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Features

Standalone tool

Spectral Studio 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...

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
Spectral Studio Interface :: WYSIWYG environment

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

Scene graph :: edition
 
 

Camera simulation

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

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

Camera simulation :: Depth Of Field effect
 

Materials

Spectral Studio is based on the OSL specification (Open Shading Language), it mean that you can simulate advanced material and improve your materials library. By example, this language has been used by some Visual Effects Studios to generate accurate materials for their movies.

:: All material can be created through OSL (Open Shading Language)
:: Optimized for maximum performance on both the CPU and GPU

Advanced materials :: based on OSL (Open Shading Language)
 
 

 

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)

 

Copyright (c) Spectral Pixel 2011