Wizard Eye 3D 1.0 Limited Demo
Submitted by admin on Tue, 2005-10-11 15:55.First start with the 1.0 new demo
Submitted by tais on Sat, 2006-11-18 19:29. Technical SuppportHi, first test with the version 1.0 with no limited time limitation:
i'm using lw9.
I have add the client plugin.
I have a test_scene.lws in lw.
When i connect to the main app (by Send, Export, or Try), the error message "Demo-version has no support to save a scene" appear 2 times. But it seem to start normally after that..
So i continue, Add a Render Pass, configure my output file, and hit render current frame.
The messsage "DBGHELP.DLL is outdated" appear and the render is precessinf in background undefinetely...
when i hit "Ok", WE3D crash.
I will try again.
My first impression:
- This UI comes from Amiga days... It must be rewrited.
- If the scene can be send to WE3D, i would like it to read about data it contain (output path, Image format, etc...) maybe that come from the no-save limitation...
good luck.
Demo-version time limit has been removed.
Submitted by admin on Wed, 2006-10-25 16:24. NewsNew version is available in the downloads section.
New demo needed.
Submitted by tais on Mon, 2006-10-09 15:53. General DiscussionsHi!
we need another demo!
this one is expired since october.
thx
Wizard Eye 3D Feature List
Submitted by admin on Wed, 2005-10-12 16:42.Wizard Eye 3D provides a rich functionality to both the developer and the designer.
- Scripting
- Integration with Lightwave 3D
- Add the binary code functionality to Scrtiping Language
- Raytracing
- Policy and Passes symbiosis
- Network rendering
- Displacement
- Real Displacement
- Vertex Displacement1
- Bump
- Built-in compiler2
- SuperSampling
- Adaptive Sampling
- Multisampled (Area) Lights
- Distant
- Point
- Spot
- Linear
- Area
- Ring
- UV-Light
- Ambient
- Photon Parallel
- Photon Area
- Photon Linear
- Photon Point
- Photon Spot
- Photon UV
- High Dynamic Range Image Rendering
- Custom Material Properties2
- Material Properties
- Image Layers
- Layers2, Custom Layers (Procedural Textures)
- Image
- Advanced Image
- Image Sequence
- Guide
- Wave
- Checker
- Turbulence
- Wood
- Cloud
- Cyclone
- Venus
- HexTile
- Rust
- Veined Marble
- Green Marble
- Brick
- Dots
- Grid
- Veins
- Distant Noise
- Crumple
- P-Dots
- P-Cloud
- P-Ripple
- Gradient
- Get Property
- Custom Operators (Individual scripts for Material, Light, Volumetric, etc...)
- All Parameters are animated and accessible from a script2
- Gather2
- Total Baking2
- Unlimited Blurring
- Cache
- Soft Shadows
- Color Shadows
- Selective Reflection
- Soft Reflection
- Volumetric effects
- Volumetric Light
- 3DGrid1
- Outside/Inside marshalling
Powerful scripting language with a C-like functionality. That allows to achieve a complete control over the rendering process. Currently, the execution is both binary and interpretative, but in the future releases, we plan to develop a complete compilation into a binary form, like a C compiler.
One-click scene sending and updating to Wizard Eye 3D with a plug-in. Alternatively, a scene may be exported completely to the Wizard Eye 3D scene format (no need for Lightwave 3D to render a scene).
Lights, geometry, surfaces, materials are imported to Wizard Eye 3D automatically. In stand-alone mode (no networking) WizEye3D may download a geometry while connected to Lightwave 3D. It allows to render a geometry animation. Or otherwise, use Vertex Displacement inside WizEye3D itself.
Call custom code from an external DLL.
Shadows, reflection, refraction, fresnel. A developer may use raytracing functions to create own effects.
Allows to specify and to store different rendering parameters for all lights, materials, volumetric effects, etc; e.g. one pass may perform a surface baking, a second pass may generate a camera shadow map and a third one may produce the final rendering by combining baked textures and shadow maps.
It is also possible to set different cameras for each pass. A developer may control a rendering process with Run Operator (RunOP).
Render single or multiple frames on several machines, a single file storage is not required.
There are a per-frame and per-region (one frame) network rendering, i.e. rendering one frame on several machines. Currently, UV-rendering and baking are not supported in the network rendering.
