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Bunkspeed is proud to present HyperShot 1.9. Decals are
finally here! This much anticipated update introduces
all new texture mapping tools for non-transparent
materials allowing your to place textures and decals on
any surface, across multiple surfaces, on any
non-transparent material. 1.9 also introduces major
workflow improvements throughout the entire application,
such as being able to automatically apply materials when
importing another object into a scene, and control
numerical input interactively by using dials. Some
features are still labeled “beta”, yet are robust enough
for production work. HyperShot 1.8 is a free upgrade
from any previous version for all existing customers. |
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NEW FEATURES
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 option to
retain all materials & 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 & 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.
SolidWorks plugin (PC)
- A plugin for SolidWorks 2008 and later is now
available.
SketchUp 7 support (PC/Mac)
- 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 (PC/Mac)
- Import Collada files directly into HyperShot.
FBX (PC/Mac)
- The FBX importer has been optimized for the Windows
64bit version to read in large data files, assuming that
you have enough RAM installed.

IMPROVEMENTS
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.
Pro features
- Render Queue / Render in Separate Process:
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- "Adjust Backplate” state in Image tab will always be
respected.
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- Turntables obtain unique naming when processed through
Render Queue.
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- Shadow quality setting in render tab will be
respected.
- Region Render
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- Region box drawn from any corner will produce same
results. |