Difference between revisions of "3D Technologies and Solutions"

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This article describes some terms and solutions used in 3D visualization industry.
This article describes some terms and solutions used in 3D visualization industry.
=== ART ===
Autodesk RayTracer, physically-based render engine for 3ds Max, AutoCAD, Revit, etc. Uses path tracing on CPUs for rendering.


=== ATF ===
=== ATF ===
Line 11: Line 15:
=== BSDF ===
=== BSDF ===


Bidirectional scattering distribution function. Used as generalization for reflectance and transmittance, eg BSDF = BRDF + BTDF.
Bidirectional scattering distribution function. Used as generalization for reflectance and transmittance, e.g. BSDF = BRDF + BTDF.


=== BTDF ===
=== BTDF ===
Line 27: Line 31:
[[File:photometry radiometry units.png|480px]]
[[File:photometry radiometry units.png|480px]]


=== LookdevKit ===
A plugin for Maya which provides some useful shader nodes: math, noise, mix, etc.
=== LookdevX ===
A node-based material editor for USD assets which comes with Maya.
Not to be confused with LookdevKit.
=== LTC ===
Linearly transformed cosines, a set of distributions to render area lights.
=== MaterialX ===
Standard for interoperable node-based materials. MaterialX graphs can be stored inside USD assets or as separate XML (.mtlx) files.
=== Mental Ray ===
Deprecated ray tracing renderer by NVIDIA. Was used in older versions of 3ds Max, Maya, Revit, Softimage, etc. Replaced by Arnold.
=== MetaSL ===
Outdated shading language which was used in 3ds Max (before 2016) and Mental Mill software.
=== Nitrous ===
3ds Max viewport system.


=== OGS ===
=== OGS ===
Line 33: Line 66:


Not to be confused with OpenSceneGraph (OSG).
Not to be confused with OpenSceneGraph (OSG).
=== OpenPBR Surface ===
Name of standard shader node used for physically based rendering (PBR). Supported starting from 3ds Max 2025.3 and Maya 2025.3.
=== PMREM ===
Stands for prefiltered mipmapped radiance environment map. A special map which is used to calculate image-based lighting for PBR-based materials.


=== Radiance ===
=== Radiance ===


Radiant flux emitted, reflected, transmitted, or received by a given surface, per unit solid angle per unit projected area. Unit fora radiance is watt per steradian per square metre (W·sr<sup>−1</sup>·m<sup>−2</sup>).
Radiant flux emitted, reflected, transmitted, or received by a given surface, per unit solid angle per unit projected area. The unit of radiance is watt per steradian per square metre (W·sr<sup>−1</sup>·m<sup>−2</sup>).


[[File:photometry radiometry units.png|480px]]
[[File:photometry radiometry units.png|480px]]
=== RapidRT ===
Another name for Autodesk RayTracer renderer (ART).
=== Stingray ===
A discontinued 3D game engine. Also known as 3ds Max Interactive. The shader node system based on Stingray PBS is still supported in 3ds Max, Maya (created via ShaderFX editor).

Latest revision as of 11:44, 18 October 2024

This article describes some terms and solutions used in 3D visualization industry.

ART

Autodesk RayTracer, physically-based render engine for 3ds Max, AutoCAD, Revit, etc. Uses path tracing on CPUs for rendering.

ATF

Autodesk translation framework, framework for data exchange.

BRDF

Bidirectional reflectance distribution function.

BSDF

Bidirectional scattering distribution function. Used as generalization for reflectance and transmittance, e.g. BSDF = BRDF + BTDF.

BTDF

Bidirectional transmittance distribution function.

Hydra (HD)

Framework to transport live scene graph data to renderer (originally USD to OpenGL render engine). Open source, developed by Pixar.

Irradiance

Radiant flux received by a surface per unit area. The unit of irradiance is the watt per square metre (W⋅m−2).

Photometry radiometry units.png

LookdevKit

A plugin for Maya which provides some useful shader nodes: math, noise, mix, etc.

LookdevX

A node-based material editor for USD assets which comes with Maya.

Not to be confused with LookdevKit.

LTC

Linearly transformed cosines, a set of distributions to render area lights.

MaterialX

Standard for interoperable node-based materials. MaterialX graphs can be stored inside USD assets or as separate XML (.mtlx) files.

Mental Ray

Deprecated ray tracing renderer by NVIDIA. Was used in older versions of 3ds Max, Maya, Revit, Softimage, etc. Replaced by Arnold.

MetaSL

Outdated shading language which was used in 3ds Max (before 2016) and Mental Mill software.

Nitrous

3ds Max viewport system.

OGS

Open graphics system, viewport renderer used in Autodesk software (3ds Max, Maya, AutoCAD, Inventor, Revit, Fusion, Infraworks, Navisworks, Recap, etc).

Not to be confused with OpenSceneGraph (OSG).

OpenPBR Surface

Name of standard shader node used for physically based rendering (PBR). Supported starting from 3ds Max 2025.3 and Maya 2025.3.

PMREM

Stands for prefiltered mipmapped radiance environment map. A special map which is used to calculate image-based lighting for PBR-based materials.

Radiance

Radiant flux emitted, reflected, transmitted, or received by a given surface, per unit solid angle per unit projected area. The unit of radiance is watt per steradian per square metre (W·sr−1·m−2).

Photometry radiometry units.png

RapidRT

Another name for Autodesk RayTracer renderer (ART).

Stingray

A discontinued 3D game engine. Also known as 3ds Max Interactive. The shader node system based on Stingray PBS is still supported in 3ds Max, Maya (created via ShaderFX editor).