True geometry Displacement, including its raytracing. However, displacement raytracing requires a
longer rendering time.
Since Object Operator Script can change any object vertex, Vertex Displacement Script has been
implemented. It may apply any texture or layer operator to the specified surface.
Often, the bump mapped version of reflected surface is sufficient to achieve the look you desire in a reflection.
All scripts are compiled directly inside the WizEye3D shell. It allows a developer to change a script functionality on-the-fly. Just select a script and press the "Compile" button.
Used to achieve a high image quality without aliasing effects by dividing each pixel into sub-pixels.
Renders only pixels which are different from surroundings by a certain normal/color treshhold, improving performance without degrading image quality.
Allows to create a light source attached to any geometry with UV-map, producing rich lighting and soft shadows.
Each light source type is implemented by a separate script. There are following light types available in WizEye3D:
Currently uses float-tiff format, which is supported, for example, by Adobe Photoshop CS.
A developer may create any number of his own custom properties and implement them with separate scripts.
WizEye3D has all material properties, that Lightwave 3D has: transparency, refraction, reflection, translucency, specularity; however, their processing is different.
Image layers are supported, but instead of procedural textures you have to use WizEye3D's Layer Operators. All projections are easily imported by image layers, UV-textures are also supported.
There are following layers available in WizEye3D:
A developer may create his own properties or adapt a renderman shader, like we did for some layers.
Almost everything, lights, environment/glow effects, passes, even a network rendering are implemeted by scripts. A developer should be able to implement almost any possible effect or customize the system to meet specific needs. Creating custom materials allows to make own unique surfaces, like we did by making Glow MOP.
Any numeric parameter may be animated based either on a current frame number or on some custom argument set in a script. WizEye3D has its own GraphEditor and all Lightwave envelopes are translated into WizEye3D envelopes.
An ability to trace a number of rays inside the specified cone and execute a custom script for each one of them.
It is possible to bake any numeric value to a texture, save it and even export to one of the known image formats (bmp, tiff, hdr-tiff).
Any image may be blurred by using "Advanced Image" Layer Operator. It is possible to bake a texture layer, to apply a blur to it later with "Advanced Image" Layer Operator.
All polygons are cached, textures and images may be cached too. 3DGrid is also implemented by using the cache.
Can be made by Gather, area/UV lights or bake/blur. Color shadows can be soft too.
It is possible to point out an object to be reflected in the specified surface and a specify way it has to be done.
Made by Gather.
Currently is implemented by ray marshalling.
A ray travels through the cube, divided into a number of cells and summarizes their values. In this way, volumetric effects or multi-ray subscattering may be implemented.
For each ray and photon travelling through space, the Rendering Operator (ROP) is called. Therefore a developer is able to handle both the inside ray/photon path and the outside ray/photon path (when a ray goes beyond the scene bounds).
Also, it is possible to implement a volumetric effect inside an object, like we did in Glow Material Operator.
The built-in Fresnel function allows to create a realistic glass and other refraction effects.
It's created by putting a camera to a light source position. Currently implemented for the distant light, but a developer may implement it for any desired light source, even for multi-sampled light sources.
Allows to bake any property into a map or image/HDR-image; so any surface may act as a "camera". It is possible to create an enviroment map from the scene and if the light source does not change its position (or any parameter change a ray distribution) this can speed up an animation rendering greatly.
Postprocessing allows to apply various image effects on a resulting raster image. Such effects are, for example, various transitions, glow effect and etc. A developer also may use the z-buffer map to apply a filter selectively.
Provides a realistic optical "out-of-focus" effect.
A "per-object" motion blur allows to avoid whole frame re-rendering to calculate motion effects.
Allows to estimate caustic effects. All settings are controlled through "photon" material properties. Thus it allows to achieve a realistic mix of reflection and reflected caustics. Because everything is implemented in scripts, it provides a full control to developers. See article on wikipedia:
http://en.wikipedia.org/wiki/Global_illumination
Each particle may be represented as any object having no diffrences from common objects, except their position and is controlled by the particle script. Any numeric parameter can be attached to every object providing a way to implement complex effects.
1. This feature has been implemented but it is needed to be scripted to reach full functionality. But if you are familiar with WizPL and scripting you may be able to use it.
2. This feature has been fully implemented and many other features depend on it.
See the user guide or the architecture for more details.