Here comes a detailed specification of all new functions and expansions to
the new version of CyberMotion 3D-Designer 12.0 program. Use the help manual,
chapter "What's new in version 12.0", for a quick and easy guide to all changed
and new topics. The elimination of minor errors and repairs are not mentioned
here. For demo pictures and animations demonstrating the new capabilities
visit the gallery.
New features in version 12.0:
Rendering
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Support of Multi-Core and Multi-Processor systems - The new version
of CyberMotion supports multi-core CPUs and multi-processor systems. This
will considerably speed up the rendering process. On an ordinary Dual Core
system you could expect up to 70% to 95% increase of rendering speed, depending
on the rendering effects you apply.
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Ambient Occlusion Renderer - Increase the photo-realistic impression
of your renderings with the newly implemented Ambient Occlusion Renderer.
The Ambient Occlusion shader simulates mutual shadow casting of adjacent
objects and corners caused by diffuse ambient light. In contrast to global
illumination algorithms which try to reproduce the correct physical
interpretation of light distribution (see Photon Mapping) the Ambient Occlusion
rendering solution is much simpler. The maximum amount of diffuse light incidence
is given by the color of the ambient light (you can now also specify a color
range for the ambient light). Now, for the basic diffuse lighting, the light
intensity will be calculated from the light incidence that is irradiated
from an imaginary half sphere (sky dome). This will lighten up surfaces exposed
directly to the sky and darken surfaces directed to the floor. Even without
additional shadow calculations this gives a much smoother impression of ambient
light then the ordinary constant term used in previous versions of CyberMotion.
It is similar to the diffuse light incidence on a cloudy day. If you switch
on shadow calculations for the actual occlusion part of the Ambient Occlusion
shader then a bunch of shadow rays is cast towards the imaginary half sphere.
These shadow rays are limited by a maximum search radius, so they scan only
the immediate surrounding area (on a cloudy day you wouldn't expect a tree
far away from you to cast a shadow on you). If a shadow ray hits an occluding
object, the ambient value is simply reduced by a fraction of its original
intensity. In the result you achieve a wonderful smooth diffuse lighting
together with very soft shadows emphasizing corners and all occluded areas.
This effect is suited for outdoor scenes (sky dome effect - shadow rays pointed
to surrounding half sphere) as well as indoor scenes because of the limited
search radii for the shadow rays (in indoor scenes you would choose a surrounding
sphere for the shadow tests, this way illuminating also ceilings and surfaces
facing towards the floor.) In CyberMotion Ambient Occlusion is implemented
as an extension of the Ambient Light parameters. You can use it as a single
illumination solution or together with all additional light settings, even
in combination with Photon Mapping.
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Additional Preview Mode - For a faster preview rendering soft shadows
were not available so far in the preview windows of the main dialogs. Now
two additional preview modes will display the soft shadow effect, mostly
to be able to adjust the Ambient Occlusion effect in the light dialog.
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Progressive Rendering - In addition to the line-by-line rendering
of a picture you can now choose also a progressive picture construction.
Several rendering passes are applied, first approximating the picture with
a low resolution of bulky pixel blocks, then constantly refining the picture
until the final resolution has been achieved. After that, in a last rendering
step all the super sampling for the antialiasing is processed. Progressive
Rendering can considerably facilitate the work on complex scenes, because
you can get a pretty good impression of the outcome of the picture after
only a few seconds even if the final rendering will still last for hours.
This way you could decide in good time wether you want to continue the rendering
or stop it to adjust the settings. In addition to the progressive scan, also
line-by-line rendering is still available. Line-by-line rendering is advantageous
when rendering animations. When the last frame of the animation is overwritten
line-by-line with the new picture it is much more easy to follow the movements
in the film.
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Saving of Alpha- and Depth Channels - In the render options dialog
you can now choose to include the rendering of additional alpha channel or
depth channel data together with your picture calculation. Then - after picture
calculation - you have several additional options for the saving of an image.
