Renderer Features

Dali Renderer delivers high quality, physically-based shading in production rendering.

Unbiased Path Tracing
High quality unidirectional path tracer with configurable tracing depth and Russian Roulette.
Wide support for multiple importance sampling;
Uses AVX optimizations for performance;
Uses only the CPU.

Spectral and RGB solution
Can render in two modes: RGB or spectral;
Spectral mode uses the Hero Wavelength AVX extension for continuous spectrum;
A special version of materials and algorithms for the Hero Wavelength extension;
Can calculate fully physical color dispersion, spectral effects in thin films, spectral roughness for GGX surfaces and rainbows in clouds;
Supports color profiles CIE1931, CIE2006 and arbitrary file.

Surface and Volumetric Caustics with REDS rare event solver
Includes the never-before-seen REDS algorithm for rare events;
Can render surface caustics without any simplifications or fakes;
Can render volumetric caustics without any simplifications or fakes;
Supports volumetric emissive sources and Sun & Sky model;
It will help with drawing the reflection of light from the water, patterns of light on the bottom of the pool, God rays in the Ocean, light rays in fog, bright blurry reflections from wet leaves with wide camera apertures.

Volumetric rendering
Supports volumetric fogs with uniform and variable density;
Supports emissive volumes;
Can convert emitting volumes to emitters for optimized multiple importance sampling;
Supports single scatter and multiple scatter sampling;
Can render volumes of different types even if they overlap;
Uses the latest Spectral Decomposition Tracker algorithm with several enhancements;
MIE phase function for spectral rainbow effects;
OpenVDB and PhoenixFD support;
Procedural data to fill the volume;
High quality Gaussian interpolation.

Nesting dielectrics
Includes a nested dielectric system for easier modeling. During rendering, it maintains a list of active materials with their priorities;
Helps when modeling complex intersecting geometries;
Enables the use of Constructive Solid Geometry (CSG).

Motion blur
Supports deformation motion blur for geometry, particle and spline systems (for hair and fur);
Supports trajectory motion blur for geometry, particles, splines, emitters and cameras;
Uses a full spline key-based trajectory description similar to that of the 3ds Max Curve Editor: this completely eliminates artifacts for fast moving and rotating objects;
Supports complex shutter opening curves: rectangular, triangular, and spline-based arbitrary.

Depth of Field
Supports depth of field for many types of cameras;
Supports physical properties of cameras;
Supports polygonal and circular camera iris;
Supports apertures specified by a texture map;
Supports Cat-Eye, Center-Shift, and non-symmetrical apertures.

Path guiding
Supports optimization of finding the path depending on the direction of propagation of light in the scene;
Allows you to render without direct light emitters: for example, in the back room of the house or underwater.
Helps to calculate the correct refractions in the eyes of the character;
Helps to calculate surface and volumetric caustics: a pattern of light on the bottom of a pool or God rays in the Ocean.

Emitter Adaptation
Allows you to use millions of light emitters in the scene;
Helps to get a picture with less noise.

Adaptive image sampling
Prioritizes pixels based on their noise and brightness;
Can distort the time for Motion Blur, paying more attention to the desired periods of time;
Can distort spectrum for more efficient spectral rendering.

Denoising
Supports Intel AI denoising.

Firefly Remove System
Supports classic clipping for pixels, reflective and secondary energy;
Supports an advanced statistical analysis algorithm for pixel samples, eliminating the most rare and noisy samples (Fireflies).

High Quality Path sampling
Uses high quality blue noise dither matrices to generate random numbers.

High Quality Image filtering
Supports many kernel options for better anti-aliasing.

High Quality Texture filtering
Supports anisotropic texture filtering;
Supports bilinear and elliptical filtering;
Up to 8 channels in textures;
Arbitrary color profiles of textures: sRGB, AdobeRGB and others;
UDIM texture mapping;
Stochastic tiling to reduce patterns.
Supports formats: JPEG, JPEG2000, BMP, TIF, EXR, PNG, HDR.

Progressive rendering
Progressive image creation, a preliminary result immediately after the start;
Stopping criteria based on number of passes, time and signal-to-noise ratio.

Stereo Rendering
Three different schemes for obtaining a stereo image.

Geometry Subdivision
Supports Loop and Catmull-Clark subdivision using the Open Subdiv library;
Splits for splines when rendering hair and fur;

Adaptive Geometry Subdivision
Adaptive subdivision of surfaces depending on their visibility for the main or specified camera;
Integrated displacement mapping.

Displacement
Supports displacement maps based on values and vectors;
Supports Motion Blur with displacement maps.

