A unique architecture for unique results...
Thanks to FreshEngine® unique massive instancing paradigm, you can now quickly create worlds of virtually unlimited size and detail. Now it is worth for artists to add details to their objects for they will be used thousands of times in a level. This helps maintaining even quality throughout all levels while having fast production schedule.
Instancing allows Low trafic on the main bus and low CPU usage. A single reference geometry loaded into VU1 memory can be drawn several dozens of time in a single view. Each instance can have a different position, orientation, non-uniform scale and shader. Each instance has its own per-vertex lighting.
All this is entirely done within VU1 with the geometry (by far the largest data set) never moving out from the VU1 memory, litterally acting like a rendering cache.
A plethora of special effects...
Particles
FreshParticle system is Maya® compatible. Create your particle effects directly within your Maya® scene, use various kind of emmiters, render types and fields to shape up the desired effect.
Water
FreshWater uses a bezier patches system with procedural displacement waves. The system is versatile enough to create various type of water surfaces and conditions. Simply create bezier patches in your scene, attach the water displacement shader with the right parameters and off you go. Remember you can tweak parameters with FreshTuner and see the result in realtime on the target.
Superior rendering quality
Advanced shaders
Both characters and environments can benefit from Fresh advanced shaders. These renders for example use a shiny shader that requires only 2 passes, and 4 bit textures, for lighting fast rendering and low texture memory footprint. On average, textures for a character are kept well under 100KB, with top noch quality in the end.
Create Emotion
Bring your character to live with advanced palette skinning of up to 3 influences. Animate more bones than ever with the super fast, scratchpad intensive, 4 channels blending animation engine.
Vast and detailed environment...
The massive instancing paradigm not only provides outstanding performances...
... it allows you to create huge worlds while keeping the memory usage very low.
No matter where you stand in the scene, there is always detail...
You'll thank your artists for doing heavy geometries now !
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