Amaretto®
Feature Set
Shaders:
- Supports the majority of 3ds Max maps and materials including the 3ds Max Standard Material – so users can work with the materials they are already comfortable with.
- Gelato GSO Base material provides direct access to Base color, Opacity color, Surface, Displacement and Volume Shading Subtrees.
- High level of integration between translated materials and native Gelato shaders. Any shader written in the Gelato Shading Language and compiled using the Gelato shader compiler will be accessible through the base Amaretto® Material in the Material Editor´s familiar environment and can be assigned to scene objects or mixed with 3ds Max materials and maps.
- Automatically generated UI lets users edit and recompile the shader´s source code and rebuild the UI on the fly.
- Supports 3ds Max Texture Coordinates and Vertex Color.
- Multi/Sub-Object Material support matching the Default Scanline renderer output.
- Advanced Shader Network with automatic data type conversion (floats to colors, colors to floats, color conversion and correction shaders).
- Using Gelato meta-data conventions, custom shaders can get parameter values by executing any valid MAXScript. This powerful feature enables users to retrieve parameters from modifiers or pre-calculate shader input.
- Supports the advanced displacement capabilities of Gelato and provides means to apply procedural or texture-based displacements in a layered manner.
Output:
- RGBA Image Output as TIFF, OpenEXR, JPEG, Cineon or any format with a Gelato image I/O plug-in. Supports direct image output, or output through the 3ds Max frame buffer.
- Output of additional render passes from a single render to TIFF, EXR, JPEG for Diffuse, Specular, Ambient, Normals, or any custom shader variables that are created.
- Multiple camera rendering and Gelato´s built in Stereo Rendering mode are both fully supported.
Geometry:
- All 3ds Max geometry objects including Primitives, EditableMesh, EditablePoly, Patches and NURBS are exported as TriMesh or Polygonal mesh.
- Geometry can be exported with linear or Catmull-Clark interpolation. Turbosmooth modifiers are not necessary since Gelato will render the exact analytical subdivision surface.
- External geometry archived in .pyg, .rib, or any format for which a Gelato generator plug-in is written can be easily referenced.
- 3ds Max named selection sets are exported as Gelato geometry sets so users can selectively raytrace against specific geometry.
- Supports object properties such as "visible to reflection" and "visible to camera".
Lights:
- Supports all basic 3ds Max light types.
- Raytraced shadows are fully supported on all lights with controls for blurred shadow sampling.
- Full support for depth maps or midpoint "Woo-style" shadow maps on all lights.
- Global shadow controls allow the user to force all shadows to raytraced or shadow mapped.
- Light include/exclude lists are fully supported.
Cameras:
- Supports all standard 3ds Max cameras and viewport configurations.
- Renders Camera and Object Multi-Segment Motion Blur with Shutter Angle support, Centered, Forward and Backward alignment. Segments and Temporal Quality controls are provided.
- Full 3D motion blur support for any camera motion and object transformation. Supports Gelato´s multi-segment motion blur for curved motion paths.
- Depth of Field controls allow the user to explicitly set focus. Supports the use of 3ds Max camera settings including explicit, target and custom focus objects.
Advance Lighting:
- Global illumination support, with simple access to the sampling quality controls provided by Gelato.
- Supports scene global ambient occlusion for easy creation of ambient occlusion passes.
- Subsurface scattering controls let the user selectively apply subsurface scattering materials to objects with convenient physically based parameter pre-sets. Users can either choose to base their scene on physical units, and get physically accurate results, or tweak the scale of the subsurface scattering effect however they desire. Amaretto® will automatically generate the extra render pass needed to render this effect. The results of the subsurface scattering calculations can be placed anywhere within the material graph using the Amaretto® SSS material or texture map.
- Supports rendering of Caustics. Amaretto® will automatically generate the extra render pass needed to render this effect. Users can control caustics parameters on a per-light and per-object basis.