Find anything
CTRL + K
Getting Started
Beginning with HOOPS Luminate
Licensing
Evaluating HOOPS Luminate
Tutorials
Tutorials
Startup Tutorials
Hello World!
First App
Using the HOOPS Luminate CLI Wrapper in a WPF Application in C#
Real-Time Tutorials
Integration into an Existing OpenGL Application
Integration into an Existing Metal Application
Building Basic Primitives
Displaying Texts
Adding Edges
Anchoring Viewpoints in a Window
Shapes Hierarchy
Using Instance Counters
Rendering to an Offscreen Buffer
Picking
Picking using a Lasso
Geometry Layers
Material Layers
Using Culling Callbacks for Visibility Control
Transparency
Background Setup: A CAD Style Example
Volume View
Setup a Composite Image
Viewport Shading
Cutting Geometries: A Practical Example
Cutting Geometries: Using Multiple Cutting Planes
Rendering Any Line Thickness Using Quads
Hidden Lines Removal: A Real-Time Example
Applying Polygon Offset to See Edges of a Geometry
Writing Material Controller Properties
Writing a Custom Rendering Shader in ARB
Writing a Custom Rendering Shader in GLSL
Writing a Custom Rendering Shader Using Geometry Program
Cartoon Shading
Environmental Mapping
Creating Panorama
Creating Stereoscopic Panorama
GI Cache and Tone Mapping for Panorama
GI and Light Baking
Applying a Logo Over a Material’s Geometry
A Billboard Example using an Alpha Mask Texture
Stereoscopic Display
Oculus Rift
HTC Vive
Deferred Shading Using Multiple Render Targets
Playing an Animation Clip
Loading and Playing Skeletal Animations
Advanced Real-Time Tutorials
Loading a Simple Landscape
Importing Geometries
Displaying Indoor Models
Building a Geometry
Building a Geometry - Part 1 - Loading a Source Scene
Building a Geometry - Part 2 - Setting Up a GI Cache
Building a Geometry - Part 3 - Adding Lights
Building a Geometry - Part 4 - Adding Reflection Probes
Updating a Geometry
Rendering Tutorials
Denoising an Image
Rendering Large Images
Lighting with Physical Lights
Outdoor Lighting
Generic Material
Using the Realistic Material
Writing a Custom Software Rendering Shader
Adding Displacement Mapping to a Material
Rendering Volumetric Effects
Defining a Custom Volumetric Effect
Rendering Volumetric Clouds
Sketch Rendering
Tracing Custom Rays
Applying Tone Mapping on a Completed Image
Path-Tracing
Rendering Skies
Using Skylight Portals
Background Clouds
Miscellaneous Tutorials
Hidden Lines Removal (Polyhedral HLR)
Generating Vector Graphics
Saving and Reloading a Custom Container
Tasks
Tasks
Application
Accessing to RED Object Interfaces
Assembling a Minimal HOOPS Luminate Application
Setup an Error Callback
Creating a HOOPS Luminate Window using the RED::Factory
Integrating a HOOPS Luminate Window into an Existing OpenGL Window
Creating and Destroying Objects using the RED::Factory
Creating or Accessing the Resource Manager
Writing to HOOPS Luminate Objects using a Transaction
Hardware or Software Startup
Rendering a Window Contents
Software Restart After Failure
Enabling Frame Statistics
Creating or Destroying an Image
Creating or Destroying a Material
Creating or Destroying a Font
Identifying a Computer’s GPU
A GPU’s Installed Driver
Creating and Accessing an Auxiliary VRL’s Render Image
Creating a Viewpoint and Visualizing Shapes
Setup Engine Options
Accessing and Customizing the Memory Allocator
Setting Up a Simple Camera
Scenegraph
Change a Shape Visibility using Layersets
Creating a RED::LayerSet
Creating and Destroying Shapes
Streaming a DAG to a .red File
Update Bounding Spheres for a Hierarchy of Shapes
Adding or Removing Children from a Transform Shape
Setup a Mesh Geometry Channels
Creating a Font
Creating a Text Shape
Creating an Instanced Shape
Creating a Polygon Shape
Material
Creating and Destroying Materials
Enumerating a Material Controller’s Properties
Loading and Duplicating a Material
Creating a Generic Material
Loading a Material from Library
Registering and Adding a Shader to a Material Pass
Writing a Simple Custom Rendering Shader
Adding a Shader Parameter to a Rendering Shader
Defining Software Shader DLL Entry Points
Defining Software Shader Local Entry Points
Iterating Over Lights in a Software Shader
Modifying a Material Priority
Mimicking a Direct Shader Setup for Indirect Rendering Passes
Checking the Availability of Needed Input Geometry Channels
Creating a Realistic Metal Material
Creating a Realistic Glass Material
Creating a Realistic Liquid Material
Creating a Realistic Wood Material
Creating a Realistic Marble Material
Creating a Realistic Cloth Material
Converting PBR Metallic Data to the Realistic Material
Image
Duplicating an Image
Creating a Physical Sky Texture
Creating and Destroying Images
How to Load and Save Image to File?
