What's new in Bunkspeed Shot (formerly HyperShot) 1.921

Oct 17, 2009
  • New Features
  • All new bump mapping
  • Place a bump map on any material including metal, plastic, glass, xray, and thinfilm, using any JPEG, TIFF or PNG image.
  • Choose from various mapping types (uv, box, planar, cylindrical, spherical).
  • Alpha/Transparency channel is supported for bump decal creation.
  • Combine with textures on non-transparent materials for the most realistic look.
  • Use of true normal maps instead of image file to get the most refined look for bump maps.
  • Bump dialog has the same functions as the new and improved texture dialog.
  • Improved texture manipulation
  • Place the center of the texture or decal exactly at the position you want on the model with a single mouse click.
  • When experimenting with various textures and decals, a “Reset” button lets you quickly reset all values to quickly start over “with a clean sheet of paper.”
  • “Intensity” let’s you control the brightness of the texture on the object with a given material.
  • Environment height adjustment
  • Move the environment up or down relative to its overall size. This gives users greater control over placement of light and reflection of the environment (HDRI).
  • Better ground shadows
  • When rendering the final image, you will notice that the ground shadows are now calculated cleaner every time the “Shadow Quality” parameter is increased.
  • Interactive realtime window resizing
  • Grab the lower right hand corner with the left mouse button and interactively change the size of the realtime window. The aspect ratio will be maintained.
  • The realtime window size and final render output size are also connected. Changing the realtime window size interactively or numerically will update the render output size accordingly.
  • Remember on screen positions of dialogs
  • Remember on screen positions of dialogs: In addition to the main dialog and the material library HyperShot now remembers the position of the “Move Object”, “Material Edit”, “Texture Map”, and “Bump Map” dialog during the current session as well as upon restart.
  • Remember last opened folder.
  • Remember last 5 opened scenes that you’ve worked with under “File”, “Open Recent ...”.
  • Size of material library window is stored when closed.
  • More Interactive dials in addition to numeric input
  • Interactive dials have been added to the “Move Object” dialog, as well as “Environment Size.”
  • Improvements and Bug Fixes
  • UI improvements
  • Saving renderings now remembers the custom path.
  • “Alpha channel” is only available for TIFF and EXR. Status gets saved with the file.
  • Render performance
  • Render performance has been dramatically improved when rendering materials with certain textures.
  • Using HDRIs for texture mapping
  • Improved handling of multiple HDRIs mapped onto object within a scene.
  • Anisotropic material
  • All issues that potentially reveal facets or dark patches after applying anisotropic material have been resolved.
  • Region Render (Pro only feature)
  • Users can now use Region Render when the camera position is locked
  • Improved Pro/ENGINEER importer
  • Pro/ENGINEER assemblies now maintain the same orientation and scale when added to a scene that was created through the Pro/ENGINEER plugin.
  • Improved SolidWorks importer
  • SolidWorks assemblies with hidden and compressed parts maintain the status when imported into HyperShot.
  • Support for Windows Xp/Vista 64bit.

New in Bunkspeed Shot (formerly HyperShot) 1.8 (Apr 14, 2009)

  • All new texturing system for non-transparent materials:
  • Planar, uv, box, cylindrical (beta) and spherical (beta) mapping of textures and decals across multiple surfaces
  • Scale, rotate and move textures interactively over surfaces,
  • Map onto new models or objects in existing scenes, independent of their origin.
  • Supported materials are Metal, Anisotropic, Metallic Paint, Plastic, Diffuse, and Flat.
  • Retain Materials upon import (beta):
  • When importing multiple objects, users have the option to retain all materials and textures that have been previously assigned to the object in the scene.
  • All materials and textures can be changed and controlled independently.
  • Interactive dials in addition to numeric input:
  • Dials have been added to most numeric input fields to give users the ability to work even more interactively with their objects, textures and lighting.
  • Remove all geometry from scene:
  • This gives users the ability to remove all geometry from the scene at once without having to delete each part individually.
  • Depth of Field Quality:
  • When rendering the final image, you can control the “noise” of the area that is out of focus. The higher the Depth of Field quality is set, the less “noisy” the area out of focus will get.
  • Improved workflow when working with textures and decals:
  • HyperShot allows you to apply a texture to any part of the model. For maximum control of texture wrapping it is still recommended to perform the texture mapping in the modeling software first.
  • SketchUp 7 support:
  • The SketchUp importer has been updated to read in SketchUp 7 files. The plugin for SketchUp has also been updated to work with SketchUp 7 and HyperShot.
  • Collada importer:
  • Import Collada files directly into HyperShot.
  • FBX:
  • The FBX importer has been optimized for the Windows 64bit version to read in large data files, assuming that you have enough RAM installed.
  • General improvements:
  • Prevent material and main dialog to open outside the actual screen when the screen resolution has changed.
  • Fixed error reading texture map names with “” in obj files..
  • Rendering:
  • Improved texture calculation during rendering results in cleaner textures on the model.
  • Fixed indirect lighting through alpha mapped general material will yield correct self shadows.
  • Performance:
  • Ground shadows calculate faster in realtime with higher shadow quality settings.
  • Reduced memory calculations for shadow calculation.
  • Reduced memory consumption when calculating materials in material library.
  • Reduced maximum realtime trace level setting to 32.