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New in Thea 1.5

Thea Edition v1.5

In our continuous effort for rendering photorealistic perfection, we present the new edition v1.5 of Thea Render. The new edition introduces some important features, mainly around Thea Render material system. We present below, very quickly, these major new features.




Fresnel Ramp Procedural

The Fresnel Ramp procedural gives a great flexibility controlling a varying reflectance with respect to the viewing angle. It is intended to replace our Fresnel curve parametrization for coating and glossy materials, as a more powerful means to achieving a natural look for a broad range of materials (and especially for cloth, such as satin and velvet).


Satin cloth achieved with Fresnel ramp procedural.


Improvised Shadow Catcher

In the new edition, the shadow catcher has been substantially improved. The shadows coming from image-based lighting look much more natural now, following image highlights. The sun shadows can also be integrated along with the environment reflections that make the new shadow catcher infinitely more realistic.


Shadow catcher plane with realistic shadows and reflections.


Substance Material Converter

Our brand new Substance to Thea converter takes advantage of the Allegorithmic high quality applications and huge material database, to convert out-of-the-box to Thea Render materials. All Substance applications are supported (Painter, Designer, Bitmap2Material) along with all metallic/roughness physically-based materials.


Screenshot from the Substance material converter.


Colored Coating Absorption

The ultra realism is at the fine details. And colored coating absorption is such a detail that can be seen in real-life materials, like metallic car paints and tinted wood varnish, where a color shift can be seen at shalow angle. This absorption can now be described easily by providing the resulting absorption color at a nominal penetration distance.


A car model with color shift and decreasing reflection brightness seen at the edges.


Section Cuts

Section cuts are defined as planes that cut out part of the scene. The idea is that, without breaking your current model, clipping planes can be defined giving the possibility to take a "look inside". The geometry is not actually removed but it is still there, contributing to reflections and secondary bounces; this way the lighting is not altered.


A house cut with a vertical section plane.


Floating Licensing

Our floating licensing scheme allows unlimited installations of our software, where users can become dynamically licensed through the license server (typically a machine residing in the local network). Floating licenses substantially cut down cost for an organization where multiple users can work (non-simultaneously) with the same license.



Saving Multilayered OpenEXR

This has been originally a feature of v1.4 but postponed till v1.5. It is possible now to save all channels within one single EXR file, controlling also the bit depth of each channel individually.