14 November 2018
Noise in Ocean is intrinsically due to the Monte-Carlo Integration technics used to resolved Rendering Equation. Mathematically, integration converge to true value of Rendering Equation if number of iterations are infinite. Infinite numbers of iterations mean an infinite time. This is not realistic for practical applications. Noise is correlated to complexity of the rendered scene […]
10 October 2018
Ocean 2018 is available for evaluation and purchase! Native support for X-Rite .AXF, nano particles with MIE scatering, new noise killer, and many other powerful features! Eclat-Digital is glad to announce Ocean 2018. This new release includes a lot of absoluty stunning new features. You may download the latest BETA version here : Ocean […]
11 January 2018
Passionate about digital imaging? With a serious background in programming, mathematics or statistics? Join a young startup located in attractive Nantes, France! Work and grow in a group of talented and passionate people! Eclat Digital Based in Nantes, France, the Eclat Digital start-up recently acquired by AGC group is active in two main areas: Development […]
7 December 2017
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 […]
10 October 2016
Ocean 2016 Release 5 has been made available last week. It brings a new feature, the Igloo Matrix BRDF model, which allows using data from the LBNL WINDOW software (IGDB database). We have tested it on a 3D office model, with a double glazing unit (DGU) window comprising a high performance solar control coating. The […]
25 April 2016
After a long development period, Eclat-Digital is glad to announce the release of Ocean 2016!
28 September 2015
Ocean 2015 allows modelling highly complex light sources such as flat panel displays (FPD) from measured data
24 August 2015
Ocean 2015 has several new groundbreaking features for working with colors XYZ color input It is now possible to set a material color to XYZ instead of RGB. This feature exists in other renderers, but implementations always suffer from either of these drawbacks: The XYZ value is converted to RGB and thus is always clipped […]
11 August 2015
Spectral rendering Ocean 2014 could already render spectral images with the “spectralbox” sensor type. In Ocean 2015, we added three powerful new features for working with spectral renders Spectral EXR file format When saving a spectral render to the EXR format, Ocean now embeds metadata so that the wavelength information is kept. This defines a […]
10 July 2015
Ocean 2015 is now available. This major upgrade is packed with a lot of new features and improvements!
31 January 2014
Brewster angle When a beam of light reflects on a dielectric material such as glass under a special angle of incidence, named the Brewster angle, the reflected beam is linearly polarized along the plane of incidence. If this beam hits a second glass sheet under the same angle, but rotated by 90° along the beam, […]
3 January 2014
Eclat-Digital is pleased to announce the official release of Ocean 2014, after several months of intensive development!
25 November 2013
A real project featuring highly complex glass structures, the Memorial to the Abolition of Slavery in Nantes, France, was modeled and simulated with Ocean.
22 November 2013
The light source system has been completely redesigned in Ocean 2014. It fully supports IES profiles, an industry standard for describing light sources
4 October 2013
Introduction Ocean 2013 was developed mainly for outdoor scenes, with complex environment lighting models. It is able to use analytic polarized sky models, as well as high resolution, high dynamic range images, to light the scene, making it possible to simulate any outdoor weather conditions. Ocean 2013 is able to simulate artificial lighting as well, […]
12 September 2013
In this post, we tried to simulate the "Death Ray" effect happening with concave reflective facades, such as the 20th, Fenchurch street "Walkie Talkie" tower in London.
28 May 2013
Ocean can simulate very complex optical phenomena, such as non-uniform birefringence in tempered architectural glass.
21 May 2013
Using Ocean for building design The Ocean software can generate accurate images of complex materials such as coated glass. This makes it an interesting tool for building design, as it is possible to predict the aspect of the project depending on used materials, by doing virtual mock-ups, without any construction cost. Many questions can be […]
19 April 2013
Starting from version 1.4, Ocean supports thin film calculations. This alternative to tabulated reflection/transmission data unlocks a lot of possibilities!
15 April 2013
Introduction Some industrial processes produce variable colors, that are adjusted to match a given target. The target is not only a single color value, it must provide tolerances for the color coordinates, in which the product can be considered as good. Choosing optimal color tolerances is a difficult task : if they are too large, […]
9 April 2013
In this example, we demonstrate the use of Ocean for performing precise simulation of building day-lighting designs
8 March 2013
Images of an Audi R8, rendered with spectral measures of car paints
7 March 2013
Custom materials with angle dependent tabulated spectra allow modelling complex materials such as car paints or athermic windshields
26 February 2013
Light polarization effects cannot be ignored without introducing significant errors in optical simulations and renderings
22 February 2013
Full spectral light transfer calculations are mandatory for engineering light simulation tools, and especially for colorimetric predictions.
22 February 2013
Ocean computes exact colorimetry, thanks to its full spectral core. It is well suited for modelling complex colorimetry phenomena such as metamerism.
21 February 2013
A simple example on how to use Ocean for evaluating the visual impact of glass distortion in architecture, depending on glass type.