Frequently Asked Questions
- What is the difference between 3Delight for Maya and 3Delight Studio Pro?
- How does 3Delight for Maya integrates into Maya and its worflow?
- What is unique about 3Delight for Maya?
- What kind of global illumination algorithm does 3Delight for Maya provides?
- Can 3Delight for Maya render advanced effects such as Maya Fluid, Maya Hair and Paint Effects?
- Does 3Delight for Maya support IPR (interactive re-rendering)?
- Does 3Delight for Maya supports "Physically Plausible Rendering and Shading"?
- Does 3Delight for Maya support multi-layer rendering?
- How many threads and invocations (instances) can be run at any one time with one license?
- Are area lights with soft shadows supported?
- Can 3Delight for Maya be used as a render farm renderer?
- Does 3Delight for Maya come with a shader builder?
- Should I enable hyper-threading for 3Delight to perform at its best?
- Can I use the free license for commercial work?
- I have a few more licensing or pricing related questions, where should I ask?
3Delight for Maya differs in the following points from 3Delight Studio Pro:
1. It can't import RIB file (archives). Although RIBs can be exported and this operation doesn't take a license.
2. It doesn't have the network caching feature.
3. It doesn't come with all the tools and development APIs that are provided with 3Delight Studio Pro.
4. A Studio Pro license lets you use 3Delight for Maya and 3Delight for Softimage.
In broader terms, 3Delight Studio Pro is meant for larger studios and for studios that intend to do specific development work for their pipeline.
3Delight for Maya is a Maya plug-in that load into Maya as any other plugin. Users familiar with Maya's rendering workflow -- be it with the standard renderer or Mental Ray -- will find it very easy to transition to 3Delight for Maya.
3Delight for Maya provides two mature rendering algorithms : a start of the art path tracer and a state of the art REYES implementation. Each algorithms has its strenghts and weeknesses. Our users can choose a particular algorithm for their specific projects.
In terms of workflow, users can rely on a very flexible pass-oriented rendering system that is an extension to the user Maya workflow. This workflow and its specific advantages in terms of productivity are only found in 3Delight for Maya.
Both _path-tracing_ and _point-based_ approaches are provided. We recommand the path-tracing approach which is proving to be the most appropriate for a wide variety of scenerios.
Yes all these effects are supported.
Yes IPR is supported both in Maya's render view and in our own framebuffer (i-display). Modifications of lights, cameras and materials are supported.
Yes and several materials are provided. These materials make use of 3Delight's core features such as multiple importance sampling, BRDFs and HDRs.
3Delight for Maya has the most extensive support for layer rendering in the industry: not only one can have many render passes with different presets, but with each pass it is possible to render multiple layers simultaneously (diffuse color, specular color, etc.) as each pass can output many variables at once (into separate images) and have its own shader "collection".
If you have unlimited threads licenses, you may use unlimited threads per platform, with as many instances as you want. For example, on a 16 cores machine you can run two different renders and assign 8 threads to each.
Yes, by selecting ray-traced shadows.
3Delight for Maya is usable on either artist workstations or in a render farm environment. But since 3Delight for Maya runs inside Maya, the memory footprint of Maya itself will be part of the total rendering memory footprint. 3Delight for Maya can also export RIBs that can be rendered using 3Delight Studio Pro on the render farm, without the need to load Maya.
3Delight for Maya offers extensive support for Maya's Hypershade. This makes it possible to build complete RenderMan shaders using Maya's familiar user interface and built-in library of Hybershade nodes (more than 100 are supported). And by providing RSL shader files for custom Hypershade nodes, it is possible to further expand the Hypershade library. It is also possible to insert snippets of RenderMan Shading Language programing anywhere in an Hypershade shader using 3Delight for Maya's RenderMan Code node.
On the more recent CPUs (such as the Intel Core i7) some of our clients have reported performance gains of up to 30% by enabling hyper-threading. But on older CPUs the gains were negligible, if any. So you may have to do rendering tests with and without hyper-threading on your computer and decide for yourself. Also consider that if hyper-threading is enabled, rendering will consume more memory and if you dont have enough, it may start to slow things down. So, if you encounter a situation where you are running low on memory and your computer starts swapping too much during rendering, you may want to try disabling hyper-threading (or as effectively and more simply tell 3Delight through the rendering options to use only half the cores during rendering).