The company went public in 1992 and was acquired by Microsoft in 1994 for US$130 million.
Eddie would be acquired by Softimage from Discreet in 1992 and renamed Softimage|Eddie. In 1991, Director of sales Richard Szalwinski left to found Discreet and re-distribute Animal Logic's image compositor Eddie.
The software was eventually replaced by SoftimageXSI, originally codenamed "Sumatra". It was the first commercial package to feature Inverse kinematics for character animation. Its first product was called the Softimage Creative Environment, later renamed to Softimage 3D. At the time, there were only three employees. He was joined in 1988 by founding director, Char Davies, a Virtual Reality artist who became vice-president of Virtual Research. Softimage was founded in 1986 by National Film Board of Canada filmmaker Daniel Langlois. ĭuring the Microsoft years, Softimage also developed a non-linear video-editing and compositing suite named Softimage|DS, which was available from Avid Technology under the name Avid DS, until its EOL on September 30, 2013. In 1997, the Academy of Motion Picture Arts and Sciences awarded Softimage a Scientific and Engineering Award for the development of the "Actor" component of Softimage|3D. Its successor, Softimage XSI, was used in the production of the Academy Award-winning feature film Happy Feet, 300 and Charlotte's Web (2006) and the production of games such as Konami's Metal Gear Solid 4: Guns of the Patriots. Its first product, Softimage 3D, was used in the creation of special effects for movies such as Jurassic Park, Terminator 2, Titanic and The Fifth Element. A subsidiary of Microsoft in the 1990s, it was sold to Avid Technology, who would eventually sell the name and assets of Softimage's 3D-animation business to Autodesk. ˌ s ɒ f t ɪ ˈ m ɑː ʒ/ was a company located in Montreal, Quebec, Canada that produced 3D animation software. for detailed fractal textures).Softimage, Co. It is useful in cases where the textures vary much faster than the lighting itself (e.g. This allows to sample textures more accurately than the volumetric lighting. Texture samples - determines the number of texture samples for each step through the volume. Max steps- specifies the maximum number of steps through the volume. In practice, step sizes that are two to three times smaller than the Fog distance parameter work well. In general, dense volumes require smaller step sizes than more transparent volumes. Smaller steps produce more accurate results but are slower to render. Step size - determines the size of one step through the volume. Simplify textures for GI - When this option is checked V-Ray will use a simplified method for calculating the GI when rendering parts of the fog that are textured or are being faded out. The sampler steps through the volume, evaluating volumetric textures and lighting, until it leaves the volume (if the fog is contained within a volume), or until the accumulated volume transparency falls below a certain cut-off threshold, or until a specified number of maximum steps is reached. This sampler is used when any of the fog properties (color, density or emission) is mapped with a 3d texture. You can also use a texture map to drive the fog color. CommonĬolor - defines the color of the fog when it is illuminated by light sources. In that case, VRayEnvironmentFog traverses the fog volume in small steps, calculates the volume properties at each step and computes the volume lighting accordingly. The second algorithm is a raymarching scheme, which is used when any of the volume properties are mapped with a texture. In this mode, VRay_Environment_Fog takes a number of random points inside the volume and calculates the volumetric lighting at those points.
The first algorithm is a simple exponential sampling scheme, which is used when there are no texture maps specified. VRay_Environment_Fog can use either of two algorithms to calculate volumetric lighting. The atmospheric effect can also be confined with geometry objects.
Volumetric properties can be determined by 3d texture maps. VRay_Environment_Fog is an atmospheric effect that allows the simulation of participating media like fog, atmospheric dust and so.