6.0+ — Aug 2016 → Feb 2017RSL OSL

Introducing Maneki! After years of use in production at Polygon Pictures, we now present to the public the 6th major version of our shading tools, aswell as introducing a public name: all hail to to our beloved cat! This version of the tools is the exact same version used for Blame! the next generation Anime movie.

Major Changes

  • Compeltely removed any sort of noise in indirect reflections.
  • Added a new shader, ColorSet, that fetches vertex color information and makes it available to shading. Especially useful for controlling outline properties in a resolution-independent way.
  • Vastly improved perfromence of subsurface scattering.
  • Vastly reduced noise of subsurface scattering.
  • On average 50% performance improvements in all ray tracing operations that involve area lights and indirect speculars.
  • Reduced indirect specular noise on all shaders.
  • New shelves separating Maneki Toon from Maneki PBR tools.
  • Added Thin Glass material.
  • Refactored Foliage, faster computation, simplier controls.
  • New specular mode on Standard: Physical/Artistic.
  • Refactored Glass.
  • Finished porting of all main PBR shaders to OSL.
  • Porting of all Toon shaders to OSL is now in progress.

Other Changes

  • Image Layer outlines scale now defaults to % of frame width.
  • Fixed a MEL issue with edgeThresholdScale connections in Toon.
  • Added shadow transparency t the Thin Glass smaterial and improved performance.
  • Fixed an issue with Displacement in Standard which was causing blocky artifacts in specific cases.
  • Fixed an issue with undersapling on clearcoat of dual layer materials like Standard.
  • Added ability to choose wether to propagate speculars behind semi-transparent surfaces.

Service Release

3Delight 12+
Maya version 2015 → 2017
Win / macOS / Linux


5.5 — December 2015 RSL OSL

  • Refactored Toon.
  • Added unique render-time shading simplification of diffuse and specular shading, according to normal smoothing and coordinate systems.
  • Added Toon Eye for Anime Eyes
  • Added Toon Specular for Anime Hair.
  • Added Toon Light with powerful controls for rims, gradient, and delta lights.
  • Added Toon Color-Correction Light to replace color palettes.
  • Added Composer Sync to sync color between Nuke and Maya.
  • Added Thin Glass.
  • Porting of all main PBR shaders to OSL is ongoing.

Service Release

3Delight 12
Maya version 2013 → 2016
Win / macOS / Linux


5.0 — October 2015RSL OSL

  • Now using 3Delight core v12.
  • Started porting the shaders to OSL.
  • New: Texture Switch to easily swap textures in shading networks based on a numeric index.
  • Fixed tangent-space bumps.
  • Largely improved MEL UI Logic to handle connections between different types (color / float / vector / scalar).
  • All shaders now use the "Enable Component" logic.
  • Removed fireflies in SSS.
  • All material have incandescence intensity split from incandescence color.
  • Completely re-factored and re-engineered toon. This is our second version of the toon shader, and it will be started to be tested for Blame!
  • New AOVs for Toon.
  • Hair: performance optimizations.
  • Hair NPR: improvement in color factoring for R TT TRT.
  • Standard: improved anisotropy GGX.
  • Metal: fixes for incandescent, light-emitting, metal.
  • Metal: added a bronze profile (note: bronze is an alloy).
  • Improved oxidation/interference for each metal type, according to real-word data.

Internal Release

3Delight v12
Maya version 2013 → 2016
Win / macOS / Linux


4.9 — May 2015RSL

  • Now using more aggressive shading compilation optimization in the JIT compiler. This should offer up to 30% gain in complex shaders at the expense of a slightly longer compilation time.
  • Complete refactoring of the Standard material, which is now dual-layer and uses the GTR/GGX BSDFs. Added also semi-stochastic flakes component. It is practically a next-generation all purpose material.
  • Added a gradient mode to Toon.
  • Improvements in Toon outlines.
  • Improved randomizer.
  • Improved color palette functionality for numeric and region events. Also released at SIGGRAPH as a poster.

Internal Release

3Delight v11
Maya version 2013 → 2016
Win / macOS / Linux


4.8 — April 2015RSL

  • New: Water material, for photorealistic water surfaces and water volumes, supporting camera outside and inside the volume.
  • New: Grit utility, to output surface curvature for detetcion and masking purposes in shading networks.
  • Improved the shelf.
  • Improved AOVs.
  • Huge refactoring and improvements in Toon material.

Internal Release

3Delight v11
Maya version 2013 → 2016
Win / macOS / Linux


4.7.5 — March 2015RSL

  • Largerly reduced noise in indirect specular terms.
  • Improved usability in Randomizer.

