverse and forward kinematics, mouvement angle, angle contrainte, angle sécurité, frottement, déformations de muscle, Déformation de peau, Foot steps mouvements de marche etc...
lattice mapping et path animations, permet à n'importe quel objet d'être déformé et déplacé le long de n'importe quel autre objet, paramètre : échelle, rotation....
Toute les propriétés des objets peuvent être animés : textures, matériaux, animation des particules effets, animation image Effets, morphing etc...


- Simulation
Realsoft 3d a un système avancé de simulation de dynamiques. On peut simuler la gravité, l'electromagnétisme, les fluides, le vent, turbulence, explosions, l'électricité, collisions, frottement, etc...

- Post effets
Dans realsoft 3d le Post effets ce divise en 2 partie :

1 Le Post particule effets permet de crée la neige, fumée, feu, eau, etc... Le post particule effets peut être utilisé avec le post image effets, les particules 1D,2D,3D peuvent être créés en mode interactif avec les l'outils : Aérographe 2D/3D, crayon point/curve et surface painting n'importe quelle surface/objets peut émettre des particules. Vous avez un vaste choix d'options géométrie comme l'épaisseur, la transparent la longueur des particules etc... qui peuvent être contrôlés par l'utilisateur.

2 Le Post image effets, permet quand a lui, d'appliquer des filtres a la scène entière, L'utilisateur peut définir n'importe quelle combinaison d'effets dans n'importe quel ordre. Le même effet peut être employé plusieurs fois dans la scène avec des paramètres différents dans le même rendu.


Modélisation SDS, le menu boussole en action.

 
Animation du skeleton avec les foot steps

 
Post image effets, l'effet "Star filter" agit de telle sorte que les zones les plus lumineuses (éclairé) dans la scène, réglées suivant un seuil, deviendront plus brillantes.

 

- Rendering

Realsoft 3D est équipé d'un moteur de rendu ray tracing, 64 Bits par canal, qualité photoréaliste, optimisé pour 2 Processeurs, rendu distribué en réseau et rendu distribué par l'intermédiaire d'Internet. Des préréglages sont mis a votre disposition :

- Speed over quality
- Super High Quality
- Material preview
- White & black outline rendering etc..

Vous pouvez en créer et en éditer autant que vous le voulez. Le dispositif de rendu incluent : le rendu volumétrique, rendu Scanline pour les poils, la fourrure, la poussière, etc... , rendu Outline dessin animé, le multi-reflections/refractions, motion blur, eclairage volumétrique, ombres volumétriques pour le gaz, brouillard, effets plasma et beaucoup plus.....


- Manuel

Vous pouvez télécharger gratuitement le dernier manuel de Realsoft 3D sur le site officiel. Le manuel est très clair, il a été écrit dans l'esprit que vous avez aucune connaisse de la 3D, tout les outils et fonctions du logiciel sont présenté avec un ou des exemples pour chaque fonctions/outils comme un didacticiel avec images, de plus vous trouverez des exercices dans chaque rubrique au fur et a mesure que vous avancé, création d'un verre, création d'un aigle, etc...



Rendu ray tracing

 

Toute les fonctions/caractéristiques de Realsoft 3D sont dans le menu :
"Realsoft 3D, v.4 Feature" en haut de la page.


Produits pour Windows 98/NT/2000 x86 et Alpha
prix FRF
prix Euro
Realsoft 3D V4
5 194
792,30
Realsoft 3D V4 2eme site licence 2 597 396,15
Realsoft 3D V4 3eme site licence 1 855 282,97
Realsoft 3D V4 Éducation version 2 597 396,15
Realsoft 3D V4 SDK gratuit gratuit

Produits pour Linux I386 et IRIX mips
prix FRF
prix Euro
Realsoft 3D V4
2 226
339,56
Realsoft 3D V4 2eme site licence N.C N.C
Realsoft 3D V4 3eme site licence N.C N.C
Realsoft 3D V4 Éducation version 1 484 226,37
Realsoft 3D V4 SDK gratuit gratuit

 
Site officiel Realsoft 3D :
Distributeur en Europe :

 
Télécharger Realsoft 3D 4.25 Démo version :
Manuel Realsoft 3D Online :
VR.grafix :
 

source : www.vrgrafix.com.au


... Scene Renders

Avec quelle rapidité Realsoft 3d calcule-t-il ses rendus ?

