There follows a specification of all new functions and expansions to the
new version of CyberMotion 3D-Designer 8.0 program. Detailed descriptions
of the functions can be found in the relevant chapters of the online
manual. The elimination of minor errors and repairs are not mentioned here.
New features in version 8.0:
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compact project files - version 8.0 project files are about 50% compacter,
thus enabling faster access and up to 30-times faster UNDO/REDO-functions.
Of course version 8.0 is upwards compatible so that older files can be used
with it but projects saved in version 8.0 can not be used in previous versions.
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Landscapes and planets - the somewhat old fashioned "Fractal Object" dialog
was replaced by a thoroughly new designed landscape editor. This landscape
editor provides a great preview window with a shaded top view and many functions
and filters (crater, terrace, etc.) for the basic generation and the editing
of the height fields. By means of special painting tools you can directly
"draw" into the preview window to elevate or lower the ground or to smooth
eroded slopes, for an instance. In planet mode the landscape net is wrapped
around a sphere to create highly detailed meteors or planets. The landscape
editor can generate nets up to 2 million facets, but this has to be handled
carefully. A minimum of 256MB RAM should be available when topping a million
facets, otherwise the constant outsourcing of memory to the hard disk will
virtually break down the whole process. However, there is no need at all
to generate such big nets because the new landscape objects come along with
new multi-layered procedural textures to provide the necessary details. Finally,
a visual landscape library facilitates the management of existing and new
landscape patterns.
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Background, clouds and atmospheres - The background dialog has been improved
too, now providing a bunch of new functions for much more complex atmosphere
and cloud models:
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new multi-layered cloud presentation
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additional light mode "parallel light = sun" interprets a parallel light
source as a sun object that illuminates clouds and is rendered in the atmospheric
background of the scene.
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the three background colors are replaced by a free editable color range.
Color ranges can be managed in a visual library.
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a turbulent flow of clouds can be animated, both in velocity and in wind
direction.
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the atmospheric haze (now with separate color) creeps up in the sky, covering
the landscape as well as the low heights at the horizon. Even the sun will
be overlaid by the haze, thus creating atmospheric sunsets.
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complete preview rendering in the dialog providing various grades of quality
(scanline, raytracing with and without shadows and antialiasing), two resolutions
and several arrangements for the viewing modes (only background, background
with plane or complete scene in a panoramic or camera view). You can create
a new plane object directly in the background dialog or copy the standard
panoramic camera view to the current scene camera.
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you can load backgrounds from a visual background library or save your own
creations to the library.
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you can switch on the background now in the background dialog as well as
via the object selection dialog.
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Light dialog - the dialog now features:
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also a great preview window with all options described already for the background
preview window. You can switch now between the familiar centered lens flare
preview to a camera scene preview. With it changes in the light settings
are shown immediately in the preview window and adjustments can be made in
an instance. The automatic redraw of the preview window can be switched off
for complex scenes and preview renderings can be canceled any time by pressing
the "ESC" key (if, for example, you forgot to select a lower quality mode
when rendering complex landscapes with shadows and antialiasing in the preview
window).
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light objects can be switched on and off in the light dialog as well as in
the object selection dialog.
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the volumetric light effect can be switched on and off separately for each
individual spot light in the dialog.
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visible light objects are described now by an inner radius as well as an
outer halo radius.
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all lens flare effects now also available for the parallel light object.
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"Sun" mode for parallel light sources. In combination with a clouded sky
background the sun illuminates the clouds. The sun is always rendered as
a visible disc in the background behind the clouds and its intensity is filtered
by the clouds and the atmospheric haze. Furthermore the color range used
to produce the sky background can be distorted in direction to the sun thus
creating more realistic sky illuminations around the sun.
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now, only one global intensity parameter controls the intensity of the whole
lens flare, with the exception of the lens flare spot intensity.
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an additional global scale parameter allows the adjustment of the global
size of the lens flare effect. once the general shape has been edited via
the various effect parameters.
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the standard parallel light object created on startup for every new scene
is automatically set as a sun object. You should switch off this option if
you do not intend to produce an outdoor scene.
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Material dialog - extensive improvements have been implemented:
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- the new preview window offers additional primitive objects as well as a
scene preview and a centered preview of the current selected object.
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- a visual material library facilitates loading from and saving to the
comprehensive material library.
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- additional specular reflection color. The diffuse reflection determines
the basic color of an object. Diffuse stands for a regular dull reflection
of light, the object appears to be of a constant tone from all views. In
contrast to the diffuse reflection the specular reflection represents the
amount of mirrored light, i.e. highlights from light sources or mirrored
objects in the scene. By specifying a particular color for the specular
reflection, a filter function is applied for the mirrored light. With metal
surfaces the specular color usually comes close to the diffuse color, resulting,
for instance, in golden reflections on a golden surface. Other surfaces reflect
the whole light spectrum, resulting, for instance, in white highlights on
plastic or varnished surfaces.
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- the flow direction of waves can be input.
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- block texture - the "Row Offset" shifts every second block row with a given
offset to the side, thus giving the impression of a brick structure.
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- new projection modes for cylindrical bitmap projection similar to plane
projection.
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- new implementation of the procedural texture pattern distortion. You can
choose between linear (faster) or B-Spline-interpolation and define the number
of iterations for the fractal distortion.
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- global scaling of the procedural texture pattern can be applied directly
in the material editor as well as via the scale texture function in the viewport
windows.
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- normal distortion now with two additional random distortion modes - "Random"
(a random noise distortion ignoring the texture pattern) and "Random &
Texture" (a combination of pattern controlled and randomly distortion). You
can specify a separate distortion value for each of the 3 object texture
axes.
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- new color range texture. You can define a color range that either covers
the whole object or runs repeatedly above the object, similar to colorful
stripes. This is an ideal texture for sedimented rock materials.
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- new fractal noise texture - the basic material setting for rock or landscape
textures.
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- new "terrain" page in the material dialog provides up to three additional
landscape texture layers. This texture layers again base upon the fractal
noise texture and are applied in dependence on the height and the angle of
the slope in a terrain. Thus, for instance, you can apply a ground texture
up to a specific height, overlay it with a grass layer and finally add a
snow texture layer with the snow gathering only in great heights and on gentle
slopes.
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Now, if you scale an object symmetrically, the procedural textures and bitmaps
assigned to it are scaled automatically with the object.
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Starfield - the starfield effect can be switched on or off in the starfield
editor as well as in the Render Options dialog. In dependence from the picture
resolution the total number of stars will be reduced to prevent the stars
from flooding the picture in low resolutions.
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Antialiasing - It is only those pixels that deviate in their color-value
by a threshold value from that of their neighbors that are subdivided into
smaller pixels. Now, this threshold value can be set in the raytracing box.
It is also possible to set this value to zero, thus every single pixel will
be subdivided into sub-pixels and rendering time increases considerably.
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All angle instruments (light angle of incidence, camera angles, flow directions,
etc.) can be set now directly with the mouse simply by clicking into the
instrument and dragging the needle to the desired position.
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The automatic creation of circular and elliptical templates for the Sweep
Editor was supplemented with an additional X-Offset parameter. With it the
shape of the circular template is shifted along the x-axis, thus creating
a template for a torus object.
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The reference-point of each rotation or scaling can be input now exactly
with the keyboard.
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The Undo/Redo functions are available now by the standard key functions "Ctrl-Z"
(UNDO) and "Ctrl-Y" (REDO).
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