fryrender one Master License is the unbiased spectral renderer developed by RandomControl which offers quality, stability, and speed. All the elements involved in the render (materials, lights, cameras, etc.) are based on physically accurate models up to the point that when you hit render a simulation of the real behavior of light happens inside. Moreover, fryrender one Master License is the first engine of its kind capable of transforming scenes into a format that can be navigated in real-time with the aid of Virtual Reality technology RandomControl 4.
One fryrender one Master License license unlocks the computer it is generated for and up to 2 more computers connected to the same LAN.
fryrender one Master License includes the following plug-ins:
All the properties for physical materials, cameras, environment, etc. are available to your host modeling application of choice via our plugins. This way, you don’t need to learn a new application in order to use our technology. Because of its minimal user interface, fryrender one Master License is a lightweight and convenient application, both to control the render task while the engine is computing, and to add final touch-ups to your scene.
Environment
Choose between the two main types of environmental illumination in fryrender one Master License: Physical Sky and Environment Mapping, and customize them to your heart's content.
Material Editor
Carefully designed to be user-friendly and comprehensive, use the Material Render to manage your material editing.
accessible from the plugins, and the standalone application
a convenient library browser to pick already existing materials
quick preview area to render a bigger popup version of the material
layer properties conveniently classified for better clarity, accessible from icons in the Layers Tree
drag and drop is fully supported along the application, for both color buckets and maps
a Media Pool clipboard is also provided to share maps and colors among your materials/layers
Map Editor
An ever-growing list of maps is supported in fryrender one Master License.
Bitmaps (in .JPEG, .TGA, .BMP, .PNG, .TIFF, and .HDR formats)
fundamental procedurals have been built-in
more complex geometry-based maps are also supported
also contains a convenient set of common UV-mapping and RGB operators to modify the maps quickly and in-place, including UV flips, offsets, tilings and rotations, and RGB invert, gamma, levels, saturation, brightness, contrast, and more.
Layer Blending
Test and output many different light setups with just one render by designating each light source to be attached to a certain layer and modulate the power of each layer dynamically. Use individual controls (toggle on-off, power, color, temperature) for each layer, and also the timeline in case you want to produce a Layer-Blending animation.
Aeronoise
Airbrush or marquee regions of your render while the engine is computing to clear a selected region faster. Use Aeronoise to cut down on render times and to quickly preview certain areas in the render during the setup phase.
Physical Materials
Material System
fryrender one Master License's materials unify all the usual visual phenomena into a flexible and fully configurable multi-layered and single-shader-based system, with each visual feature grouped for a clearer User Interface. Complex materials can be created not only by configuring all the parameters in a layer, but by mixing different layers, which can be stacked and combined both in a global or a per-pixel way, via weightmapping. All the parameters in fryrender one Master License’s material system are strictly physically-based. This allows for a clean, compact and explicit description, which is in the same units as in the real world.
Global or Mapped Roughness
Roughness, one of the most basic and important parameters, can be set as a global parameter for all the material, or on a per-pixel basis, using a roughness map.
Global or Mapped Anisotropy
Anisotropic materials, such as brushed metals, hair, or other materials that have a strongly directional fiber structure, can have their reflected light specularity adjusted between the main direction of the UVs in the object and the rest of directions. The amount of anisotropy can be set as a global parameter for all the material, or on a per-pixel basis, using an anisotropy map. You can also rotate the anisotropy directions using the anisotropy rotation value and set this value globally or on a per-pixel basis, with an anisotropy rotation map.
Fresnel
The Fresnel curve is configured by the Index of Refraction (nd) of the material, and displayed interactively.
Custom IoR
Some materials with a particular internal structure (such as fabrics like cloth, velvet, or satin) reflect light in odd ways when the viewing angle varies. The classical Fresnel curve does not capture these odd behaviors by itself, so in fryrender one Master License you can bend the shape of that curve interactively in order to ‘model’ the way in which you want your material to reflect light using Custom IoR.
Dielectric Absorption
Glass (and transparent dielectrics in general) let light pass through them, absorbing a certain amount of energy as distance is traveled. Absorption can be configured in fryrender one Master License as the distance that it takes light to lose half its power when it travels through the material. Along with the absorption distance, a transmittance color can be specified, determining the way light will be tinted as it passes through the media. Many visually appealing effects can be achieved with the right combination of absorption distance and transmittance color. These effects range from regular water and glass, to smoked or stained glass, wine bottles, colored liquids, and more.
Opacity Mapping
Opacity mapping (also known as Clip Mapping in some contexts) is a technique by which you can scissor some parts of the geometry of an object by the definition of its material. For example, you can cut out the shape of a tree leaf out of a curved plane just by using a material where the opacity map provided is a mask with the silhouette of the leaf. Opacity mapping in fryrender one Master License be partial too, meaning that gray levels in the opacity map are interpreted as the amount of opacity of the material, which can be anywhere from 0% to 100%, allowing for semi-translucent objects.
Dispersion
Dispersion of light can be controlled fryrender one Master License by the Abbe Number, and is particularly relevant for diamonds, jewels, and other gems.
