AtomKraft Beta 4
by pberto. Average Reading Time: about 3 minutes.
/*jupiter jazz*/ is happy to mesmerize you with the immediate availability of AtomKraft 0.9.5, its flagship look development, lighting and rendering VFX plug-in for Nuke. This marks our 4th beta and 2nd release candidate before the highly anticipated version 1.0, available shortly before SIGGRAPH ASIA 2011, Hong Kong. Rock up at our booth to see it in action and enjoy our next great invention, codename free beer™.
AtomKraft is publicly available for evaluation on Linux/64, OSX/64 and Windows/64 for Nuke 6.2 & 6.3.
It can also be purchased at a special, dirt-cheap, pre-release price.
Got feedback? Mail atomkraft@jupiter-jazz.com
Awesome New Shit
- The Atomic Light System has been entirely refactored and extended
- All shaders are now compiled into machine language
- New 3Delight 10 rendering engine
- A new node, AtomReadCamera, reads Alembic camera sequences
- The AtomReagGeo node now reads Alembic multiframe files (along with frame-mapping)
Detailed Changes/Improvements
- Fixed a TBB linking issue on OSX builds which was not loading shadeops and therefore not rendering any secondary raytracing effect
- Fixed transparent shadows
- Updated rendering engine to 3Delight 10.0.5
- Updated Alembic to 1.0.1
- Fixed a sting-related bug on AtomLight on Windows
- Resolved a TBB conflict on Windows
- Fixed faceid channel to support cases with stacked materials
- Improved Linux installer script
- Fixed AtomEnvironment OpenGL display
Geometry
- Updated Reference documentation
- Fixed a motion blur bug in AtomReadGeo
Shaders
- Improved blending of rayhit & raymiss in AtomBasicMaterial
- Better surface sampling and environment sampling in AtomBasicMaterial and AtomEnvironment
- Fixed intensity variation on ABM with different sampling counts.
- Fixed AtomBasicMaterial’s specular reflectance output with multiple AtomEnvironment output channels
- More graceful reduction of secondary and tertiary rays in AtomBasicMaterial
- Updated support for Nuke built-in reflection and refraction shaders to handle fallback cases with no texture inputs
- Texture lookups were erratically clamped to [0,1]; this has been fixed, all shaders use “raw” texture values now
- Scaling lights will now produce a change in the illumination & shadowing (as if it was a real arealight)
- Fixed opacity in Nuke Phong and BasicMaterial materials
- Fixed AtomBasicMaterial environment lookups when the size of the environment is not infinite
- AtomBasicMaterial nondiffuse/nonspecular fixes & performance optimizations
- Fixed Nuke Environment shader to match nuke ScanlineRender (when AtomRender is in ScanlineRender mode)
- Optimized Nuke Specular & Phong shaders
- Added physical mode to all Nuke shaders when in physically-based mode
- Optimized all materials for on demand channel requests
- Added support for Nuke Emission material
- All shaders now avoid diffuse and specular calculations, unless needed
- Fixed min/max shinyness in Nuke Phong
- Fixed Nuke Diffuse material
- Changed default bias of AtomEnvironment
Atomic Light System v2
- Added shape, sphericity, and fading and a bunch of new parameters to AtomLightCone that allow more precise control of the cone’s volume and the texture projection.
- Added a ‘normalize’ parameter for AtomLight
- Added multiple blocker support to AtomLight (a light can now have any number of volumetric blockers, and these can be summed, or resp. have their volume inverted)
- Fixed AtomEnvironment default intensity (which was incorrectly scaled by the unit sphere ).
- AtomLightCard is now a blocker shape which can act both as gel/filter (in photographic lingo) resp. as cookie/gobo/slide/projector (in cinematography lingo)
- Added cut in & cut out to AtomLightDecay
- Fixed several OpenGL issues
- Fixed default intensity of AtomLight when no modules are plugged in
- AtomEnvironment diffuse contribution with a finite environment is now correct
- The penumbra angle from AtomLightCone was renamed to fade and now fades only relative, inwards from the main cone angle.
- Fixed behavior of falloff in AtomEnvironment
- New ‘invert’ feature on AtomLightCone allows inverting the volumes defined by the cone
- Fixed origin in AtomLight with AtomLightCone to no longer producing a wrong light direction

