Ocean 2017 is available!
Ocean 2017 is available for evaluation and purchase! An efficient new workflow, BSDF synthesis, sparkling paints, noise killer, and many other powerful features!
After a long development period, Eclat-Digital is glad to announce Ocean 2017. This new release includes a lot of groundbreaking new features.
You may download the latest version here : Ocean 2017 download
Manual pages on new features : New features and changes in Ocean 2017
The Noise Killer filter, a very efficient denoiser
Ocean 2017 introduces a new denoiser filter, which improves very efficiently the quality of renders at reduced render times. Unlike traditional noise reduction filters, the Noise Killer uses additional information provided by the ray-tracing engine in order to distinguish actual noise from scene features. To date, we know no other raytracing engine able to do this as efficiently, and without any manual user action.
BSDF capture : a unique feature of Ocean 2017
BSDF capture allows creating tabulated BSDFs from micro-models of surfaces and materials, and reusing them in other larger scenes on simple flat surfaces.
BSDF generation uses the full power and features of Ocean, and any 3D scene can actually be used as a surface model for computing an average BSDF.
For instance, model a flat metallic car paint with several layers, volumes, media and particles made out of geometry. Use the BSDF generation tools for creating a tabulated material model, and reuse it on any 3D car model as you would with a measured paint.
Advanced foil interface law
This new object allows modelling complex glass products, with different coatings on each side, while independently changing the glass substrate material and thickness. It also allows modelling anisotropy on tempered glass, such as described in Birefringence of tempered glass. Everything that was done in this research article is now available to the user!
Sparkling BSDF & metallic paints
This new BSDF model allows modelling the sparkle of metallic paints in a fully physical way, from the following data:
- The average BSDF measured on a classical bench
- The sparkle spatial density derived from high resolution pictures at various scales
- The sparkle angular width distribution measured with a goniometer camera.
Imported scene files & references
When importing objects (materials, instruments, geometry…) from another Ocean file, it is now possible to choose between two mechanisms:
- Copy : all objects are copied to the current scene. The imported file is not read anymore after the copy.
- Reference : a link to the imported file is created. If this file changes, the scene which imported it will be modified as well.
This extends in the graphical user interface the use of <import> tags in XML. A big change compared to Ocean 2016 is the save mechanism, as references are preserved.
This allows very efficient workflows when working with CAD software. Instead of opening your CAD-exported scene in Ocean, just create a new empty scene, and add a reference to the CAD scene. You may then edit the materials and render settings, and save your scene, which will keep a link to the CAD scene. If you need to update your 3D model later, just re-export to the same file, your main Ocean scene will be updated as well. Ocean tracks changes of external files and asks if you want to reload them automatically.
Output system replaces the old “post-processing”
It is now possible to define multiple outputs on a single instrument. For instance, a camera may generate a photo-realistic tone-mapped picture, and a photometric view encoded with a color scale.
In the graphical user interface, these output presets may be recalled any time during or after a simulation. The command line allows specifying the active output, or saving the result of all outputs at once.
A new output type is the “Glare Report” which creates text reports of glare ratings in the simulated view.
Setups and layer sets
All main simulation parameters (Metropolis, halt condition, active instrument, etc…) may be grouped into Setup objects. This allows storing multiple simulation scenarii in a scene file, and recalling them later.
The same way, multiple layer configurations (which includes layer visibility and material overrides) may be stored in different Layer Set objects and recalled later.
Image files such as textures can now be embedded in a scene file, to avoid any dependency to external files. This allows creating libraries with textured materials.
Many more features, such as
- More object types can be linked
- A resize filter
- Texture image saturation setting
- A traditional CGI bump map shader
- And many other improvements!