Vous êtes venus au bon endroit, si vous vous êtes toujours demandés qui est le plus rapide Linux vs NT vs SGI vs Intel - nous espérons compiler une liste complète de rendu, dans le temps pour répondre juste à cette questions !

Les temps sont basés sur une scène standard, plus les temps sont faibles, plus les machines sont rapides.

Dual machines :
Processeur
RAM OS BOXES
Temp
Pentium III 866s
2
512Mb Win2k 4x4 2m49s
Pentium III 866s 2 256Mb NT 4x4 3m04s
Pentium III 733 O/C à 925Mhz 2 256Mb Win2k 4x4 3m46s
Xeon 700 2 1Gb NT 4x4 5m29s
Celeron 433s O/C à 572Mhz 2 128Mb NT 4x4 9m02s
Pentium III 450s 2 256Mb NT 4x4 10m20s
Celeron 500s 2 256Mb NT 4x4 11m01s
Pentium II 350s 2 320Mb NT 4x4 11m35s
Celeron 400s 2 392Mb NT 4x4 11m57s
Celeron 466s 2 128Mb NT 4x4 10m26s
Celeron 466s 2 256Mb NT 4x4 12m14s
Celeron 400s 2 100Mb NT 4x4 13m55s
           
Sinple Processeur machines :          
Athlon 1100 Tbird 1 512Mb NT 0 3m34s
Athlon 1333 266Mhz FSB 1 256Mb ME 0 4m04s
Pentium III 866 1 256Mb NT 0 5m47s
Athlon 850 1 256Mb Linux 0 7m05s
Athlon 850 O/C à 892Mhz 1 192Mb NT 0 8m02s
Pentium III 866 1 256Mb NT 0 8m27s
Pentium III 800 1 512Mb NT 0 8m25s
Athlon 850 1 192Mb NT 0 8m24s
Pentium III 700 1 128Mb Linux 0 9m54s
Athlon 750 1 128Mb NT 0 10m02s
Xeon 700 1 1Gb NT 0 10m40s
Athlon 750 1 128Mb 98 0 11m31s
Athlon 600 1 128Mb ME 3x3 11m26s
Pentium III 450 1 256Mb NT 0 11m44s
Pentium II 450 1 256Mb Win2k 0 13m41s
Celeron 667 1 256Mb NT 0 16m14s
Pentium II 450 1 256Mb Linux 0 16m18s
DEC Alpha 533 1 261Mb NT 0 16m50s
Pentium II 450 1 128Mb 98 3x3 21m09s
AMD K6 2 450 1 256Mb 98 3x3 22m33s
Pentium II 400 1 128Mb NT 0 23m15s
Pentium II 300 1 100Mb NT 0 28m31s
Pentium II 233 1 128Mb 98 3x3 38m32s
Pentium Pro 200 1 128Mb NT 0 45m10s
           
Network Render tests :          
2 Athlon 850s, 2 Dual 450s 4 128Mb NT 7x7 3m02s
Celeron 466s 14 128Mb NT 7x8 2m31s
Celeron 466s 14 128Mb NT 25x25 2m20s
Celeron 466s 15 128Mb NT 10x14 2m01s
Dual 866, Dual 450 4 256Mb NT 4x4 2m21s
           

Scène Statistics

Pour l'uniformité - nous avons préparé une scène que vous devriez utiliser si vous essayez de tester votre machine/réseaux. Cette scène utilise des calculs lourds en virgule flottante et n'a aucune image maps - par conséquent rendre la scène à travers le réseaux devrait être très rapide car aucune image n'est transférée.

