SiTex Graphics is pleased to announce the release of TweakAIR, a new
interactive rendering tool based on the AIR renderer. TweakAIR is
designed to allow interactive tweaking of high-quality images with the
full range of advanced rendering effects supported by AIR.
TweakAIR accepts regular RIB files as input. At the beginning of an
interactive rendering session TweakAIR creates a "deep" framebuffer for
the current view, in about the time required for a normal preview
rendering. Once the deep framebuffer has been generated, shading and
lighting for the scene can be modified, and the rendered image will
update to reflect the changes. Although updates are not usually in
real time, TweakAIR employs caching and re-evaluation heuristics to
accelerate re-rendering of scene elements. In the first release
specific emphasis has been placed on efficient re-lighting.
TweakAIR is currently supported by Animal Logic's MayaMan plugin for
Maya. Adding TweakAIR support to an existing RIB export plugin is
straighforward using the TweakAIR developer's kit, available by request
to developers and registered users.
SiTex Graphics has also released version 3.1 of the AIR renderer for
Windows and Linux. New and improved features include:
- New display driver and image reader for Adobe(tm) Photoshop(tm) image
formats
- Enhanced multipass/multilayer rendering support in AIR shaders and
tools
- New shader documentation in the AIR user manual
- New geometry export options
- Re-designed AIR Control tool for launching renders on Windows
- Fast cellular patterns with new voronoi() shading language function
- Faster lighting for MayaMan users
- Version 0.5 of Vshade, the visual shader authoring tool
More information and an evaluation copy of AIR, BakeAIR, and TweakAIR
are available on the SiTex Graphics web site:
http://www.sitexgraphics.com
Features:
Fast Scanline Rendering - Ray Tracing - Multithreading -
Programmable Shading - Indirect Illumination - Motion Blur -
Depth of Field - Displacement - Subdivision Meshes - Blobbies -
Trimmed NURBs - Curves - Particles - Area Lights - Caustics -
Texture Mapping - Shadow Mapping - Automatic Meshing -
Procedural Geometry - Level of Detail - Ambient Occlusion -
RIB compatibility - Distributed Rendering with Vortex -
Image-Based Lighting - High-Dynamic Range (HDR) Input and Output -
Subsurface Scattering - Toon Rendering and Illustration
--
Scott Iverson
SiTex Graphics