REDsdk 5.1

Welcome to REDsdk 5.1!

API changes

For those that directly want to jump into the details, see all API changes here: REDsdk 5.1 API changes.

Overview of changes

REDsdk 5.1 sees several improvements in the new REDart module, detailed there: New REDart features as well as some extensions of existing rendering features in REDsdk: a new Time based adaptive ray-tracing, New post processing filters and a new New tone mapping operator are the most important features.

Auxiliary modules of REDsdk have been also enhanced a lot. See here: Modules upgrade

Finally, in addition to all these features, a fairly high number of smaller changes have been made to make your life easier with the engine. See all details here: Minor changes.

New REDart features

This release of REDsdk with REDart sees major improvements to the REDart capabilities. The original promise was about creating a workflow - as simple as possible - to turn photo-realistic REDsdk scenes into real-time scenes editable in REDart. REDsdk 5.1 enforces this and add some qualitative enhancements that are illustrated below. In the image below, we see the photo-realistic rendering of the Flat Demo we did some years ago (time flies too fast...):

The source data is a REDsdk scene graph setup with realistic materials, physical lights, and portals at the window openings. It's gets imported into REDart "as is". Then GI filtering positions are set, a GI cache is calculated, and some reflection probes are set in the living room to define reflections. The time taken by the entire processing for a low quality GI cache is less than 5 minutes. We get the result below, rendered in real-time:

Note that the environment is not the same. The real-time scene is rendered in the REDart editor, in a 3D environment with a blue sky instead of a plain white background. But this illustrates the level of matching the real-time can catch up at almost no setup cost: the source data is not modified at all during the process, so once a REDsdk scene graph is ready for the rendering, it can be easily "turned" into a real-time dataset.

REDart also has received a number of improvements for this release:

Time based adaptive ray-tracing

Time based adaptive ray-tracing is a variation of adaptive ray-tracing that uses time instead of quality as criteria to stop calculating an image. Therefore, time based adaptive tracing is a convenient way to get the best quality for a known amount of available time. See Adaptive sampling for all details on adaptive sampling. Below is a time based adaptive rendering example:

The time requested was 10 seconds, 60 seconds and 4 minutes. Depending on the adaptive settings, the minimal quality or maximal quality specified by rendering options can be reached.

New post processing filters

Several new post-processing filters are available in REDsdk 5.1:

Vignetting effects:

A new depth line effect that can be used to visualize the boundaries of the depth-of-field when it gets activated:

The depth line is visible on the left side of the image. It's useful to "see" the depth at which the scene will not look blurry due to the DOF.

The support of Lookup Tables (LUT) has also been added to the list of avaible effects controllable from the RED::PostProcess. Finally, several existing effects have been reworked such as the Depth Of Field, Blur or Glow that now have controllable kernel sizes and that have been optimized.

New tone mapping operator

A new tone mapping operator, the RED::TMO_EXPONENTIAL has been added to the list of tone mapping operators available from the RED::PostProcess class. It's a bit brighter and vivid than the RED::TMO_PHOTOGRAPHIC tonemapping operator, and it only requires the average image luminance to work.

Photographic tone mapping is on the left side of the picture above while exponential tone mapping is on the right side.

Modules upgrade

Minor changes