New in Eddy 3.0ΒΆ
Eddy 3.0 improvements are focused on a new rendering core, incorporating the same fast volume integrators into a general purpose renderer. In addition to volumes, Eddy can now render meshes directly, opening up many new features:
Shadow collecting objects and Arbitrary Output Variables (AOVs) are supported.
Reflection collectors and AOVs are supported.
Multiple volumes can be rendered at once, each with their own shaders, and overlapping volumes are fully supported.
Mesh-based area lights are supported.
Motion vector AOVs are supported.
Volumes with more than one phase function are now supported. Built-in shaders for dual scattering functions are supplied. Shader networks can be used for more than two phase functions.
Shader network systems are supported.
There is an expanded built-in AOV list to include surfaces and other combinations.
There are new utility AOVs: position, normal, velocity, depth, id, ray/sample counts.
Light path expressions for fully general AOVs are supported.
SDF surface rendering is supported.
Eddy has improved adaptive rendering quality.
There is improved sampling for lights when used with highly directional phase functions.
Clamping can now clamp direct and indirect samples separately, reducing noise.
There is a new deep sample generation algorithm.
Pixel filters can now be specified: Gaussian, Blackman-Harris, etc.
Built-in surface materials include diffuse, glass, plastic, metal.
Microfacet reflection and refraction shaders are supported.
Volumes inside meshes, either as a clipping mesh or as the internal medium are supported.
There are new ray visibility flags.
Sample counts can be specified separately for direct and indirect lighting, or for volumes and surfaces.
Directional falloff for quad and mesh lights is supported.
RTX acceleration is supported (applies to meshes only, not volumes)