{"id":2075,"date":"2018-06-15T03:04:13","date_gmt":"2018-06-15T03:04:13","guid":{"rendered":"https:\/\/www.migenius.com\/?p=2075"},"modified":"2018-06-15T03:04:13","modified_gmt":"2018-06-15T03:04:13","slug":"whats-new-in-realityserver-5-1-update-251","status":"publish","type":"post","link":"https:\/\/www.migenius.com\/articles\/whats-new-in-realityserver-5-1-update-251","title":{"rendered":"What’s New in RealityServer 5.1 Update 251"},"content":{"rendered":"
RealityServer 5.1 Update 251 has just been released. It’s mainly a bugfix release but adds a few nice extras that several customers have asked about, including a PBR MDL material, Iray Viewer loader and commands for manipulating measured BSDF data.<\/p>\n
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Quite a few users are coming with content from workflows that use the standard metallic roughness or specular glossiness PBR style material model. For example software such as Unity, Unreal Engine and various web based engines often use this strategy. Because users often take hybrid approaches, combining RealityServer with these technologies it is helpful to have a basic PBR material available. You’ll find the materials in the mdl\/migenius\/pbr.mdl<\/em> file.<\/p>\n The material only provides the basic PBR reflection model. It does expose the normal since maps are often provided for that but if you wish to add cutout, displacement or other features you should feed the PBR material into another material which adds that functionality. For example the add_cutout<\/em> material from the NVIDIA core_definitions.mdl<\/em> module.<\/p>\n<\/div><\/div> PBR textures from StruffelProductions (CC0 Textures)<\/p>\n<\/div>\n<\/div><\/div><\/div>\n Many of our customers use Iray Viewer to analyse and prepare scenes for use in RealityServer. It’s a great tool but it’s default format for saving is it’s own .ivm<\/em> file format. This is just a file which tells Iray Viewer where to load it’s .mi files from so you can easily replace it with a .mi file with an appropriate $include statement but this is tedious. To address that we now have native support for loading .ivm<\/em> files directly, without having to manually make these stub .mi files. You can just call import_scene<\/em> and import_scene_elements<\/em> on .ivm<\/em> files directly now.<\/p>\n<\/div><\/div> Iray Viewer<\/p>\n<\/div>\n<\/div><\/div><\/div>\n ReaityServer could already load MDL materials which referenced measured BSDF data stored in the .mbsdf<\/em> file format, so long as they were already referenced in the .mdl files. It wasn’t possible to change the reference to a different .mbsdf<\/em> file at run time though. We’ve now added the\u00a0bsdf_measurement_get_filename<\/em> and\u00a0bsdf_measurement_set_filename<\/em> commands to allow you to programmatically set the measured BSDF data file to use.<\/p>\n If you are interested in learning more about the .mbsdf<\/em> file format for creating your own measured BSDF data please refer to the MDL Language Specifications which are part of the RealityServer documentation. It’s a relatively simple file format which can be used to represent measured data from various types of devices.<\/p>\n<\/div><\/div><\/a><\/p>\n
Iray Viewer Loader<\/h3>\n
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Measured BSDF Data Commands<\/h3>\n