Arion 2.0 stand-alone
Because the most demanding productions require the sharpest tools, we have created Arion 2.0. Packed with unprecedented flexibility, speed and output quality, the new Arion 2.0 technology is at the heart of our stand-alone renderer as well as the MAX LIVE and XSI LIVE plug-ins. What is Arion? Arion is a hybrid-accelerated and physically-based production render engine. It inherits all our expertise in light simulation and makes it run on steroids, thanks to our very unique massively parallel GPU+CPU approach. Arion is a high performance production renderer capable of producing hyper-real images and animations.
Arion's unique approach Arion uses all the GPUs -and- all the CPUs in the system simultaneously, not wasting a single flop available. Additionally, Arion can use all the GPUs and all the CPUs in all the other computers in the network forming a cluster for massive distribution of animation frames.
Production-ready Arion 2.0 is able to handle very large data-sets and still deliver a very good performance. By means of using instancing, render-time displacement and render-time subdivision surfaces, it is possible to render virtually anything on a modern hardware-accelerated computer using Arion.
Feature-complete Arion 2.0 can handle most of the rendering effects which are considered standard these days such as displacements, instancing, motion blur, ... and more. And beyond the current feature list of Arion, we keep researching and developing to bring even more features in the near future.
Stable and rock-solid The Arion 2.0 technology has been crafted with the highest coding quality standards in mind. As a result, its rendering core is nearly unbreakable and will relentlessly render for hours or days without ever crashing.
Arion 2 is also: Unlimited textures and texture size Unlimited number of objects Unlimited number of materials Excellent noise stratification Sub-Surface Scattering Single Sheet Sub-Surface Scattering (S5) Participating media (fog) Mapped emitters Real world emitter units Coated reflections Integratable rough dielectrics Dispersion Color maps ON/OFF switch Bump maps ON/OFF switch Efficient memory handling Physical sky Draft engine State of the art BSSRDF model Stereoscopy Falloff fresnel Material override Wireframe override Fresnel reflections Caustics ON/OFF switch Editable emitters in realtime Custom material ID channel Custom object ID channel...
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