Real-time rendering with Creation inside 3DSMax

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  07 July 2013
Real-time rendering with Creation inside 3DSMax

Hi everyone - we're very excited to share this with you. We've integrated our Creation RTR (Real-Time Renderer) with the Max viewport, offering a way to get high-quality rendering within a familiar toolset.

Video: Creation RTR in Max

If you want to learn more about Creation Platform, visit the Fabric Engine website

We'll be showing our stuff on the Shotgun booth throughout Siggraph, or you can catch us at one of our user groups. We will be hosting two user group events:
-10am Tuesday July 23 in room #213a
- Wednesday July 24 in room 213a

Tuesday’s event begins at 10 a.m. and will cover Creation: Splice
At Wednesday’s event we will give an in-depth look at Creation Platform and the RTR, starting at 4:30 p.m. and will include presentations from Hybride and MPC on their use of Fabric Engine’s technology.

I'll post a proper Siggraph overview soon. Hope to see some of you there
  07 July 2013
Is this a driver replacement or a suite of shaders for Nitrous? Could it be used to mix an interactive offline renderer (e.g. Caustic Visualizer, VRayRT or Arnold) with the viewport overlays?
  07 July 2013
Hi Gavin - no, this is nothing to do with Nitrous. This is our own openGL realtime renderer.

Essentially we are using nulls in Max to drive what's happening in our RTR. This means that we avoid all of the performance issues within Max, but can still use the front-end controls. I'll cut and paste something we just posted on our own list:

Quote: This is just the first iteration on the integration, and we will be showing it at Siggraph.

Currently all assets are loaded as FBX files, but any geometry format could be used. For example, we've taken a look at the VRay vrscene format, and it would be a much better choice for VRay based pipelines. Alembic could also be used, and even propriety point cache formats. The system is designed to be extended in this way.

We have one client who wants to skip the FBX/Alembic path all together and push data from the max scene graph into our RTR, so we will be implementing this. With this approach, while you get the actual Max geometry in the RTR, you also have to deal with long load times, and max running like its still 1999.(slowly). It's fast in our current solution because we don't have to load all that data into Max, and the slow single threaded max scene graph evaluation isn't loaded with a huge graph.

For characters, this system will probably work really well, as you will be able to animate your rigs, but see the higher quality lighting. The rendering will improve over the coming months. We are adding support for proper sorted transparencies, motion blur, depth of field, and reflections. We are expecting to be showing motion blur and possibly DOF at Siggraph.

Finally, this opens the door for tools such as Horde to be integrated into Max. Horde rigs are simply 'intelligent assets', and have a similar locator system for controlling them. For previz, this is an excellent solution. We have set our sights on competing with the high-end game engines in terms of visual fidelity, while integrating into existing DCC pipelines in a way that game engines cannot hope to do.
  07 July 2013
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