Bump/Normal Mapping
The bump and normal mapping techniques add apparent detail to the surface of an object by altering its normals without modifying the actual geometry. You can create your own height map for bump mapping, or use the more advanced normal maps, generating them explicitly from high resolution models.
Mirco-poly Displacement Mapping
Micro-poly displacement mapping (MPDM) adds a virtually infinite amount of detail to your models without using up memory. With MPDM you’ll be able to achieve a large variety of interesting effects such as carpets, towels, grass, fabrics fibers, rocks, surface cracks, and more.
Sub-Surface Scattering
fryrender one Master License’s fully featured SSS system allows you control the amount of light scattering with a global color or a texture map, useful for materials which partially absorb light and scatter it inside their volume, such as wax, ceramic, marble, or human skin.
Use fryrender one Master License’s exclusive scattering technology to achieve a true SSS look on flat surfaces.
Caustics
fryrender one Master License supports caustics (patterns formed after light is reflected or refracted in a strongly directional way) automatically, without any intervention from the user. Wherever a caustic pattern should appear in your scene, it will be there.
Plastic of Thin-Film Interference Coatings
Coatings in fryrender one Master License can be used to reproduce actual thin-film coatings, oily or soapy surfaces, and so on.
Physical Lighting
Full Global Illumination
fryrender one Master License can predict the real behavior of light, leading to images faithful to real-life with minimal setup effort. Color bleeding, glossiness, scattering, caustics, etc. happen naturally, just as they do in front of a real camera, without the need to configure any complex or confusing technology-dependent parameters. Every single aspect of the engine, from materials to lights, is ruled by a minimal set of simple, accurate and physically-calibrated parameters.
Physical Sky
The most natural of all light sources found in nature is the sun. Natural lighting is a staple in architectural visualization and other fields in computer graphics, so fryrender one Master License includes its own physically-based sky model. All you have to do is set a location on Earth and a date and time. Those parameters are enough to compute the Sun position, relative to the geolocation selected, the characteristic hues in the skydome, and the corresponding Sun/sky illumination.
Despite being the easiest way of illuminating a scene in fryrender one Master License, our physical sky system is the tool of choice for exterior shots in archviz, or for indoor environments lit by natural illumination.
An environment map can be used as a ’spherical emitter’ surrounding the scene, a common and efficient technique when you are focusing on an object and need it be lit by environmental illumination coming from its surroundings. A panoramic photograph (also called a HDRI map) of the environment can be used so the object will capture the same illumination as if the photographed environment were actually there. Background maps can be used to set a backdrop for your scene (such as a landscape to be seen through an window in a room), and reflections maps can be used to get reflections in the windows of a facade.
Image-Based Lighting
fryrender one Master License’s IBL mode is a deep optimization in the HDRI environment lighting system and enables certain features of the GI, such as hard shadows, to compute remarkably fast.
Mesh Emitters
The use of custom modeled emitters, from single planes to accurately built light bulbs allows for richer shades, naturally soft shadows, and complex caustic patterns.
Exit Portals
The innovative Exit Portals technology greatly accelerates the convergence rate of the render and reduces the noise on scenes with difficult lighting conditions. This is achieved by allowing the user to lead the engine to where the light comes from. This semiautomatic optimization drastically cuts-down rendering times on difficult interior scenes lit by natural (sky or environment) lighting.
Layer Blending
Render a scene once, and extract as many images as you want from it. The Layer Blending feature will let you alter the light setup of your scene in real time without the need of rendering again.
Camera Simulation
True Optics and Reflex Camera Simulation
fryrender one Master License provides an extremely accurate camera model, closest to a real photographic camera within a computer. Using the very same parameters that photographers use in their work with optics that are accurately simulated enables you to focus on photography and make the best of your images.
Focal Length
Change the focal length to change the amount of magnification, zoom, depth of field, and perspective distortion in your film. While real world lenses have a limited range or a fixed single value for the focal length, fryrender one Master License cameras lack this restriction, allowing you to freely use any kind of lens and see how it would behave if it was a real one.
Diaphragm Aperture (F-Stop)
Alter the f-stop value as you would on a real camera to control how much light passes through to reach the camera film. Use the f-stop feature of fryrender one Master License and modify the luminosity of your images, or tweak your depth of field.
Shutter-Speed
Combined with the diaphragm aperture and the film ISO, control the luminosity of your picture with the shutter-speed camera feature.
ISO Film
fryrender one Master License’s cameras let you control the film sensitivity through the standardized film ISO, calibrated to behave just like it would in a real world camera. Moreover, the ISO value can be changed at any moment via the tone-mapping controls.
Focal Distance and Auto-Focus
Focal distance is the distance from the camera at where objects will be completely focused. Setting the focal distance is commonly known as focusing the subject of the photograph. fryrender one Master License plugins synchronize each host application’s camera target with the focal distance in order to focus easily, but an auto-focus system is also provided if you want fryrender one Master License to focus on the closest object automatically.
Depth of Field
Depth of field is extensively used for creative purposes in photography to help identify the main subject on the image. Just as in real world this phenomenon is naturally simulated in fryrender one Master License with the same behavior found in real cameras. As DOF depends on focal length, target distance, and diaphragm settings, you have full control on how you want it to affect your pictures.
