Ocean 2016 is available!

Ocean 2016 is available!

After a long development period, Eclat-Digital is glad to announce Ocean 2016! This new release includes a lot of new features and performance improvements.

You may download the latest version here : Ocean 2016 download

Speed increase

The simulation speed was greatly improved, with an overall 10% to 40% speed increase depending on the scene. The simulation start-up time was also reduced by 2x to 8x, and cancelling the simulation during start-up is now done almost instantly.

Ocean 2016 performs simulations 10% to 40% faster

On this classical test scene, with 8.6 million triangles, coated glass and a BRDF measured on nacre white car paint, the speed improvements between Ocean 2015 and Ocean 2016 are :

  • Speed : 784k to 1050k samples per second (+34%)
  • Start-up : 32.1s to 5.5s (5.8x faster)

New features

The new BSDF system
The new BSDF system

A new BSDF system

Ocean 2016 includes a new BSDF system adding a lot of possibilities for materials. The reflective and transmissive properties of materials are now described by a « BSDF » child node, instead of the material itself. This fully separates these properties from emissive, bulk and normal shading properties, adding flexibiliy and clarity.

Optimized for very large images and fast post-processing

Rendering very large resolution images, such as 6000×4000 or 24Mpix, is now much easier, as screen refresh and post-processing are performed almost instantly.


Ocean 2016 prostprocessing system
The new prostprocessing system with display options

The new post-processing node

Result display options, such as logarithmic scale, color gradients or table mode, are now defined within the post-processing node, in the instrument definition. This allows pre-defining and saving these display options with the instruments and the scene. They will be applied automatically when the simulation starts. This also allows using custom display options for command-line and batch simulations.

Editing filter chain on a rendered image
Editing filter chain on a rendered image

Post-processing chain can be changed on the fly

Post-processing filters can be inserted and removed during or after a simulation, and when viewing a previously saved Ocean Raw file. Just right-click on the preview and select « Edit Postprocessing »

Full color management

Ocean 2016 renders are now saved with embedded color profiles. Multiple output color spaces are available, from the standard sRGB to the XYZ space which does not crop any color.

Images can be saved to 16bit per channel color depth using the PNG format. This is especially useful if you plan saving your renders to one of the wide gamut color spaces.

The render preview inside the Ocean user interface now displays accurate colors for your monitor using its color ICC profile.

Secondary monitor full-screen preview mode

The new dual monitor full screen mode
The new dual monitor full screen mode

Simulation results can now be displayed in full-screen. If you have a multi-monitor set-up, you may keep the user interface on one monitor, while viewing your renders in full-screen on a secondary monitor.

Live display on Sim2 HDR monitors

Ocean 2016 natively supports high dynamic range (HDR) displays provided by SIM2. This company develops, manufactures and provides professional HDR monitors. Based on a unique high-power LED backlight array, these monitors are able to display brightness levels of 6000 cd/m² down to virtually zero across a single image. As a comparison, standard monitors are limited to a range which is typically 0.2 to 200 cd/m².


When used with Ocean, this allows skipping the tone mapping post-processing steps and displaying the true brightness range of rendered images without any compression. The realism is especially impressive for bright daylight conditions, and when a light source is directly in the field of view, a typical application would be assessing whether a LCD display will be readable in a car under various lighting conditions.

For more information on SIM2 display hardware, visit http://hdr.sim2.it/

A new parametric sky based on the Hosek-Wilkie model

A new sky model based on the paper from Hosek and Wilkie has been implemented in Ocean 2016. This model is more realistic than the previous one, as it is spectral. It also allows lower atmospheric turbidity levels and takes into account the effect of the ground albedo on the sky radiance.

Original papers : http://cgg.mff.cuni.cz/projects/SkylightModelling/

The following pictures were rendered with the old sky model (left) and the new one (right). The shadows are more contrasted and the colors slightly more saturated with the new model, as the overall sky turbidity is lower.

The new sky model (right) compared to the old one (left)
The new sky model (right) compared to the old one (left)

A piloted process API mode for embedding Ocean in your applications

Ocean 2016 can be run and controlled by another program for custom applications. This could already be done using the command line interface, but the new API mode is much more powerful. For instance, it allows viewing the progressive simulation results in real-time, as in the graphical user interface.

Many more features, such as

  • A Gaussian blur post-processing filter
  • A spectral to RGB post-processing filter for previewing spectral images
  • A new Glossy BSDF with more possibilities than the Phong material