Thea Render v3

Features List

Thea Render is the most versatile renderer featuring state-of-the-art unbiased and GPU engines. All the engines operate within the same framework and switching from one to another is just a click away. Check out the supported features per engine here.

PRESTO

With our engine running on both the GPU+CPU, interactive photorealistic rendering was never better.

UNBIASED

The unbiased core of Thea produces the most accurate results and stunning photorealistic images.

ENGINE FEATURES

HIGH ACCURACY AND PERFORMANCE

In Thea Render, we introduced innovative techniques and algorithmic optimizations to achieve superior performance. All possible paths of lighting transfer are explored, delivering the highest accuracy.

LIGHT SIMULATION

A strong mathematical framework has led to a very robust unbiased core. It can be also considered as a light simulation tool, performing calculations in the full visible spectral space and including advanced phenomena like volumetric scattering and spectral dispersion.

ADVANCED MATERIAL SYSTEM

The material system with Physically Based material primitives and Advanced Layering System is at the heart of the render engine. These features lead to the most realistic and convincing renders.

ZERO SETUP TIME

One of the great advantages of using the unbiased core is that no effort is needed to set up the engine. Realistic results are produced without any artifacts. This way, the artist and designer can focus exclusively on bringing their ideas to life, without fiddling with any engine parameters.

FAST INTERACTIVE RENDERING

Presto is great fun to work with, especially since you can get immediate feedback with production quality due to its fast, interactive response.

INSTANCING

Millions of instanced polygons can be rendered without an issue due to our geometric compression techniques. And even if the scene cannot fit in GPU, Presto can still run entirely on the CPU.

VOLUMETRICS AND SSS

Participating media and Sub-Surface Scattering are resolved with full accuracy utilizing our optimized volumetric scattering techniques.

AI DENOISING

Thea Render supports both NVIDIA® and Intel® artificial intelligence denoisers, offering GPU and CPU accelerated denoising respectively for both interactive and production renderings.

 

SPLIT FRAME

Systems with multiple GPUs can use the Split Frame option to vertically divide the rendered image into as many parts as there are devices on the machine, for faster interactive refresh rate.

CUSTOM COMPONENT EVALUATION

Custom Material and Light Evaluation allows the user to select which components (such as Diffuse, Translucent, Reflectance, Transmittance, and SSS) will be evaluated for a given material and light, thus removing unwanted contributions and accelerating render times.

TONE MAPPING

Two new tone mapping operators have been added in Thea Render. Filmic allows the user to have complete control over Highlights and Shadows while Reinhard provides a robust way to automatically compress high dynamic range renders.

BACK FACE MATERIAL

A separate material can be assigned to the back face of a surface. This is very useful for models without thickness like labels, leaves, etc.

RESUME / MERGE RENDER

The user can stop a rendering and resume later without losing any progress. This is ideal when resources are limited or render job needs to be transfered to other workstations.

BEVELED EDGES

Beveled Edges can be used to smooth out the edges of an object with controls over the radius of the effect and the minimum angle of the adjacent faces.

TRIPLANAR MAPPING

Triplanar is a special mapping technique similar to Cubic Mapping with the addition of blending together the projections from each axis (x, y, z). Triplanar Mapping along with the Cut-Off and Sharpness parameters can be used to eliminate the seams of a texture without the need of proper UV Coordinates.

SUPPORT FOR LUT FILES

LUT stands for Look-up Table and the files can be used to change the overall color and tone of an image.

EDGE RAMP PROCEDURAL

The Edge Ramp procedural makes it possible to apply color to the edges of a surface based on the minimum angle of adjacent faces and the radius of the edges.

WORLEY NOISE PROCEDURAL

The Worley noise procedural is able to create cell-like structures that simulate textures of water and stone among others.

MORE FEATURES

  • NVIDIA® OptiX™ 7 integration
  • NVIDIA® CUDA® 11 – Ampere Architecture
  • Presto support for all procedurals
  • Linearized Roughness
  • Blackbody & Full Spectral Color support for Presto
  • IOR sampled files support for Presto
  • Adaptation for many light sources
  • Optimized GPU Kernels
  • Interactive Position Updates
  • OpenCL™ Support