GENERAL:
What's new in HyperShot 1.5?
USABILITY
- Importing geometry and opening .bip files have now been merged into a single button. “Open Model” from the Main menu, or “File Open” from the toolbar (CTLR - O or Command - O) will now allow you to either import geometry or open existing scenes (.bip files).
PERFORMANCE:
Realtime raytraycing:
- Faster realtime calculation of self shadows.
- Improved performance when applying textured materials to objects without texture coordinates.
Material Library:
- The Material Library is now cached. When you first open the Material Library in version 1.5 all materials will be rendered and added to the cache. Next time you start HyperShot and open the Material Library, all materials will be displayed instantly. When adding new materials, only those materials will rendered, and then added to the cache.
Delete Part:
- Objects are now truly deleted from the scene and file when saved
Color picker (Mac):
- Picking the color from the color wheel no longer causes crash when done several times in arow.
RENDERING:
Optional automatic Gamma adjustment for backplate images:
- The user now has the option whether to leave the backplate image in its original state, or to have it automatically gamma corrected.
Realtime ray bounces:
- Ray bounces can now be turned off completely (0), or go as high as 64 bounces in realtime.
Optional “Sharp Shadows” Render Setting:
- Rendered shadows now truly match the realtime shadows. This is a checkbox which is checked by default. When “Sharp Shadows” are not needed based on the applied materials, the user can uncheck the box and thus shorten rendering times.
Sharper textures:
- Textures render now sharper when viewed at grazing angles, i.e . the texture is almost parallel to the direction of the camera view.
Turntable Animation (Pro):
- Fixed UI library memory leak when rendering large turntable animations.
- Multiple objects are now automatically grouped.
- Option to set the rotation center either at the center of the scene or the center of the grouped objects.
TRANSLATORS:
SolidWorks (Windows):
- Importer maintains now texture rotation applied inside SolidWorks. Now you can setup the orientation of all textures per surface inside SolidWorks, and it will be maintained when transferred into HyperShot.
- Fixed bug that caused SolidWorks importer to crash when certain fonts where applied in SolidWorks (SolidWorks Corporation bug fix)
Rhinoceros (Windows & Mac):
- Mac support: It will read the tessellated information that is stored with the Rhino file.
- Windows update: It will read the tessellated information. No longer is the importer limited to just reading geometry.
- Plugin available for Windows (beta). For more information please go here: www.bunkspeed.com/hypershot/rhino
Pro/ENGINEER (Windows):
- Fixed issue with Pro/ENGINEER Wildfire 4 on Windows XP. Importer will now read in Pro/ENGINEER Wildfire 4 data without problems.
IGES (Windows):
- Fixed layering issue when working with IGES files generated by ALIAS
- Support for instanced geometry
LICENSING:
Simplified licensing process:
- Interactive internet activation of trial and permanent licenses.
- Simplified transfer of licenses when replacing computers.
Limited number of trials:
- Trials limited to one time, 15 days. For extended and repeated trials please contact Bunkspeed directly at info@bunkspeed.com.
- New releases will allow new trial.
HyperShot 1.5 is supported on Windows XP 32/64bit, Windows Vista 32/64bit,
Windows Server Edition 2003, Mac OS X 10.4 (Tiger) and 10.5 (Leopard).
HyperShot 1.5 is free of charge for all existing customers!
What is the difference between HyperShot Web, HyperShot HD, and HyperShot Pro?
All HyperShot products feature the exact same features and functions. The difference between the products is resolution. This is equivalent to digital cameras, TVs, digital displays etc.
The difference between the 3 products is as follows:
HyperShot Web – 800 by 450 pixels, totaling 360,000 pixels
HyperShot HD - 1,920 by 1,080 pixels, totaling 2 megapixels, up to 4.1 megapixels rendering resolution
HyperShot Pro - unlimited resolution.
HyperShot Pro also has some additional features such as turntable animation, network rendering readiness, and an additional render mode. HyperShot Pro is available as a node-locked as well as a floating license. Please contact info@bunkspeed.com for further information.
If we buy HyperShot Web or HyperShot HD, will it be possible purchase an upgrade to the next resolution or a full version (no image size limitation)?
Yes. Please check the online store on how to purchase upgrades.
Is it possible to try HyperShot first?
We are providing a limited trial version shortly for download to experience the unbelievable power of HyperShot prior to purchasing. Please visit the HyperShot homepage for more detail. Or click here to go to the download page.
Is HyperShot compatible with dual processors or multiple core machines?
HyperShot will run on any multi-core, multi-processor machine. HyperShot will take full advantage of all available processors by pegging each CPU between 95% - 100%. As the number of processors and/or increases, the performance will also increase at near linear scale.
TECHNICAL:
What CAD formats are compatible with HyperShot?
The first release of HyperShot supports native SolidWorks 2008 and prior part and assembly files,Pro/ENGINEER Wildfire 2, 3, and 4 part and assembly files, Rhino, SketchUp, OBJ, IGES and STEP. For a complete list of supported file formats and applications, please check here.
How can I refine the tessellation of a Solidworks model?
When creating close up images of models, the tessellation may not be fine enough. To change the tessellation inside of SolidWorks, please open Tools > Options. Select Document Properties > Image Quality.
• Move the slider under “Shaded and draft quality HLR / HLV resolution” towards “HIGH”.
• Optionally check “Optimize edge length”.
• Make sure to check “Save tessellation with part document”
Don’t forget to save the assembly.
Caution. Changing these values may result in a significant increase in the data set. Please make sure that you have the proper amount of RAM available to load larger data sets.
How do you apply textures onto a model?
Right now, you can’t apply textures and decals inside HyperShot. Texture mapping and decal placement should be performed inside the 3D modeling application prior to transferring your design into to HyperShot. Make sure you use either obj or the native Solidworks file format to transfer the textures.
Textures are part of the Advanced Material. Material properties can be altered by double-clicking on the part with the texture.
I picked a texture material from the material library, and it doesn’t show up on the object.
If you pick a material that has a texture applied to it, such as any of the woods, carbon fiber et al. and it only shows up with its base color applied, then your model doesn’t have texture coordinates. Right now, HyperShot doesn’t generate texture coordinate upon import. Texture coordinates have to be obtained from the 3D modeling program by applying textures to the model. There may also be other ways of creating texture mapping specific to the application that you are using.
My obj, or IGES file is one single material group when transferring into HyperShot.
When importing obj and IGES files, HyperShot is currently looking at the individual materials that have been assigned, and is assigning material groups based on these. In order to have parts and assemblies broken out into their individual components when using these file formats, please ensure that all individual components have individual materials assigned to them.
Is it possible to use my own high dynamic range (HDR) images?
Yes. As long as the HDR images are in spherical form, the will work inside HyperShot.