AOV
Supports complex settings for AOV rendering;
Saves results in a multi-channel EXR file or multiple single-channel EXR files.

Cameras
Supports 3ds Max Physical camera with most properties;
Additionally supports Physical, Cylindrical, Spherical, Orthogonal and Fisheye cameras;
Supports stereo rendering;
Supports image distortion, complex aperture settings, complex shutter settings, cat-eye effect;
Supports the shift and rotation of the camera lens;
Supports spherical focal surfaces.
Supports intra-frame animated focus objects to setup the shift and rotation of the camera lens.

Temporary Data Caching
Many complex computation results are cached for later use;
Subsequent render runs are faster.

Active shade
Limited Active Shade support for quick material customization.

EXR and JPEG export
Allows you to save the final image in EXR and JPEG formats.

Sky portals
Supports portals for efficient scene lighting through narrow windows;
Can use rectangular light sources as portals if the current environment map is assigned on them.

Environment Graph-based lighting
Supports scene lighting using HDR texture or native Sun and Sky model from 3DS Max. In this case, you can use a complex compositional graph with an arbitrary number of textures, blending nodes and Sun and Sky emitters.
This allows you to create alien landscapes with many suns or add clouds.

Instances
Automatically detects if geometry is a reference of one already present in the scene;
Compares each scene model bit by bit to all others.

Direct Spline-based Hair and Fur rendering
Supports direct rendering of fur and hair splines without converting them to triangular geometry;
Lack of hair segmentation;
Can apply texture to every hair;
Supports elliptical hair sections;
Hair thickness can vary along the center line;
Can animate hair deformation for Motion Blur;
Can render standard 3ds Max spline objects;
Can render hair output from Ornatrix;
Includes special material for fur and hair with a lot of customization.

Direct Particles rendering
Can render spherical particles directly without converting them to triangular geometry;
Perfect spherical shape without corners;
Can use any foam material;
Can render particles from standard 3ds Max Particle systems;
Supports PhoenixFD foam;
Supports tyFlow output;
Supports particles from OpenVDB and AUR files;

MIE Phase function
Supports physically correct MIE light particle scattering function for spectral effects;
Can render rainbow in rain clouds, colorless rainbow in fog, sun reflection from clouds.

Lens Tilt using Focal Plane animation
The rotation of the lens in the camera is implemented using an animated focal surface taken from the Camera Target position. You no longer need to select numbers in the GUI, just bind the Render Target to the desired object;
Allows you to fix the plane of focus on both eyes of the character and make them equally clear.

Materials
Almost complete and accurate support for Physical Material from 3ds Max;
Dali Physical material to support the following properties:
Clear coat (Coating),
Thin Film Iridescence for spectral effects such as oil on water or soap bubbles,
Diffuse, Reflection, Retro-reflection, Transmission and Conductor lobes,
GGX and Beckmann surface roughness,
Spectral roughness for reflection color dispersion,
Edge and Retro reflection for corduroy type effects,
Subsurface scattering (SSS) using unbiased Monte-Carlo sampling,
Lambert, Oren-Nayar, Disney and Hammon profiles for diffuse lobe,
Simplified and true unbiased stochastic algorithms for Coating layer,
Bump mapping and Normal mapping for body and coating layer,
Transparency, Displacement and Emission settings.
Dali Hair for hair and fur;
Dali Volumetric for fogs and clouds;
Mie Scatter for rainbow-type spectral effects on spherical particle systems.
Tri-planar, Mix, Blend, Two-sided and many other materials.

Texture Maps
Supports many 3ds Max texture maps: Bitmap, Composite, Gradient, Mask, Mix, Noise, Output, RGB Multiply, RGB Tint, Substance,
Physical Sun & Sky;
All other maps can be supported in compatibility mode;

Built-in Dali Texture maps
Blend, AO, Wireframe, Falloff,
Color, Color correction,
Gradient, Math, Noise, Ocean Surface,
Select, Shuffle, Tri-planar, Stochastic Tile.

3DS Max support
Supports Physical Sun & Sky emitter with high quality sampling;
Supports exposure settings, texture gamma;
Supports Physical material, some materials and texture maps;
Supports Physical camera with almost all settings;
Supports Physical light with almost all settings.
Supports instances, xRef scene, xRef objects, xRef material.

3d-party Plugins
Supports Multi Scatter with instances, animation modes and object colors;
Supports Forest Pack with instances, animation modes, object colors and scatter texture coordinates;
Supports Ornatrix;
Supports Phoenix FD for volumetric rendering and foam particles;
Supports tyFlow with instances.