Via the "File" menu of the render window you can choose to save 24 bit
RGB-pictures like before, or 32 bit RGBA-pictures with alpha- or depth-channel
included or you can save the alpha- and depth channels in separate images.
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Saving of Alpha- and Depth Channel Videos - Most video processing
software can handle animated alpha- or even depth channel videos. If you
select the corresponding option in the render options dialog CyberMotion
will render additional animated alpha channel or depth channel data in separate
data buffers. After the rendering you can choose again via the "File" menu
of the render window which kind of data you want to export. You can either
save the picture data, the alpha channel or the depth channel to an AVI-video
or as a picture sequence.
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Support of Video Codecs - Before saving an AVI file a small dialog
appears where you can select one of the video codecs currently installed
on your computer system. Video codecs can compress AVI-Videos to a fraction
of its original size, but be cautious. The reduction in size almost always
goes along with a loss of quality that can't be restored. Generally you have
to experiment excessively with different codecs and settings to achieve the
best compromise between quality and size. Therefore I recommend to save final
complex animations always uncompressed as 24 bit RGB videos and to experiment
afterwards in video processing software with the individual codecs.
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Maximum Picture Resolution - has been increased to 12000 X 12000 Pixel.
Modelling
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Subdivision Surfaces - Subdivision Surfaces (SDS) is a real time process
which transforms a low resolution object to a higher resolution model with
organic curved shape. Every polygon based object can be changed to a SDS
model at any time in the modeling process (in CyberMotion all objects except
NURBS and analytical defined objects can serve as SDS object). To change
an object to an SDS you just need to activate the corresponding property
in the object properties dialog together with the required resolution (separate
resolutions for viewport and final rendering are available). Working with
SDS is very easy. The SDS surface is calculated after each work step in realtime
from the low resolution object hull. You can't work on the SDS directly,
you simply edit the shape of the low polygon shape as you did before while
the SDS is constantly updated. With SDS it becomes very easy to model smooth
organic shaped figures but it also eases the animation of characters. With
a basic low resolution model you can much faster allocate weighted skin points
to a skeleton. You can test movements even without switching on the SDS-feature.
Then activate the SDS-property to change the coarse model into a smooth and
organic shape for the final rendering of the animation.
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Smooth Surface - The algorithm to smooth an objects shape has been
replaced by the same algorithm which is applied now for the calculation of
the Subdivision Surfaces. (The difference between the Smooth Surface function
and SDS is that Smooth Surface is a modelling tool that causes a permanent
change of the models shape, whereas the SDS-transformation is an object property
that is only applied to a copy of the model data which is used for the rendering
- SDS does not touch the model data itself). The Smooth Surface function
can now be applied to a whole object as well as to separate facet selections.
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Copy Current Object State to a New Model - In CyberMotion you have
several possibilities to animate a deformation of a model (deformation tool,
skin and bones, Subdivision Surface). As mentioned before all these deformations
are applied to a copy of the original model data immediately before rendering
the scene. This way the original model is always kept untouched. But what
to do if you want to use one of the deformation functions as a modeling tool
to permanently change the appearance of a model? For this purpose the "Copy"
menu entry of the main popup list has been extended with the "Copy Current
State to Model Data" option. If you select this menu entry then an exact
copy of an object as it presently appears in its deformed state on the screen
is copied to the model data of a newly created object.
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Repair Mesh Structure - For some modeling purposes it is necessary
to have a homogenous net structure (Each edge of a triangular facet has only
one (or none) neighbouring facet connected to the same edge vertices). After
some modeling operations, for instance Boolean Operations, it often happens,
that a facet is broken into several smaller facets while its immediate
neighbouring facets stay untouched. In this case several new vertices become
to lie on the edges of the unbroken facets but this vertices are no longer
connected to their neighbouring facets. Now, if you apply smooth operations
or change the object into a Subdivision Surface the surface is likely to
tear open at this locations. You can try to repair such a mesh with help
of the Repair Mesh Structure function.
