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AMD releases Radeon ProRender 3.1


AMD releases Radeon ProRender 3.1

Monday, March thirteenth, 2023 | Posted by Jim Thacker

230313 RadeonProRender31 f

 
AMD has launched the SDK for Radeon ProRender 3.1, the following main model of its hardware-agnostic bodily primarily based GPU renderer.

New options embrace a bevel shader, mild linking, new quantity and subsurface scattering AOVs, and efficiency enhancements to viewport rendering.

As well as, the backend for final-quality rendering has been switched from OpenCL to HIP, AMD’s framework for creating GPU-accelerated purposes that run on each its and Nvidia’s {hardware}.

The brand new options ought to ultimately turn out to be obtainable to customers through AMD’s free Radeon ProRender integration plugins for Blender, Houdini and Maya.

A free, bodily correct, hardware-agnostic GPU renderer
First launched underneath its present branding in 2016, Radeon ProRender is an unbiased path tracer with a reasonably normal vary of manufacturing options, together with built-in AI denoising.

It’s GPU-accelerated, hardware-agnostic, and might run throughout Home windows, Linux and macOS.

Free integration plugins for Blender and Maya, and a Hydra delegate for Houdini are in energetic improvement, and the renderer can be built-in into SolidWorks Visualize.

ProRender can be built-in in Modo, although has been outdated there by newer renderers, and was as soon as built-in in Cinema 4D. Its 3ds Max and Unreal Engine plugins haven’t been up to date since 2021.

 
230313 RadeonProRender31 viewport

 
New in Radeon ProRender 3.1: mild linking, new bevel shader, and higher toon materials
Regardless of the model quantity, Radeon ProRender 3.1 is the primary public launch of the SDK within the 3.x sequence: there doesn’t appear to have been a ProRender 3.0.

New options embrace mild linking, enabling customers to set lights to light up solely chosen objects in a scene.

Different modifications embrace a bevel shader, for producing rounded edges on geometry at render time; new AOVs for volumes and subsurface scattering; and transparency and materials mixing within the toon shader.

Updates to viewport rendering
Hybrid Professional, Radeon ProRender’s hybrid ray tracing/rasterisation viewport renderer, now helps displacement mapping and may now run on older AMD graphics playing cards way back to the Polaris GPUs.

AMD has additionally carried out a brand new sampling technique, together with the Nvidia-developed ReSTIR and SVGF, which ought to end result within the viewport resolving to an acceptably low stage of noise extra shortly.

Last-quality rendering backend switched from OpenCL to HIP
On Home windows and Linux, the rendering backend has been switched from OpenCL to HIP (Heterogeneous-Compute Interface for Portability), AMD’s API and kernel language for creating moveable purposes.

Additionally utilized in Blender’s Cycles renderer and the upcoming Redshift for AMD, it lets software program builders help AMD and Nvidia GPUs from a single code base.

On account of the change, Radeon ProRender’s rendering kernels at the moment are pre-compiled as a substitute of getting to be compiled at runtime, which ought to scale back the time to first pixel when rendering on GPU.

Licensing and system necessities
The Radeon ProRender 3.1 SDK is offered to builders underneath an open-source Apache 2.0 licence.

On the time of writing, the Blender, Houdini and Maya plugins haven’t been up to date.

 
Learn extra concerning the new options in Radeon ProRender 3.1 SDK on AMD’s weblog

Tags: 3ds max, AMD, AOV, Apache 2.0 licence, Arbitrary Output Variable, Bevel shader, Blender, Cinema 4D, Cycles, displacement mapping, obtain, free, GI, world illumination, GPU ray tracing, GPU rendering, hardware-agnostic, Heterogeneous-Compute Interface for Portability, hip, Houdini, Hybrid Professional, hybrid rendering, Hydra delegate, Hyrid Professional, mild linking, Gentle Path Expressions, LPE, Maya, Steel, modo, new options, Northstar, open supply, open supply. system necessities, OpenCL, Orochi, path tracing, bodily correct, bodily primarily based, plugin, Radeon ProRender, Radeon ProRender 3 SDK, Radeon ProRender 3.1 SDK, raster rendering, ray tracing, Redshift, ReSTIR, rounded edge shader, SDK, SolidWorks Visualize, SSS, SSS AOV, subsurface scattering, SVGF, system necessities, unbiased, Unreal Engine, viewport rendering, quantity AOV

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