Features

CPU & GPU rendering

Spectral Studio 13 is able to run its engine on both the GPU or the CPU. The main difference is that the GPU is able to render faster due to the number of core (more than 1000 theses days), on the other side the CPU is able to use more memory even if most of the scenes fit well on the GPU. So it is up to you to choose the solution that fit your needs.

Physically correct & accurate

Spectral Studio 13 simulates the flow of light like in the real world, according to physical equations, thus producing image of outstanding quality.

Advanced shading & materials

The renderer is fully based on the OSL shading language specification. Open Shading Language (OSL) is a rich language for programmable shading in advanced renderers and other applications, ideal for describing materials, lights, displacement, and pattern generation.

It mean that you can simulate advanced materials and improve your materials library. By example, this language has been used by some Visual Effects Studios to generate accurate materials for their movies.

With OSL you can create plenty of materials/shaders and effects, there is virtually no limitation to your imagination

 

Standalone tool & working view

Spectral Studio 13 is an interactive WYSIWYG (what you see is what you get) editing application, allowing you to do your changes in real-time. It use the GPU power (also work in multi-GPU mode or CPU mode) to render your scene, materials, lights, textures...

Of course you have the rendering view but also the working view, this view allow you to access and manipulate your objects and scene in a easier and more flexible way. (See the image, we can see the 'seat' inside the car easily)

With this you have a set of useful tools, by example to see the normals, to soft the normals, import files, select objects, change the views and more.

:: Interactive WYSIWYG (what you see is what you get) editing
:: OpenGL preview
:: Interactive material editor
:: Interactive material control
:: Interactive environment control
:: Interactive camera control
:: Interactive film control
:: Object selection
:: Normals preview
:: Normals smoothing
 

Scene graph editor

The scene graph editor allow to edit all the scene elements in real-time, the camera, assign materials, assign global lights (ie. sky ...) and mesh emitters. You can also use the shader editor, this one allow you to create your own materials and define how the material react with the light.
 

:: Assign / unassign materials
:: Delete materials
:: Material edition

Import & re-import your scene during work

Of course, you are able to import your scene in a lot of formats, but you can work on your scene in Spectral Studio 13 then change your scene in your preferred 3D editor and re-import the scene without loosing your settings. This way you can progressively improve your modeling and settings.

For teams, one artist can work on the scene, modelize it, change is progressively and on the other side you can start working on the shading of some elements of the scene. Each time he provide you a new model of the same scene you just use the re-import feature

Camera simulation

You can simulate camera effects through a set of parameters or simply let Spectral Studio 13 handle the parameters for you automatically.
 

:: True optics and Reflex camera simulation
:: Depth of field, with focal distance and lens radius
:: Auto focus

 

Full spectral based rendering

Can render either in full spectral colour either in RGB colour
Unbiased, physically-based and accurate light simulation
Converge to the final image progressively

Physical Lighting 

Full Global Illumination support
Physically correct sun and sky light
HDRI environment
Image-Based Lighting
Mesh emitters

Physically based materials

Advanced material creation system
Global or mapped roughness
Fresnel
Custom IOR
Dielectric absorption
Opacity mapping
Dispersion

Pre-configured materials

ashikhmin
ashikhmin - velvet 
emitter
textured emitter
glass
rough glass
glossy
matte
textured matte 
rough metal
mirror
textured mirror
oren nayar
phong
transmissive
ward 

Technology and Performance

CPU or GPU based
CPU : Multi-processor / Multi-core / Multi-thread CPU sub-core
CPU : SSE support
GPU : Multi-GPU support

Interactive Tonemapping

All tonemapping features provide real-time feedback
Camera response and exposure 

Multiple output image formats

Including High Dynamic-Range (HDR) Formats
32 bit per component EXR output. (HDR)
PNG, JPEG, TIFF, BMP, TARGO output. (LDR) 

Multiples rendering modes

Ambient Occlusion
Direct Light with MIS (Multiple Importance Sampling)
Path tracing with MIS (Multiple Importance Sampling)
Metropolis light transport with MIS (Multiple Importance Sampling)