REDsdk 4.1

Welcome to REDsdk 4.1. This version is a minor update to REDsdk 4.0. It has been released just in a 2 month timeframe after REDsdk 4.0, to deliver some small but significant changes and improvements over REDsdk 4.0.

This 4.1 version should be very easy to integrate as almost no changes have occurred since REDsdk 4.0. Nearly all changes are additive.

API changes

For those that directly want to jump into the details, see all API changes here: REDsdk 4.1 API changes.

Overview of changes

Key items in REDsdk 4.1 are:

Windows 10 support

Windows 10 support has been added in REDsdk 4.1. This means that the RED::IGraphicDevice::GetOperatingSystem call will return RED::OS_WIN_TEN_32 or RED::OS_WIN_TEN_64 if the application is running on Windows 10 32 bits or Windows 10 64 bits.

Consequently, the RED::IGraphicDevice system has two entry slots for driver recommendations on Windows 10. However, due to the extremely intrusive of the Windows 10 update system, all default driver recommendations (RED::GPUID::_driver_win_ten_32 and RED::GPUID::_driver_win_ten_64) are set to RED_HW_OS_PROPRIETARY_DRIVER, indicating that this is the responsibility of Windows 10 to choose the graphic driver.

Note that this behavior may be changed and specific driver revisions can be chosen using the REDDriversBaseEditor. But before doing so, Windows updates have to be disabled, otherwise, any driver version change may not last for long...

.FBX .OBJ and .DAE file importers

REDsdk add an auxiliary module that can be used from the RED::IOTools class. This is the REDFbx.dll. If present in the application binary folder, this DLL can be used to load .FBX, .DAE, .OBJ and .DXF files into REDsdk. The behavior is similar to loading .red files, and the RED::IDataManager stores, using contexts, the contents loaded from each file.

See the RED::IOTools class for details on importing files.

Please note that the REDFbx.dll requires Microsoft Visual Studio 2010 redistribuables on the used computer system.

No more!

REDsdk 4.1 does not deliver any '' file anymore. The realistic material can be directly created using RED::IMaterial::SetupRealisticMaterial. This method, which is similar to the RED::IMaterial::SetupGenericMaterial method also creates the RED::IMaterialController of the realistic material (which has not been modified since REDsdk 4.0).

New unbiased path-tracing rendering mode

A new feedback mode has been added to REDsdk based on path-tracing. It is turned on when calling RED::IWindow::FrameTracing by using RED::FTF_PATH_TRACING as the feedback mode. Current support of the path-tracing feature is limited to rendering with realistic materials only (caustics are not supported either).

Documentation update and new tutorials

The documentation has been completed. All "work in progress" pages have been completed. A small book dedicated to rendering techniques for large assemblies has been delivered (see Rendering large assemblies). The documentation of the REDOdaDevice (DWG import using Teigha) is now accessible.

Some new tutorials:

REDOdaDevice migrated to Teigha 4.01

The REDOdaDevice source code has been migrated on the latest available version of Teigha to date. Note that this new setup does not embed Teigha anymore. The setup will require you to indicate where Teigha files are to be found. The documentation has been updated. See all details here: DWG import using Teigha.