This page will outline all new and updated features of the new 9.0 program
version. Use the help manual, chapter "What's new in version 9.0", 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. Demo projects are part of the
CyberMotion installation and can be downloaded by registered users from the
web library.
New features in version 9.0:
Global Illumination using Photon Mapping
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Raytracing is a standard for high picture quality and for realistic reflections
and refraction. One of the major drawbacks in a general raytracing implementation
is that it does not take into account the indirect illumination - the light
that is reflected from other objects in the scene other than the direct light
from a light source. Usually a constant light intensity can be defined to
simulate this indirect lighting but that is a very poor approximation. Especially
in architectural scenes the illumination in a room is dominated by indirect
light reflected many times from the diffuse surfaces in a building. Now,
with the newly implemented photon mapping algorithm, CyberMotion provides
a global illumination model that combines the pros of raytracing - reflection
and refraction - with the ability to render also the indirect illumination
caused by diffuse reflections in the scene. Rendering a picture with photon
mapping is a two pass procedure. In a preliminary run little packages of
energy (photons) are emitted from the light sources in the scene. Similar
to ordinary raytracing the path of this photons is traced through the scene
and just like in raytracing photons are reflected from specular surfaces
and refracted in transparent objects. But each time a photon hits a diffuse
surface, the position and properties of the photon are stored in a 3-dimensional
data structure called the photon map. Simultaneously a diffuse reflection
is calculated and the diffuse reflected photon continues its way through
the scene until it is absorbed in the scene or lost in space. After the photon
map has been calculated the picture is rendered in an ordinary raytracing
run and the photon map is evaluated when calculating the incoming light intensity
for a point. There are more advantages of photon mapping:
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Color Bleeding - e.g. when a green wall casts greenish reflections on a
neighbouring white wall.
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Caustics: Caustics are light reflections from highly specular surfaces or,
e.g., the light gathered in a focal point after transmission through a glass
lens.
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Photon maps can contain several millions of photons - so a high amount of
RAM memory (at least 128MB) is a priority when testing photon mapping.
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You can apply photon mapping in two different ways:
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Photon mapping only for indirect illumination in combination with the
conventional direct light calculations.
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Only photon mapping as a global illumination model. All the light in the
scene is calculated by evaluating the photon map
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CyberMotion generates two different photon maps - one for the diffuse indirect
illumination and one for the light reflections due to caustic reflections.
This is due to the fact that caustic reflections usually need a lot of more
photons to render sharp contours, e.g. when light is refracted through a
glass and focused in a sharp point.
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You can specify for each light source, wether it contributes to the photon
mapping or if it is interpreted only as a direct light. If, e.g., insignificant
background lights are involved, you can exclude them from the photon mapping
process without reducing the quality of the picture.
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Static photon map for animations. The photon map will be calculated only
once at the beginning of an animation. You can use this option for Fly Throughs
in architectural scenes where the objects themselves do not move.
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You can exclude individual objects from the photon mapping. This objects
will be rendered using conventional direct lighting. There are 2 possible
uses:
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For small tiny objects that are not hit by enough photons to shade them correctly
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For moving objects in animations with static photon maps. Thus you can use
a static photon map for the architectural environment and conventional direct
lighting for moving objects like, for instance, cars on a street in a city.
Light and Fire
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Area Lights - Each object can be interpreted now as an area light. In the
material dialog there is a new property called "Area Light". When you activate
this option an object changes to an area light object. The amount of light/shadow
feelers to scan an area light is determined by the amount of points the object
consists of and the more regularly the object the better the result.