Cliquez ICI pour télécharger le fichier Zip de la scène Test. (43k)


Note : en rendant sur les machines simples processeur - éteindre Open GL et choisir "Box Rendering OFF" dans tab "Distrib". Avec les machines bi-processeurs placé le Box à 4x4.La taille de la vue actuelle est déterminée par l'environnement utilisé - qui est l'environnement par "défaut". Ceci place la taille de cette fenêtre de vue à 615x484 pixels.

Note Spéciale: les tests de rendu ont été compilés sur plusieurs années - et pendant ce temps Realsoft 3d a été constamment mis à jour et optimisé - nous remarquons des augmentations excessive de vitesse de rendu suivant le temps. (PIII700 plus rapidement qu'un Athlon 750)

 

...Open GL Rendering

Avec quelle rapidité Realsoft 3d affiche mon modèle ?

Nous avons compilé divers tests pour comparer les performances des cartes vidéo OpenGL. Cette liste n'est pas complète, nous espérons ajouter plus de cartes bientôt.


Machine
Video Card
Shd Q2
Shd Q5
Athlon 750
TNT2 32Mb
9s 1m42s
Dual PIII 866 TNT2 32Mb 11s 1m56s
Athlon 1333 Geforce GTS2 32Mb 10s 2m02s
Athlon 850 Geforce GTS2 32Mb 12s 2m45s
Athlon 850 Matrox G400 Max 15s 1m19s
Pentium II 400 Intel 740 8Mb 20s 4m03s
Dual PIII 450 Diamond Viper 770 32Mb 17s 3m33s
Dual Celeron 466 TNT2 32Mb 17s 3m33s
Pentium III 500 Diamond FireGL 1000 20s 4m08s
Pentium II 266 Matrox Millenium II 8Mb 56s 7m00s
       
No Vertex colours:      
Athlon 850 Geforce GTS2 32Mb 3s 19s
Dual PIII 866 TNT2 32Mb 7s 51s
Athlon 850 Matrox G400 Max 12s 34s
Pentium II 400 Intel 740 8Mb 15s 2m37s
Dual PIII 450 Diamond Viper 770 32Mb 11s 3m00s
Dual Celeron 466 TNT2 32Mb 10s 2m40s
       

Scène Statistics

Pour télécharger la scène, Test OpenGL - click ICI. 24k

Le Test temps : enregistrez simplement le temps en secondes qu'il faut à votre machine pour lire les 250 trames. Les différentes configurations de la qualité OpenGL sont dans la fenêtre propriété, tab "Wire" de objets SDS - positionné le "shaded" à 2 et à 5 respectivement. Le deuxième test, et avec l'objet sans vertex colourings appliqué, cochez la case "no shaded".

Ci vous avait des temps de rendus a ajouter, vous pouvez nous les envoyer par Email.

 

 

 

 

Interface

  • Intelligent user interface which adapts to user's workflow.
  • Fully configurable. All windows, buttons, menus, hotkeys, etc. can be defined by the user.
  • Multi-layered structure which adapts to the skills of the user.
  • Full drag&drop support for quick and easy operations.
  • Familiar tabbed user interface included.
  • Integrated working environment. No need to jump between modules or working modes.
  • Fully utilized pull-down menus and context-sensitive popup menus for easy navigation.
  • Compass menus for super fast access to program tools by 'muscle learning'.
  • 100 % modeless design - no blocking dialogs or windows.
  • Multi-threading architecture for maximal interactivity. Time-consuming tasks are performed by asynchronous threads.
  • Includes a consistent and general 'power tool' set which does not limit the user.
  • All tools and features are compatible - views can be navigated while a tool is being used, animation paths can be edited while playing the animation etc.
  • Info window provides continuously updated guidelines for the current operation.
  • Tip of the day database.
 

