
ICE (Interactive Creative Environment) is an open, scalable platform that allows anyone to extend the capabilities of XSI quickly and intuitively using a node-based dataflow diagram. This paradigm means that 3D artists can create complex 3D effects and tools extremely quickly without writing code. Powering ICE is a high performance parallel processing engine that takes advantage of multi-core workstations – a first for a general 3D architecture – giving users utmost performance and scalability. The result is a giant leap forward in production efficiency and consistency, enabling higher production standards. |
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Integrated mental ray 3.6 Renderer - XSI 7.0 integrates the award-winning mental ray renderer, now at version 3.6. This update adds new controls for final gathering and displacement rendering, as well as options for optimizing and accelerating global illumination, and global ambient occlusion settings. Rendering features added:
Render Manager Improvements - The render manager provides a convenient view of all the important rendering options that will help you fine-tune and output your scene. These options apply to the entire scene, each render pass you define, and the renderer itself. For XSI 7.0, the render manager’s user interface and workflows have been simplified. |
XSI version 7.0 supports the Realtime Shader API version 3.0. There have been some major changes and enhancements since version 2.0 that add flexibility and simplicity in the development of realtime shaders:
GLSL ShadersXSI provides two new OpenGL-based realtime programmable shaders that support the OpenGL Shading Language (GLSL): the GLSLProgram shader and the GLSLUniform shader. The OGLParticle shader is a realtime shader that allows you to shade your particles in an XSI 3D view set to the OpenGL display mode.
Text Editor WidgetXSI now provides a new, customizable Scintilla-based editing component which supports text customization (font, color, size), syntax styling, folding (hiding blocks such as functions and subroutines), auto-completion and highlighting for keywords. The text editor widget is implemented as a control on the property pages of all the programmable realtime shaders. Vertex Shader Input SemanticsWhen an effects file (.cgfx and .fx) is compiled, any vertex shader variables bound to input semantics will dynamically generate a user interface. You can use the vertex attribute widgets that get generated to customize the per-vertex attributes that are passed to the effect.
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User Interface and Workflow Enhancements
ICE user interface on Render Tree - The Render Tree uses the ICE interface meaning that you enjoy the benefits of ICE including:
Zoom with the mouse wheel - By default, you can zoom using the mouse wheel. Scroll forward to zoom in and backward to zoom out. Press Ctrl to zoom quickly, Shift to zoom slowly, and Ctrl+Shift to zoom even more slowly. This works in viewports, ICE trees, Schematic View, Animation Editor and other areas of the software. Automatic Scaling on Sliders - When you set a value outside a slider range, for example by typing it in, the displayed range automatically expands to twice the current value. For example, if the default range of a parameter is between 0 and 10 and you set the value to 15, the new range is 0 to 30. The change is not permanent — if you set the parameter to a value within the default range and then close and reopen the property editor, the displayed range is back to its default.
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Delta II Referencing One of the major breakthroughs in workgroup collaboration was Delta referencing (in XSI 6). In addition to XSI's robust referencing system, Delta allows you to store the changes to a model in a lightweight manner. You can then export, import and apply deltas manually. You can also edit and delete deltas and items within deltas, and even change a delta’s target model. The result is an extremely efficient, robust and flexible way for artists to work collaboratively in production. Delta II updates the already successful referencing system with numerous new features:
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Texturing and Maps Editing Multiple Texture UV Sets - You can now display and edit multiple UV coordinate sets simultaneously in the texture editor. These UV coordinate sets can belong to a single object, or, if more than one object is selected, to multiple objects. This is useful for a number of tasks including:
Any UV coordinate set that is currently displayed in the texture editor is “live” and can be edited. You can select and modify sample points on multiple coordinate sets simultaneously. You can snap sample points from one set to another, and copy and paste coordinates between sets. The different coordinate sets are independent for the purposes of operations like healing, relaxing, and matching. |
Color Management XSI 7 gives you global controls for working in linear color space and managing Gamma correction so what you see in XSI is what you get outside XSI. You can define gamma correction using RGB values or a lookup table, and specify which XSI views display your gamma correction. You can toggle Gamma correction display for textures, render regions, preview renders, shaderballs, the XSI Illusion compositor, and most XSI color controls. Now you can easily render in linear color space while outputting Gamma-corrected display settings for monitors. You can even use the render region’s compare tool to compare renders before and after Gamma correction. |
Global Gamma Correction Display Preferences You can define a gamma correction display preference that stores a global lookup table built from values specified in a LUT file or from RGB gamma values that you set on the Color Management tab of the Display Preferences property editor. |
Viewing Global Gamma Correction
You can define a gamma correction display preference that stores a global lookup table built from values specified in a LUT file or from RGB gamma values that you set on the Color Management tab of the Display Preferences property editor. |
Gamma Correcting a Render Pass
You can render out gamma-corrected images for a pass by enabling the Apply Display Gamma Correction checkbox in the Render Pass Property Editor for that pass. The render pass is output using the gamma values set in the global gamma correction display preference. The images’ pixels are modified accordingly on output. |
Gamma, Color Profiles and Image Clips
XSI converts all image clips into linear floating point data. To accurately convert and render out each image clip, you can select the color space in which your original image was created. This indicates to mental ray how to convert (if necessary) the image clip from its current color space to the linear floating point color space, including whether or not any gamma correction data is stored. |
| Would you like to know more? Click here to download the XSI 7 brochure or call SLK Technologies 425 487-9818. |
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