NURBS-patches are an ideal way to realize an area light. They have a regular
point interval and can be easily inserted as flat panels in walls. A great
benefit also - you can change the point-resolution of a NURBS patch anytime,
thus reducing the number of points for preview pictures and increasing it
again when rendering the final picture. Anyway, the number of light- and
shadow sensors is limited to a maximum of 200, if there are more points in
an object, points will be picked randomly from the object. Apart from
NURBS-patches you can use any object for an area light, even analytical objects
or objects with the property "Point=Sphere" switched on. That would result
in a cluster of light spheres. Once you set the area light property for an
object in the material dialog it is also listed in the light dialog. In the
light dialog the object is managed as a normal light object with all familiar
parameters belonging to a light source. You can edit and animate light colors
and intensity there. The light color is different from the material color.
This is due to the fact that area light objects are interpreted as a hull
for an inner light source and the hull can have any material you like, for
instance, a diffuse plastic light panel or a simple glass sphere. Only then
the light color is added and makes the light object shine. In an animation
you would increase the light color slowly from a dark color to a bright color
to let the object light up. Last but not least an area light object also
contributes to the photon map when photon mapping is applied. Therefore all
relevant parameters for photon mapping are provided for area lights to.
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Light Intensity - The intensity fall off of light objects is calculated now
exponential instead by a constant linear value. This results in a faster
light intensity fall off which comes nearer to the real world conditions.
This change will also help to coordinate the two different illumination modes
- direct lighting and photon mapping - to match in their intensity levels.
This will enable you to switch from raytracing to photon mapping and vice
versa without having always to adjust the intensities again. Differences
can be smoothed by using the Intensity Correction parameters provided for
each light source.
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Shadow Sensors - the number of shadow sensors can be input now for each light
object separately (up to 97). Additional shadow sensors are only calculated
for Lamps and Spots with a certain radius. There is no Shadow Dispersion-value
anymore, since the amount of distraction for every shadow sensor is calculated
from the light circle given by the light radius.
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Volumetric Fire - with the new Volumetric Fire object almost all kinds of
fire can be simulated, beginning with smooth burning candle flames up to
vividly burning torches, camp fires or blazing seas of flames. Volumetric
Fire is confined to a cylindrical bounding box with an additional lamp object
fixed to it. Volumetric Fire objects are created within the Light Dialog.
Since a lamp object is subordinated automatically to the fire cylinder, all
parameters for lamp lights can be edited when a lamp belonging to a fire
object is selected. Additionally to the lamp details, all parameters forming
the Volumetric Fire are displayed in the Light Dialog. Fundamentally, Volumetric
Fire is calculated similar to Volumetric Fog, applying a ray marching algorithm
that takes samples of fire density along the path through the fire cylinder,
so most of the parameters describing the fire are similar to the Volumetric
Fog parameters. Additional parameters define the color palette of the fire,
the shaping within the cylinder, the turbulent flow and the flickering (shifting
of lamp position and intensity in an animation) of the flame.
Backgrounds
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Atmosphere - "Sky", "Sky & Clouds", "Fog Linear" and "Fog Turbulence"
were integrated into one single "Atmosphere" entry. 4 separate register tabs
are provided to control the background color range, the cloud formation,
the widely extended fog functions and the atmospheric filter functions. Many
improvements have been made and thus former project files may have to be
adjusted slightly, but of course all projects will be converted automatically
to suitable atmosphere settings as far as possible.
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Sky Colors - Additional color range mode for backgrounds. Apart from the
color range gradient from zenith to horizon you can apply now also a sun
centered color range. The colors will run from the sun concentrically around
the world sphere. This enables more realistic sunsets with bright (reddened)
colors around the sun and darker (blue) shadings on the opposite direction
of the sun. So there is no need anymore for animating the background colors
when you only want to animate an all around pan with the camera.
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Atmospheric Filter - As a light ray traverses an atmosphere some light is
extinguished and some light may be added by emission and scattering. (Atmosphere
means now fog switched on in CyberMotion). This yields in a change in color
with distance, i.e., dark backgrounds becoming bluer (sky, additive component)
and light backdrops redder (filter component). On the Filter tab you can
switch on now both filter types with corresponding color values and intensities.