Camera Clipping (Z-Clip)
fryrender one Master License includes specific features such as the Z-Clip distance as well, used to produce section cuts that are useful in architectural or product visualization.
Film Shift
fryrender one Master License can emulate the ability of advanced cameras to alter the position and orientation of the sensor to compensate the perspective distortion when photographing large objects such as buildings. Regarded as film shifting, it is useful on architectural images where the artist may want to take a frontal picture keeping vertical lines parallel.
Motion Blur
A motion blur can be simulated in fryrender one Master License to enhance the realism in your images, and works especially well on animations.
Advanced Lens Effects
The advanced lens effects increase the realism in your images further by simulating lens aberration phenomena such as glare, bloom, vignetting and diffraction patterns, all with real-time visual feedback.
Tonemapping
Interactive Tonemapping
The tonemapping algorithm converts the high dynamic range image (HDR) resulting from the accurate rendering calculations into an image displayable by a computer screen or a printer. This algorithm is based on an operator, which defines how the HDR image will be exposed to produce the resulting final image. fryrender one Master License provides its own “fryrender tonemapping operator”, best suited for most of the images, but a “linear operator” and an “irradiance faux color” are also provided. All of the tonemapping algorithms can be controlled interactively at any stage of (or after) the rendering process, and the changes will be displayed to the user in real-time. These controls enable you to adjust the Brightness, Contrast, Gamma and Key values. The active camera film sensitivity (film ISO) can also be modified interactively to determine the HDR image exposure that produces the output image. The tonemapping algorithm can also perform some RGB post-processing on the image by modifying the Hue, Saturation and Color Temperature.
Lens Glare (with Interactive Feedback)
Lens glare is a phenomenon that happens in real lenses due to tiny imperfections or scratches that perturb light as it passes through because of the so-called Fraunhoffer diffraction effect. Glare can be fully customized with interactive feedback, enabling you to modify the power and shape of the diffraction patterns. You can even provide your custom obstacle and aperture maps to specify the iris shape and the way it may be partially occluded, achieving a full degree of control.
Lens Bloom (with Interactive Feedback)
Lens bloom occurs due to internal light being scattered inside the lens body. This phenomenon manifests as a bright halo around the shiniest parts of the image. Bloom is accurately simulated by fryrender one Master License allowing you to configure its power and hence its contribution in the final image interactively.
Interactive Camera Vignetting
Vignetting is a reduction of an image's brightness at the periphery of the frame. This effect happens on real cameras naturally, and although is sometimes considered an undesirable artifact, it can be used for creative purposes. On real lenses, vignetting is a fixed effect, and the photographer is bound to it once a particular lens is chosen. fryrender one Master License, however, will let you configure the amount of vignetting desired with real-time feedback.
Core
Multi-Processor/Multi-Core/Multi-Thread Support
fryrender one Master License is a fully multi-threaded application carefully designed to take advantage of all the CPUs / cores in your system. The rendering workload is efficiently distributed among all the processing units present in your computer, benefiting from multi-processor architectures. Furthermore, the process is not bound to a single machine, as you can use fryrender one Master License’s network capabilities to distribute the process among your networked machines.
Illustration Core
Besides the unbiased core, fryrender one Master License also provides a NPR core designed to produce technical illustrations. These stylized images allow you to focus on the concept, producing images faster before you switch to the fully unbiased core. This is useful for drafts, product and architectural visualization, where you often need to show technical or in-progress versions of your work.
Instancing
Scenes that require massive amount of elements that are hard or even impossible to fit in memory, such as images involving large vegetation areas for example, can be handled easily in fryrender one Master License. Use the instancing mechanism to replicate objects in the scene without requiring any additional memory. This powerful feature enables you to render stunningly heavy scenes easily, a feat that may have been impossible to create before.
Compositing Capabilities
When a frame is rendered, fryrender one Master License’s kernel is able to generate several image channels without requiring additional render passes. Besides the color information, you can compute the following channels:
Alpha component
Normal direction
Object ID color
Material ID color
Matte color
Depth information
Volumetric pass
Velocity buffer
Ambient Occlusion factor
Network Rendering
Network Render
fryrender one Master License is built on a solid, efficient and intuitive network platform designed for ease of use and reliability. With the archive tool in the standalone interface you can create a standard .zip file containing the full description of your scene, resources included. This file is the one that will be transferred to each slave rendering node. This way you can spread the render workload all over your network and have all the computers work on the same image. Regardless of the speed of each machine, they will all effectively contribute to the final solution.
.ZIP Archive
Generate a standard .zip file of all the resources in your scene (geometry, materials, texture maps, etc.) to drive the slaves. This function is not only plays a key role in fryrender one Master License's networking system, but also comes in handy to make compact backups of your scenes, to send your scenes to your workmates over the Internet, or to transfer scenes between different computers manually.
Merge
Merge as many renders as you want, so you can always use all of the resources in your network effectively and not a single second of computation will ever be wasted.
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Price Information
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