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Detach Face Selection - A selection of facets is detached from the
main mesh by inserting new points around the boundary of the selection. (It
is the same function as "Detach as new object" - the only difference is that
the detached surface is not copied to a new object.)
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Delete Duplicate Elements - You can optimize a model by deleting duplicate
points or facets. To decide wether a point is superfluous or not you can
define a tolerance value. If two or more points lie within this tolerance
distance they are replaced by a single common point.
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Melt Points - A Selection of points is melted into one single point.
Facets which degenerate to lines by this operation are automatically deleted.
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Set Line Visibility - In CyberMotion each triangular facet holds a
line flag with the information wether an edge should be drawn or not. Often
it is not necessary to draw all three lines to get an exact image of the
object. With a quadrilateral surface, for example, which is comprised of
two triangles, you need not draw the middle line. The same applies to all
facets forming a certain outline on an even plane (e.g. the circular cap
of a cylinder). With the Set Line Visibility you can reset all line flags
in dependence of the angle of a facet to a neighbouring facet. Only when
the angle is greater than the specified angle a connecting line will be drawn
between two adjacent facets. This function is especially helpful when importing
foreign object formats or after some modeling operations which split facets
into smaller pieces.
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Billboard Primitive - This new primitive object consists only of a
flat rectangular plane which serves as a projection plane for masked bitmap
textures. There are many application areas where you will find billboards
most useful, for instance, for adding masked shapes of people or trees to
architectural scenes or you can project animated sequences of explosions
or smoke onto billboards to insert them into your animation. By replacing
complex 3D objects with billboards you can save a tremendous amount of space
and render time. Billboard primitives are created with all necessary default
settings making it especially easy to use them as projection planes. They
come with a basic transparent material, uv-texture coordinates and a default
tree bitmap material - you only need to adjust the size of the billboard
and exchange the material's picture with your own bitmap. Furthermore billboards
have the auto-aligning property set so that they will always face towards
the camera.
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Individual Background Colors for Model- and Animation Mode - In the
"Options - Work Colors" menu you can now define two separate background colors
for the viewports to emphasize wether you are working in Model Mode or in
Animation Mode, respectively.
Import/Export of Foreign File Formats
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Wavefront "obj"-Format - In addition to presently supported file formats
CyberMotion can now also import and export the Wavefront "obj"-file format.
Since this format supports uv-textures and has no restrictions regarding
to the number of points or facets in a file, it is preferable to the 3DS
format for exchanging files with other software.
Object Selection
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Deleting or Copying Individual Objects - In previous versions the
functions of the main popup list (Delete, Copy, Hide, etc.) were applied
always to the whole selection of presently marked objects. For instance,
if you wanted to delete a certain object within a marked hierarchy branch
you had to switch of first the objects beneath the destination object to
prevent them from being deleted too. Now you have two possibilities to specify
your selection:
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If you click with the right mouse in the object selection window outside
the area of the listed names then the functions of the popup list will be
applied as before to the whole selection of marked objects.
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If you click with the right mouse button directly onto the name of an object
then only this object will be affected by the following function. In the
popup selection you will recognize this by the name of the object which is
attached to the function's name, e.g. "Copy Object1" instead of "Copy Selection".
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Selecting Points and Facets in the Camera Viewport - In point- and
face selection work modes you can now also select these elements with a mouse
click directly in the camera viewport. By turning the camera around a selection
it will be much easier to approach and select particular points or facets
which you can't reach that easy from the orthogonal views. (To move, rotate
or scale a point- or facet selection you still need to do this in the orthogonal
viewports - in the camera viewport every mouse movement will always move
the camera.)
Landscapes
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Expansion of the Basic Terrain Function - You can choose now between
two basic functions for the terrain generation. While the present function
is more suited for the generation of rounded and hilly terrains, the new
function will create rampant rock formations with sharp-edged ridges.