Don't hesitate to experiment with this new filters (mind to switch on fog
also), they can largely improve the realism of outdoor scenes and reduce
the fiddling to find proper background color ranges. With proper settings
for the atmospheric filters and fog you could even simulate a blue sky with
a red sunset with nothing more than a single dark background color.
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Fog - There are 2 optional fog modes, an atmospheric fog that is coordinated
with the atmospheric filter functions and should be activated in every outdoor
scene, and an additional ground fog. Both fog modes are provided now with
two height parameters, ground height and overall height. This is due to the
fact that fog is now getting thinner with increasing height (underneath ground
height full density is applied). As ground fog is for heavy layers of thick
fog gathering above the ground the thinning out of ground fog can be switched
of optionally.
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Fog is calculated now with exponential increasing density.
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Fog can be illuminated - this means the fog color is calculated from the
incidence light from parallel light sources (suns).
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Volumetric Ground Fog - You can switch on a volumetric function to render
the ground fog. By doing this not only a layer of uniform fog is applied
but a real whirling and cloudy media is calculated. This is done by tracing
the viewing ray through the foggy media and taking many samples of fog densities
and illuminations along its path - rendering time will increase accordingly.
Another advantage of volumetric fog is the possibility to render realistic
animations of swirling fog rising from the ground and driven forth by the
wind. Even the illumination of point light sources and spot cones will become
clearly visible in volumetric fog, as the incoming light is sampled also
when tracing through the fog media.
Materials
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Noise Normal Distortion - The noise function has a new Scale parameter for
the general frequency of the noise pattern, independent from the separate
values for the x, y and z-axis. The algorithm was improved considerably (on
cost of rendering time), so that especially landscape textures will benefit
from it. You can also switch on the B-Spline-function to further improve
the normal distortion (again with increasing rendering time cost).
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Procedural Textures - New option "Texture Color = Material Color" for all
texture patterns. This deactivates the color mixing so that only normal
distortion will be visible. You can use it to simply check the normal distortion
without disturbing interference with the color pattern or just to create
a simple tiled texture, e.g., with a single plain color but the normal distortion
of the invisible block texture.
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Landscape Texture Layers:
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additional option to apply a texture layer with a spotted appearance. Only
patches of the texture layer will show on the ground, mingling with underlying
layers resulting in a more complex appearance.
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normal distortion and random application improved, landscape layers have
a much more realistic appearance.
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Water - Wave algorithm improved with a smoother flow of water and more turbulent
currents.
and...
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Additional "Dimension"-box in "Scale Object" work mode. You can directly
define the dimensions of the object via the width, height, and depth of the
objects bounding box, in world space and object-axis mode. This can also
applied to analytical objects (corresponding axes will be adjusted
automatically).
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Drop Selection - In "Move Object" work mode you can drop objects to the ground.
If an object hovers above another object it will land on it, if not, nothing
will happen. You can drop selected objects or hierarchies as a whole object
or let each object/hierarchy fall down on it's own path.
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To support the construction of objects bitmaps can be displayed now in the
Viewport windows. There are 2 new menu entries in the "View" menu bar available
to switch on a bitmap for a Viewport and to select a bitmap via the file
selector box.
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Dialog parameters that will generate automatically a keyframe when changed
are painted with a light blue background to indicate that these parameters
can be animated.
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Object Selection Dialog - You can select now several objects in one go with
your mouse dragging up a frame in the selection window. Then a Popup-selection
will appear where you can decide whether to switch on/off or copy/delete
the objects.
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The Mousewheel can be used now to scroll up and down in object selection
lists, library windows and within the render window.
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In "View - Normals" viewing mode only normals of selected objects or facets
are drawn.
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The default parameters for generating landscapes and atmospheres were adjusted
for better coordination with fog, color filters and waves.
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Landscape Editor - a suitable camera position for the generated landscape
will assigned automatically and the background switched on if the corresponding
option is activated on generation.
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Viewport Zoom - Additional zoom steps from 4% down to 1% has been added to
provide an overall view when working with large scale landscape objects.
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