We now have a new page HERE where you can find every previous release of the software in case you need it.
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Article from software development blog – Real HDR (https://www.real-hdr.com)
We now have a new page HERE where you can find every previous release of the software in case you need it.
The post Need previous releases? appeared first on Real HDR.
Article from software development blog – Real HDR (https://www.real-hdr.com)
And here we go, Real HDR 1.2 for Mac is now available!
the porting was quite fast and the App is code-signed so Mac’s GateKeeper should not complain if you download the App outside of the Apple AppStore. HERE is the direct link.
We created a guided Mac installer too, to simplify the process of placing the App in the right place. You can change the location but the default path (HDD/Applications) is usually the best choice.
Have fun with Real HDR for Mac!
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Article from software development blog – Real HDR (https://www.real-hdr.com)
Elena Kartseva of 3D Architettura – our other brand – is maintaining the user manual for real HDR. You can find it from the website footer, from the software or directly from this link.
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Today is the launch of the new Real HDR 1.2 update. Download your copy HERE
Here is the usual features and improvements list:
This is a huge release and we are pushing even further for the porting to Mac OSX.
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This picture summarises some new features and UI corrections such as the new color selector, the new blending mode, the values suggestions and the possibility to rotate a stencil both in clockwise and counter-clockwise directions.
This upcoming update is going to be massive and will have more under the hood (for example the new APPLICATION_STATE filter useful to keep aligned – if necessary – async processes).
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With the future introduction of dedicated modules, I will focus on a 3d viewer that will use proprietary .rhd files generated by Real HDR to simulate the lighting environment in a PBR real-time space. This extension will have its own roadmap on my list and will – possibly – feature some sort of real-time raytracing using NVIDIA RTX cards. I have a lot of expectations from this and I also have some surprises
For the moment this is the result I obtained with my shader-ball rendered in real-time. It is not much I know, but at least it works
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This is the new version of the color selector that will appear in the next release of Real HDR 1.2.
The major change consists in a wider and more precise selection, a comparison between the actual color and the new color, the possibility to confirm or revert to the previous one and the possibility to choose the color in 8-bit range both for RGB and HSV.
Keep in mind that being the SpriteLights rendered in 32-bit, there is no control over the light intensity in this panel, since it is reserved for colors only. In short: the brightest color that can be selected may not be brighter one available. The color selector must be used together with the intensity slider.
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Real HDR 1.2 will feature an improved blending mode to preserve smooth edges and transitions. It looks similar to what we had in 1.0 but can keep quality up to 4k when working in a reasonable intensity range and light size.
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First version of the new color selector as an alternative to the sliders (with keyboard inputs 0->1, 0->255, RGB, HSV, HEX)
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Some users reported that version 1.1 has a different behavior of soft lights and it is true indeed.
Since I changed the rendering method from version 1.0 to version 1.1 to permit the equirectangular projection, I also updated the way stencils are managed. Now this may sound confusing, but if no stencil is applied, a default stencil is being rendered, so practically speaking, having no stencil doesn’t mean there are no stencils rendered.
Anyway, my mistake here is how the light blending is going to appear in the next update.
I also managed to add a small floating window during the exporting process.
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