Modeling

General

  • Object handles for easy and accurate mouse transformations in object space.
  • Powerful and general transformation tools for manipulations in arbitrary orientations: move, rotate, scale, shear, mirror.
  • Freeform deformation tools: circular bending, bending by projection to or distance from an axis or point, several bending shape envelopes available such as parabola, noise, hemisphere, bell, etc.
  • Tool for surface displacement defined by bitmap image.
  • Freeform deformation lattices using an arbitrary curve/surface or a special-purpose 3D lattice object.
  • Collision deformation integrated with modify tools: move a mesh against a sphere to make a bump on it.
  • Advanced instancing - instances can be point edited.
  • Procedural creation of object copies or instances with symmetric displacement/rotation.
  • Point group object.
  • Tube tool for procedural creation of circular tube.
  • Full featured macro system: macros can be recorded from GUI actions and they can be connected to hotkeys, buttons, menus or other GUI elements.
  • Powerful snap tools including box/lasso/nearest point selector.
  • Snapping to user defined averages of existing points.
  • Snap to curve.
  • Coordinate locking in object/world/view space.
  • All snap/lock modifiers can be combined.
  • Support for unlimited number of predefined and user defined grids supporting color cycling option and automatic drawing-density clipping.
  • Context sensitive numeric input for accurate modeling.
  • Expression and formula evaluation built into the numeric input system.
  • The measuring system supports meters, centimeters, millimeters, inches, and feet.
  • Cartesian and polar coordinates.
  • Perspective/parallel projections.
  • Perspective editing using arbitrary mouse coordinate input planes or object handles.
  • Mouse coordinate input by user defined input planes, to snapped 3D points, or to underlying surfaces.
  • Versatile tools for input plane management: input plane objects for storing predefined orientations, match to view orientation, match to object orientation, match to surface tangent, match three points, etc.
  • Extensive set of visual orientation guiding options: auto-clipped ground plane, scale dependent/independent coordinate system, grid origin, focal point of view.
  • Real-time view backdrop images for modeling aid.
  • User-definable clipping range (near and far distance)
  • Easy and comprehensive view navigation: view specific 'native' spaces which can be easily redefined as suitable, predefined front-back-left-right-top-bottom views, auto focus, clip range focus, several zoom in/out tools, two-directional matching to object geometry (e.g. camera/spotlight view), interactive pan/zoom/rotate/bank by mouse, control buttons or numerically, camera tracking, multiple cameras.
  • Single-, tri-, quad- or arbitrary n-viewport combinations supported.
  • The best available hierarchical scene data construction and management system supporting drag&drop.
  • A full-featured built-in script language 'RPL' included.
  • Undo/Redo with unlimited depth.
  • Unlimited number of objects, points, light sources, materials per object, windows etc.
 

NURBS modeling

  • Freely adjustable degree for NURBS curves and surfaces: polygonal, cubic, or higher order.
  • NURBS curve creation by control points, knot points or by freehand drawing.
  • Comprehensive point and curve selection tools: add/subtract/intersection/xor selection modifiers, lasso/box/single point selector.
  • Full featured curve/surface manipulation tools: add/delete point/curve, concatenate, degree elevation/reduction, point weight control, add sharp point/curve, break on point/curve, swap direction, open/close.
  • User definable parametrization of curves/surfaces: uniform, chord length, Bezier, centripetal, custom.
  • Trim curve tools: interactive drawing on surface, point editing of trim curves, creation by 3D curve projection, Booleans of trim curves.
  • Automatic fillet tool with rounding.
  • Surface welding tool.
  • Curve extrusion with option to bevel or round edges.
  • Orthogonal and coplanar sweep.
  • Bi-rail sweeping.
  • Rotation about straight/curved axis with an optional radius modifier curve.
  • Cross-section defined surfaces.
  • Font tool for extracting Truetype font curves.
  • All surface building tools support construction history for easy editing.
  • Collection of predefined geometry available ( cube, cylinder, cone, sphere, etc.).
  • Conversion to/from subdivision surfaces or triangles.
  • Advanced bitmap vectorization to NURBS curves.
 