Internal Release

3Delight v11
Maya version 2013 → 2016
Win / macOS / Linux


4.7 — February 2015RSL

  • New shelf.
  • Wrote an outlining guide.
  • Wrote a noise reduction guide for the RSL renderer.
  • Added XGen support to 3Delight for Maya
  • New Multi-Masks AOVs done in collaboration with 3Delight.
  • Added several helpers AOVs for compositors.
  • Added several helpers AOVs for compositors.
  • New: Randomizer utility to randomize colors/textures via a "manifold" (IDs and Maya set memberships).
  • New: Rayswitch shader: switches colors based on raytype.
  • Again more performance improvements in raytraced SSS.
  • Largely improved Toon material.
  • Performance improvements on Foliage.
  • Many small bugfixing and improvements.

Internal Release

3Delight v11
Maya version 2013 → 2016
Win / macOS / Linux


4.6 — January 2015RSL

  • New: Simple material, a simpler version of our Standard material, with half the parametrization.
  • Largely improved SSS performance.
  • Improved Skin material.
  • Improved Layered materials.

Internal Release

3Delight v11
Maya version 2013 → 2016
Win / macOS / Linux


4.5 — December 2014RSL

  • New style Metals using artistic controls.
  • Improved Hair materials.
  • Improved Glass material.
  • Added Multiply mode to Layer nodes flags.
  • Improved Metal material.
  • Improved Toon material.
  • Performance improvements on all Materials via more accurate raytrace weights.

Internal Release

3Delight v11
Maya version 2013 → 2015
Win / macOS / Linux


4.4 — November 2014RSL

  • New MatCap material for capturing material looks from spherical images.
  • Added basic rim lighting functionalities to Toon.
  • Largely improved performance with raytraced sss in Skin and Standard.
  • Many outstanding improvements in the meta-programming shader generator.
  • More improvements in the Python plug-ins, including versioning.
  • New Hair NPR material for non-photoreal human and animal hair rendering.
  • Added automatic unique ID generation function for: shader ID, object ID, asset ID, face ID.
  • Added Doxygen documentation for facilitating TDs work.
  • Many general improvements and bug-fixing on all shaders.

Internal Release

3Delight v11
Maya version 2013 → 2016
Win / macOS / Linux


4.3 — August 2014RSL

  • Rewritten from scratch the entire tool-set, and completely refactored all associated code.
  • Removed pyside: we solely use MEL for UI work.
  • New installation method via MAYA_MODULE_PATH.
  • New shelf with new icons.
  • New basic Toon material with experimental color palette functionalities.
  • New Blackbody material for physically-plausible blackbody radiation.
  • Updated Hair material with scattering depth.
  • Help/RTFM button on all shaders.

Internal Release

3Delight v11
Maya version 2013 → 2015
Win / macOS / Linux


4.2 — March 2014RSL

  • New: Clay material for the lighting & blocking stage.
  • New: Emissive material for the lighting & blocking stage. Note: all materials already have light-emission capabilities since version 1.0, under the name "incandescence".
  • General bug-fixing and improvements.

Internal Release

3Delight v11
Maya version 2013 → 2015
Win / macOS / Linux


4.1 — February 2014RSL

  • Full area lights support on all shaders, including Hair.
  • Full 3Delight Multi-Light support (per light AOVs).
  • Full 3Delight Multi-Masks support (per mask AOVs).
  • New: Diagnostic material for diagnosing/evaluating a large number of surface and shading characteristics
  • New: Layered Texture utility. Replacement for the unusable Maya counterpart.
  • New: Layered Shader utility. Replacement for the unusable Maya counterpart.
  • Raytraced reflections are now additive in the AOVs.
  • Sharing Global Illumination methods with 3Delight for Maya.
  • Added reflect lights/environment/geometry flags on all shaders.
  • Improvements on anisotropy in Standard.

Internal Release

3Delight v11
Maya version 2013 → 2015
Win / macOS / Linux


4.0 — December 2013RSL

  • New: Glass material for photorealistic glass surfaces, features a built-in volume shader.
  • Changes in handling of opacity/transparency.
  • Usability: added quick "hints" on mouse-over for ease of learning.
  • More refactoring and general bug-fixing.

Internal Release

3Delight core v11
Maya version 2013 → 2015
Win / macOS / Linux


3.0 — October 2013RSL OSL

  • New: Hair material for photorealistic human hair.
  • New: Skin shader with raytraced subsurface scattering.
  • Switched Standard to raytraced subsurface scattering.
  • Added interference to mental.
  • More refactoring and general bug-fixing.
  • Several improvements in AETemplates UI, UI logic scripts, usability features and connection features in Maya Node Graph and Hypershade.

Internal Release

3Delight core v10
Maya version 2013 → 2014
Win / macOS / Linux


2.0 — May 2013RSL OSL

  • Heavy refactoring and general bug-fixing.

Internal Release

3Delight core v10
Maya version 2013 → 2014
Win / macOS / Linux


1.0 — March 2013RSL

  • Initial version
  • Added general purpose material: the Standard Material.
  • Added specialized dual-layer Metal material for realistic metallic surfaces.
  • Added specialized material for background Foliage.

Internal Release

3Delight core v10
Maya version 2013 → 2014
Win / macOS / Linux




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