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Smooth Peak and Valley - The height dependant smoothness can now adjusted
separately for low ground valley areas and for the higher regions of a mountain
side.
Light
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Copy and Delete - You can now delete and copy lights directly in the
lights dialog in addition to the corresponding functions of the main object
selection window.
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Shadow Color - In computer generated pictures shadows often appear
to dark. Increasing the constant ambient light term is not always helpful
since it reduces the contrast and the picture appears very flat. With the
new shadow color parameter you can define now a minimum intensity for each
light which reaches even the occluded areas of an object. This way you can
lighten up the areas lying in the shadow without influencing the areas which
are exposed to the light.
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Volumetric Spotlights - You can now decide for each individual spotlight
separately, if it casts time consuming volumetric shadows or ordinary shadows
or no shadows at all. Furthermore you can globally switch on or off the
volumetric shadow casting for all spot objects in the render options dialog.
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Light Contrast - The light intensity in a certain point is calculated
from the angle defined by the surface normal and the incidence light vector.
With help of the new contrast parameter you can bias the curve progression
to increase or reduce the light contrast.
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Ambient Occlusion Renderer - see Rendering
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Animated Fire Colors - The color range of a fire object can now be
animated. This way you can animate nice explosions with an automatic transition
from the fire colors to a slowly expanding and fading greyish smoke cloud.
Background
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Turbulent Atmospheric Color Range - With the turbulence parameter
you can add fractal structures to the color range of the sky. This can result
in fiery coronas around a sun or you can simulate the impression of an additional
cloud layer covering the horizon.
Water
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Waves - The wave function for water effects has been completely rewritten
and appears much more realistic now. You can choose between two basic functions
forming the main waves and several additional harmonic waves overlaying the
basic function.
Camera
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Move Camera - If you click with the right mouse button into the camera
viewport and move the mouse then the camera moves to the fore or to the back,
independent of the movement axes you selected in the camera menu. (Hold both
buttons pressed to circle with the camera around the present selection.)
Holding the left mouse button pressed while moving the mouse will still move
the camera along the selected movement axes defined in the camera menu.
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Align Camera - This camera menu function has also been added to the
main popup list (shortcut "C").
Object Properties
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Invisible for Camera - Visible for Reflections - If this option is
activated then an object is hidden for the camera but it can still be seen
in mirroring surfaces. Furthermore the object is still included in the light
distribution calculations of the global illumination routines (Photon Mapping
and Ambient Occlusion). This property is especially useful if you want to
render an indoor scene from outside the room. If you switch on the "Invisible
for Camera" property for a wall of a room you can place the camera in front
of it and take a look through the hidden wall at the inside of the room,
while all reflections and lighting settings keep the same as if the wall
was still there. This way it is much easier to find a good camera viewpoint
and to avoid the use of a distorting wide angle focal distance.
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Hide in Viewports - Objects are hidden in the viewport windows but
are still visible in the final renderings. This option helps to clear the
viewport windows from already constructed objects when creating and working
on new models.
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Hide in Rendering - Objects are visible in viewports but not in the
final rendering. This way you can use additional objects to aid construction
work, for instance blue prints projected on planes as a construction template,
and hide them automatically for the rendering.
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Compositing Material - Often 3d-models are rendered in front of a
single background color for later masking operations in an image editor.
There the background color is used as a masking color - the object's shape
can easily be separated from the background and you can copy it into another
picture or, for instance, into the background of a web page. But how do you
include shadows? If you place your object onto a single colored plane which
receives the shadows, it is not so easy to illuminate the scene such that
the plane keeps a single color. For this purpose you would activate the
<Compositing Material> object property for the plane. Then the plane
will only be drawn with its pure material color and the incidence of light
will be completely ignored except of the shadow calculations. Since there
is no light incidence for the plane, shadows are calculated subtractive from
the material color. The <Composition Material> property is also very
useful in situations, where you want objects to be painted with a constant
shading independent of the light incidence, for example, for billboard
projections of animated explosions or smoke clouds.