Subdivision surface modeling

  • Unlimited amount of points/face.
  • Edge/point creases for sharp edges/points.
  • Rational SDS surfaces included, featuring freely adjustable point weights.
  • Edge rounding attribute for exact rounding radius.
  • Option to render as control polygon, using triangle tessellation or as NURBS surfaces.
  • Powerful editing via point/edge/face handles. All frequently needed actions available via handles and key modifiers.
  • Comprehensive editing tool set: subdivide faces to triangles/rectangles, spit edges/faces, extrude selected faces/edges/points separately or as a connected region, bevel edges/points/faces, add/delete faces/edges/points, melt faces/points/edges together, subdivide locally/globally, tunnel faces, disconnect face from other geometry, connect two SDS objects, face/edge/point hide/show, auto-merge triangles to rectangles, etc.
  • Unlimited number of data channels (such as UV coordinates)/vertex.
  • Plenty of predefined SDS shapes included.
  • Conversion from/to NURBS patches (for IGES exporting purposes, for example).
  • SDS tool set can be used for polygonal modeling.
 

Solid modeling

  • Analytic non-faceted primitives included, offering efficient models and fast high quality rendering.
  • Procedural Boolean operations with easily editable construction history.
  • Boolean operations can be easily animated (drilling, cutting, etc.).
  • Boundary surface defined solids.
  • All objects (including NURBS, SDS and metaball) can be used in Boolean operations.
  • Paint option for Booleans defines surface attributes for cut area.
 

Metaballs

  • Spherical and elliptic metaballs supported.
  • Selectable density field degree from constant field to smoothly increasing cubic field.
  • Inverted (negative) metaballs.
  • Material defined density fields.
  • Conversion tool to SDS form allows rough model construction using metaballs and detail editing later in SDS form.
 

Particles

  • 1D, 2D and 3D particles included.
  • Full control over particle geometry such as radius, diameter, length, etc.
  • Rendering using scanline or post processing (=raster) effects such as lens flare.
  • Particle geometry is separated from rendering appearance. The user can map materials and/or effects to particles to achieve infinitely many variations.
  • Unlimited amount of properties/particle geometry item.
  • Construction using point/curve pen, 2D/3D airbrush, surface painting or distribution on target surfaces.
 

Materials

  • Material system is based on the powerful Visual Shading Language, which provides the end user with power equal to programming languages, while also remaining extremely easy to use. Simply drag&drop new VSL elements to a material and select from a channel list what property to modify.
  • A library of predefined VSL materials included.
  • Layered interface: existing materials can be combined and edited easily. Advanced users can produce unique effects using VSL.
  • Real-time material previewing system with customizable test scenes and network rendering support.
  • Material library management tools.
  • Material assignment to geometry objects using easy and quick drag&drop or using the mapping tools which provide full control.
  • Several pre-built material mapping methods: parallel, cylinder, cube, spherical, disk, camera, uv and mesh mapping along parent surface. Mesh mapping geometry can be edited freely in parent space.
  • All material mapping objects are geometric primitives, which can be edited exactly the same way as regular objects. There is no additional tool set for this purpose, making the program easier to learn.
  • The user can totally control and customize mapping coordinates using VSL.
  • Brilliancy mapping, transparency mapping, clip mapping, alpha mapping, glow mapping, etc. included - the list is infinitely long because of the open VSL architecture.
  • Unlimited number of 'material properties' available via the revolutionary dynamic channel system.
  • Unlimited amount of different procedural texture and bump maps can be created easily using VSL.
  • Volumetric materials.
  • Full control of volumetric lighting effects using VSL.
  • Advanced alpha channel effects.
  • Fading effects.
  • Full control over material blending, layering, averaging, faded material gradients, etc.
  • Built-in texture/material antialiasing feature works also with procedural textures.
  • Full featured texture/bump mapping tools: tiling, flipping, gradients with a desired order of interpolation, support for animated image sequences and avi files, etc.
  • Environment mapped reflections.
  • UV editor for exact placing of UV mapped textures.
  • Hundreds of photographed high-quality, seamlessly tiling textures included.
  • The end user can define a compact and efficient top-level interface for VSL materials.
  • Large collection of powerful VSL objects included: constant property, linear transformation, Perlin noise, cell noise, image texture map, image bump map, random, level (block), conditional, NURBS transformation, specular illumination, copy, wave, mathematical operations, variables, etc.
  • Real-time 3D painting system.
  • Color picker tool.
  • Conversion of procedural materials to an UV map.
  • Projection tool which paints a textured surface to a UV map of another underlying surface.
  • Material properties can be assigned directly to geometry points using numeric controls of the property window or with the vertex painting tool.
 

