# Ocean 2020 is available !

Here the manuel pages one new feature of Ocean™2020 : New features and changes in Ocean 2020

Here the Ocean Light Simulator 2020 reference : Documentation

## New Features in Ocean™ 2020

### Polarization Overhaul

Several modifications have been added to the internal renderer to improve or adjust polarization effects, notably in the treatment of Stokes vectors.

Also the Complex Fresnel interface law now takes in account S and P relative phase difference.

Brewster scene                                                        A smooth copper sphere under Hosek-Wilkie (polarized) sky, 2019 vs 2020

Instrument Outputs can now define a render mask, which is used to discard areas from being rendered. Its main use is to help reduce rendering time on specific scenes ; for example if many variants of a scene needs to be rendered and parts of the rendered image stay mostly the same regardless of such variations. To recompose the final image, the operation filter has first been designed to help users in this situation, by mix the rendered image with a precomputed one that fills in the gaps.

### Operation filter

For quick image composition jobs a new operation filter has been added. It simply combines an image buffer (e.g. what you’re rendering) with an other image using a selected operation type. This includes :

. Substraction (Buffer – Image)

. Inverse Substraction (Image – Buffer)

. Product (Image * Buffer)

For now the operated Image channels & size must match the Buffer’s and be an .EXR file. Although the Operation Filter can also be used in other ways and is in no way tied to this rendering technique.

### Pixel infos toolbox

Ocean™ 2020 introduces a new widget called “Pixel Infos”. Its purpose is to regroup all image analysis tools present in Ocean™, and provide you with a more consistant interface. With this new widget, you can now define positions of interest in an image, and compute various metrics at these positions.

Four categories of metrics are present in the Pixel Infos widget :

. Geometry : gives you get more insights about the geometry visible in your renders.

. Colorimetry : tools from Ocean 2019.

. Photometry : tools from Ocean 2019.

. Spectrometry : tools from Ocean 2019

### Pack & Go

Now it is possible to a scene and all its dependencies in a single click with the “Pack” button.

### Tuned CIE Sky

The CIE Sky environment now exposes the 5 model parameters (a, b, c, d, e) for a greater flexibility. Associated with a sky simulator such as The PD CIE Sky Model, it is possible to simulate sky for a given location on Earth and various controllable parameters.

### Distortion Camera

A new camera is available in the list of instruments. It allows to add lens distortions that can be added through an angular table in the instrument parameters. In the field of applied optics, an important part of analysis is the lens abberation quantification. Among all the aberrations, the lens distortions are the most common. An image distortion is the deviation from rectilinear projection due to the non linearity of the nes.

Ocean already had a instrument that provides parametric lens aberrations with the Real rectilinear camera. However, it was not possible to import user measured data to create specific distortions.

The Distortion camera, now available in Ocean in the list of instruments, fills this gap and allows to add specific lens distortions per field of view angle, also known as radial distortions.

Ocean 2020 provides 3 new Normal Shaders to help creating convincing details on geometry surfaces :

The image on the right presents a render created by blending a rough heightmap and an uniform normal pointing to the local geometry normal (leaving the geometry normal unmodified). The blend factor is controlled by a smooth grayscale texture. The result is a material with textured smooth transitions from rough to smooth surface.

A new type of Scalar Shader, the Angular Scalar Shader, has been added to increase material creation possibilities. It provides a scalar value depending on the incident and outgoing vectors of light hitting a surface, sampling such values from a grayscale texture (or a specific texture channel).

The value sampled from texture can be fetched in :

. Angle space x = θiny = θout

. Cosine space x = cos(θin)y = cos(θout)

. Half Vector space x = θhalfy = θdiff

### Renderer Metachannels preview

Three rendering “Meta Channels” are now available for preview in Channel Image Ouptut ! Some of these are used internally by the renderer but are great tools for users. The Variance, PixelSPP and SNR channels are mainly useful for understanding the rendering process, detecting issues and perhaps tweaking render parameters (metropolis, light/back paths, …) based on these observations.

The Depth channel is precomputed at the start of the rendering and represents the distance from the instrument to the first surface rays interact with, at each pixel. It can be used for creative effects on the rendered image.

### Miscellaneous

Render images can now be renamed by a simple double click on their title, in the central tab bar.

### New BSDF converters

Ocean’s BSDF converter can now interpret LBNL Reports(glazing data format). It can also convert Split BRDF + BTDF Sparse CSV Table by parsing a pair of BRDF/BTDF files (as opposed to BSDF csv tables containing both reflective and transmissive content)

### Last used nodes

Since new nodes are added each year into Ocean, some context menus became
overwhelmed with various types to select. To simplify browsing we’ve added
a “last used” section to some nodes :guilabel:type drop down menus.

It shows the user the last 4 node types used, giving quicker access to
features used often.

### Fluorescence

The fluorescence phenomenon is currently being integrated into Ocean. A first version will be available in a future release of Ocean 2020.

What it is ? Fluorescence is the emission of light by a material that absorbed light. Usually, this light is emitted at a higher wavelength and, thus, lower energy than the absorbed ray. A striking example of fluorescence phenomenon occurs when a given object absorbs the ultraviolet wavelengths of an incoming ray which are invisible to human eye and emits light in the visible region of the spectrum. It gives the fluorescence object a specific colour that can only be seen when exposed to UV light.