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Align Object with a Destination Object - You can apply this object
property to constantly align an object with a target object. For instance,
a camera or a spot light can be aligned with other objects to keep them always
in focus when they move around. Or you define the camera as a target so that
an object always faces towards the camera, for instance for the deployment
of flat billboards with masked picture projections of people or trees. For
this purpose you can limit the alignment to the horizontal plane (the object
is only rotated about the y-world axes). Otherwise the object will always
be rotated around all 3 body axes so that the object's z-axis will point
to the target object. Another good application area for this function are
animated billboard projections of explosions or expanding smoke clouds which
always face the camera. This is possible even for particle systems - all
particles will adopt the alignment property from their reference object.
The rotations performed to align objects do not change the model data or
influence the animation data of the object (no animation tracks or keys are
created or changed), it is rather a deformation operation (like SDS or other
animated deformation functions) which is performed on a copy of the original
model data immediately before rendering the scene.
Material
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Alpha Maps - In previous versions you always had to supply two separate
images for the color information of a bitmap material and its corresponding
alpha information. Now you can use also 32 bit RGBA bitmaps with integrated
alpha channel, for instance 32 bit TGA, TIF or PNG pictures. When selecting
32 bit images as bitmaps then automatically the alpha channel of the image
will be used for the masking operations (The file name is adopted for the
bitmap as well as for the alpha map button). But you can still select any
other separate picture to serve as alpha map.
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Reload Bitmaps - If you are editing and changing a material bitmap
in an external image editor while working with CyberMotion at the same time
then you can press the "Reload Bitmaps" button of the material editor to
update the list of bitmaps loaded into the program.
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Box Bitmap Projection - Another projection mode for bitmaps has been
added. In box projection mode a bitmap is mapped from 6 different angles
onto an object. In dependence of the direction of the surface normal a top-,
bottom-, front-, back-, left- or right projection is applied.
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Bitmap Sequence Start Frame - A bitmap sequence can now be started
at a certain point in time and it will stop after the first run unless the
loop option is set.
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Extended Info for missing Bitmaps - If CyberMotion can not find bitmaps
assigned to materials a list of these bitmaps will displayed together with
the folders in which CyberMotion has searched for these bitmaps corresponding
to the settings in the customize dialog.
Particle Systems
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2D-Pixel Particles - There is a new option to create streams of simple
two-dimensional pixel particles instead of generating copies of real 3D objects.
Using a depth buffer of the previously rendered scene, these two-dimensional
pixel particles are painted in post processing mode into the picture.
Two-dimensional particle streams are ideal where large quantities of small
particles have to be employed, e.g., thin trails of smoke consisting of thousands
and thousands of semitransparent pixels or the foam of a waterfall. Managing
2D pixels instead of complex 3D objects saves of course a lot of memory and
rendering them in post processing mode with help of a depth buffer instead
of tracing real objects speeds up the rendering time tremendously. All particle
actions can be changed temporarily to two-dimensional particle systems by
a press of a button. This is helpful for rendering fast preview animations
to control and adjust the settings for the particle movements.
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Switch On or Off a Particle Action - Particle actions can now be switched
on or off separately in the particle system dialog.
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Maximum Number of Living Particles - You can now specify an upper
limit of facets or 2D-pixels consumed by the different particle actions.
If this limit is exceeded the generation of new particles will stop until
new memory is available by the process of "dying" particles.
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Particle - Fade Out - Particles will slowly fade out at the end of
their lifetime. This effect is extremely useful when generating smoke.
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Particle Growth - 3D-Particles are constantly growing until they reach
their specified size.
and...
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Tabulator Key - The tabulator key can now be used to validate a parameter
input and to jump to the next or - in combination with the shift key - to
the previous edit field.
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Shortcuts - There are several new shortcuts for changing between different
work modes. You can find a table of all shortcuts in the program help.
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