new realtime renderer in Creation Platform

News concerning 3D DCC business
FabricPaul
Posts: 188
Joined: 21 Mar 2012, 14:17

new realtime renderer in Creation Platform

Post by FabricPaul » 30 Oct 2012, 20:54

Hi everyone - we just released a video showing the new renderer that Jerome has been working on: https://vimeo.com/groups/fabric/videos/52491855

Really pleased with how it's come together - we wanted to build something viable for production scenarios like previz, lighting and virtual production, as well as regular content creation.

Let us know what you think :)

Cheers,

Paul

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SamHowell
Posts: 364
Joined: 09 Jun 2009, 12:09
Location: Birmingham

Re: new realtime renderer in Creation Platform

Post by SamHowell » 31 Oct 2012, 10:10

Teapots!

Pretty damn impressive.

Is this a sign that the line between previs and final production render are beginning to blur?

FabricPaul
Posts: 188
Joined: 21 Mar 2012, 14:17

Re: new realtime renderer in Creation Platform

Post by FabricPaul » 31 Oct 2012, 15:53

Hi everyone – the technical overview from Jerome is now available: https://vimeo.com/groups/fabric/videos/52547255

Questions and comments are welcome.

Thanks,

Paul

Letterbox
Posts: 391
Joined: 17 Jun 2009, 12:49

Re: new realtime renderer in Creation Platform

Post by Letterbox » 01 Nov 2012, 09:18

Excellent work but begs some questions;

Take the traffic scene, assuming used this for pre-vis, how then to get the same scene rendered in a traditional renderer - easily?

Again the traffic scene, object replacement with high resolution objects, lights and shaders - possible?

True x64 - ie no 2/4gb limit?

FabricPaul
Posts: 188
Joined: 21 Mar 2012, 14:17

Re: new realtime renderer in Creation Platform

Post by FabricPaul » 01 Nov 2012, 14:57

Jerome is waiting for admin approval on his account here, so I'll post this response on his behalf:
To render in a traditional renderer, there are a few options:
- if the source scene / assets come from a DCC (eg: exported with FBX), then Fabric is used to do the realtime preview of if, but the DCC is in charge of the traditional render portion. Changes (eg: object position changes) made in Fabric could be reexported through FBX; but of course the exact workflow need to be defined based on the needs.
- if the scene was assembled in Fabric, then one of our goals is to link directly to third party renderers, in which case the result could be translated for these and the traditional rendering could be started from Fabric. Supporting this is in our plans, but not ready yet.

Now, for object replacement with high res objects: the renderer will have some notions of level of detail (LODs) applicable to both materials (shaders) and geometries. A material or object could then define its LOD specs, and the realTime renderer would choose the resolution based on the behavior you put in your passes (or scene settings). Export for traditional renderers could automatically use all the highres version of objects. Finally, since we have a full implementation of polygon meshes, we could improve our system to generate on the fly various LODs by applying polygon reduction automatically to the source objects.
One important note is that this is the base framework for everything we want to do with rendering - so features are going to come thick and fast now this has been done.

Moderator edit - FYI, that account has been taken care of. Our mail notification on these matters remains erratic, however, so maybe you can inform him... - HB

FabricPaul
Posts: 188
Joined: 21 Mar 2012, 14:17

Re: new realtime renderer in Creation Platform

Post by FabricPaul » 01 Nov 2012, 22:19

all the information on our renderer is in one place now: http://fabricengine.com/creation/rendering/

Thanks,

Paul