Rendering

  • 64-bit ray tracing technology which produces superior image quality.
  • Combined ray tracing, scanline rendering and raster rendering for post processing effects.
  • Physically correct motion blur works with camera motion, shadows, reflections, post effects etc.
  • Field rendering, with a full control over odd/even field order and automatic interlacing.
  • Depth of field.
  • Powerful glow control system.
  • Built-in lens flare and other post processing effects.
  • User-defined post processing by VSL.
  • Ray trace buffering for quick experimenting with post effects.
  • Scanline rendering of particles and NURBS curves for hairs, fur, dust, etc.
  • Outline and cartoon style rendering; option to blend with shaded rendering with full control using VSL.
  • Multiple (animated or constant) backdrop objects for foreground, background and unlimited amount of 'in-between' layers.
  • Backdrop objects take Z-buffer, reflectivity, transparency, alpha, etc. information into account.
  • Tools for true 3D composition, including extensive alpha channel, Z-buffer and G-buffer support.
  • Matte objects, matte shadows, matte reflections, etc.
  • Advanced camera system including flashlight, film sensitivity, safe region, tracking, overscan, etc. controls.
  • Support for multi-processor hardware.
  • Distributed cross-platform network rendering based on the standard TCP/IP protocol.
  • Distributed rendering via the Internet.
  • Distributed rendering can be used in all rendering, including single images and material previews.
  • Adaptive and intelligent anti-aliasing system with an option to use stochastic or geometric sampling.
  • Volumetric lighting, volumetric shadows, gas, fog, plasma effects.
  • A special atmosphere object available for definition of infinite volumes.
  • Double/multi refractions.
  • High-quality blurred reflections/refractions.
  • Quick low color dithering for screen previews as well as floating point accurate dithering for high-quality output.
  • The rendering process can be customized totally using VSL - unique effects and rendering styles can be defined.
  • Dynamic channel system: unlimited number of data channels can be attached to scene objects and materials and processed for custom effects in the rendering engine.
  • All channels can be saved to any of the available file formats or their combinations for later use in post processing, compositing, etc.
 

Light sources

  • Point lights with adjustable size.
  • Spot lights with adjustable edge fading and an option to show a visible beam.
  • Distant lights.
  • Ambient lights.
  • Negative lights.
  • Any surface can be used as a multi-colored area light.
  • Full control over shadow casting per light source.
  • Smooth shadows by stochastic adaptive sampling.
  • Several falloff types available: constant, per distance, per distance squared, local, user defined.
  • Unlimited amount of light properties available by the dynamic channel system: infrared lighting, xray, etc. custom effects can be created.
  • Light properties can be defined using VSL, for example a texture mapped slide projector or an arbitrary volumetric ambient light distribution.
 

Animation

  • Easy to use key frame animation interface.
  • All properties of all objects can be animated.
  • Animated properties can have different amount of keys - this is also true for sub components such as translate x and y.
  • Quaternion interpolation system which produces intuitive rotation interpolation.
  • Euler angle interpolation as an option.
  • Animated properties can be controlled using smooth cubic NURBS curves, linear curves or by using non-interpolated values.
  • Easy pivot point control.
  • Full featured path animation tools: constant speed paths, several automated banking options (such as airplane style banking) included, deformation paths, etc.
  • Acceleration/deceleration along a path can be defined using key framing.
  • Surfaces can be used as paths - useful, for example, in banking control.
  • Morphing.
  • Easy to use tools for rotations around an arbitrary axis.
  • Behavioral animation: objects can be controlled using plugged in scripting languages.
  • Key frames and other animation effects can be defined hierarchically.
  • Choreography system which allows weighted blending of multiple animation effects per object.
  • Animations can be created by 'teaching' choreography components to objects and combining the components using the choreography editor.
  • Choreographs can be exchanged between objects.
  • Time line editor for accurate timing and synchronization control of the defined animation effects.
  • Event-driven animations.
  • Any object attribute can be used as an input for any of the defined animation effects.
  • Support for all standard video systems (PAL, NTSC, etc.), time scales (real-time, seconds, frames) and frame indexing conventions.
 

