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
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.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.