Simulations

  • Collision detection based on the true shape of the objects.
  • Gravity between objects and in a constant field.
  • Electro-magnetism.
  • Fluid dynamics system for air and fluid flow effects.
  • Fan object for wind, turbulence, etc.
  • Procedural object creation for simulation purposes.
  • Particle emitters.
  • Explosions by collision impact or at a predefined time.
  • Simulations can be controlled using the following properties: mass, electric charge, surface friction, rebound energy, elasticity, rigidity, inertia, center of gravity, velocity, spin, impact properties, fluid density, fluid velocity, fluid pressure, fluid friction, flow symmetry, explosion properties, simulation component state (off/cause/cause+affected), collision accuracy.
  • Simulations can be converted to key frame animations.
 

Skeleton control

  • Robust hierarchical skeletons.
  • Three angle constraints/joint which can be defined by bending the skeleton, by editing angle handles or numerically.
  • Efficient skeleton editing using the included comprehensive set of skeleton handles.
  • Joint anchors.
  • Angle locks.
  • Angle friction and joint motion friction.
  • Editing by inverse and forward kinematics.
  • Each joint can be animated by inverse kinematics or using angle interpolation
  • Support for native poses.
  • Skin deformation by a built-in fidelity attribute or by a user-defined choreography.
  • Muscle deformations can be defined easily by key framing the deformation using a bone angle as the input.
  • Foot step paths for walking motions.
  • The same object can be mapped to several skeletons using weighted multi mapping.
  • Several objects can be mapped to the same skeleton.
  • Automatic weighted multi-mapping using user-defined mapping volume radius around bones.
  • Point accurate skeleton mapping and weight control for fine tuning.
  • Skeleton mapping weight can be modified also using the vertex painting tool.
 

Real time visualization

  • Each viewport can use either shaded drawing or wireframe drawing.
  • Adjustable point density for curves, curve density in surfaces and tessellation density for shading.
  • Detailed control for object handle drawing.
  • Support for near/far clipping planes helps in editing complex models.
  • Object/face/point hiding.
  • Real-time shading via OpenGL.
  • Real-time reflections using environment maps.
  • Direct UV textures for super fast 3D painting and manipulation in OpenGL.
  • Also multiple procedural / blended materials per object can be previewed in OpenGL using desired accuracy.
  • Advanced use of transparency in OpenGL shading for control polygon and object handle visualization.
  • Other OpenGL features: anti-aliasing, fog, adjustable line width, display lists, flat shading.
  • Real-time drawing is handled using multi-threading - the user interface responds always immediately.
 

Import/Export

  • Image formats: jpg, bmp, targa, gif, cineon, ppm, iff, Realsoft 3D format with selectable data type (byte-word-integer-double precision float/channel) and unlimited amount of channels/file.
  • Animation files: avi and flc.
  • Object geometry formats: dxf v.12, 3ds, Real 3D v.3.
  • Third party plugins: IGES import/export, VRML export, Adobe illustrator import.
 

SDK

  • 100 % open interface provides full control over all program features.
  • 100 % platform independent code.
  • Plug-ins integrate seamlessly to the existing Realsoft 3D interface.
  • 100% object oriented programming system.
  • Modular and dynamic structure.
  • Full localization support. Windows adapt automatically to the length of the strings and other user interface components. Even the end user can localize the program.
  • Plugins can be developed using the free SDK and the demo version with the standard C/C++ tools.

 


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