How to Load and Save Image to .red File?
Creating a Bump Map from Any Image
Scaling a Normal Map
Setting a Render Image
Creating a 2D Image
Creating a 3D Image
Creating a Cube Image
Setting a Background Image
Light
Setup an Ambient Light
Setup a Point Light
Setup a Spot Light
Setup a Directional Light
Setup a Beam Light
Controlling Visibility of a Physical Light Emitter
Setup a Physical Light
Setup a Physical Sun Light
Setup a Physical Moon Light
Setup a Physical Sky Light
Adding Clouds to a Sky Light Shape
Configuring the Sky for a Y-Up Application
Setup a Rectangular Area Light
Enable Shadow Mapping
Turning on Ray-Traced Shadows
File
Accessing to Loaded Data
Creating a .red File
Creating RED Streams
Defining .red File Policy
Load an Encrypted .red File
Loading a .red File
Save an Encrypted .red File
Replaying an Animation using the Data Manager
Loading a File using the Input-Output API
Saving a File using the Input-Output API
Advanced Real-Time Rendering (ART)
Initializing the World
Rendering
Turning on Adaptive Sampling
Enabling GI
Computing a View-Dependent GI Cache
Computing a View-Dependent 360° GI Cache
Computing a World GI Cache
Saving and Loading a GI Cache
Setting an External GI Cache
A Simple Volumetric Effect Example
Mixing Hardware and Software Rendering
Setting Up a HDR Rendering Pipeline
Setting Up Rendering Layers
Enabling Tone Mapping
Interpolating GI for Flickering-Free Animations
Enabling Intel Open Image Denoise
Animation
Creating an Animation Clip Controller
Creating a Skeletal Animation Clip Controller
Creating a Skeletal Animation Blender
Filtering Skeleton Bones
Defining Root Motion Policies for a Walking Character
Doing Smooth Transitions between Skeletal Animations
Merging Skeletal Animations onto Different Body Parts
Miscellaneous
Computing an Automatic White Balance Reference
Using Built-In User Data
Programming Guide
Programming Guide
Building a HOOPS Luminate Application
HOOPS Luminate Features at a Glance
Programming Language
Accessing to RED Object Interfaces
Deployment
Error Tracking
Setup an Error Callback
OpenGL
Metal
Software Startup
Hardware, Hybrid or Software Start
Hardware Event Loop vs. Software Event Loop
Hardware or Software Startup
Software Restart After Failure
Hardware Platforms
REDDriversBaseEditor
GPU Functional Level
Known Hardware Issues
Identifying a Computer’s GPU
A GPU’s Installed Driver
Virtualization Platforms
Resource Manager
Creating or Accessing the Resource Manager
Creating or Destroying an Image
Creating or Destroying a Material
Creating or Destroying a Font
Data Manager
Replaying an Animation using the Data Manager
Windows
Configuring a Window
Integration into an External OpenGL Window
Managing Multiple Windows and External OpenGL Contexts
Creating a HOOPS Luminate Window using the RED::Factory
Integrating a HOOPS Luminate Window into an Existing OpenGL Window
Viewpoint Render Lists
Adding a Background
VRL Anti-Aliasing
Stereoscopy
Creating and Accessing an Auxiliary VRL’s Render Image
Viewpoints
Matrix Transforms in a Cluster
Creating a Viewpoint and Visualizing Shapes
Setting Up a Simple Camera
Options
Setup Engine Options
Transaction Management
Single-Threaded Graphic Applications
Multi-Threaded Performance Critical Applications
Software Rendering and Parallel Data Edition
Modifying Images During a Draw
Writing to HOOPS Luminate Objects using a Transaction
Life Cycle of HOOPS Luminate Objects
Picking
Backbone
Accessing and Customizing the Memory Allocator
Creating or Accessing the Resource Manager
Creating a HOOPS Luminate Window using the RED::Factory
Creating and Destroying Objects using the RED::Factory
Assembling a Minimal HOOPS Luminate Application
HOOPS Luminate Scene Graph Overview
Transform Shapes
Adding or Removing Children from a Transform Shape
Mesh Shapes
Skinned Mesh Shapes
Setup a Mesh Geometry Channels
Line Shapes
Point Shapes
Light Shapes
Real-Time Lights
Physical Lights
Decay Equations
Volumetric Shapes
Text Shapes
Creating a Font
Creating a Text Shape
Instances
Creating an Instanced Shape
Shape Attributes in a Scene Graph
Creating a RED::LayerSet
Change a Shape Visibility using Layersets
Update Bounding Spheres for a Hierarchy of Shapes
Using Built-In User Data
Culling Methods
Creating and Destroying Shapes
Building HOOPS Luminate Materials
Material Layersets
Using Built-in HOOPS Luminate Materials
Using the Generic Material
Creating a Generic Material
Using HOOPS Luminate’s Library of Materials
Using the Realistic Material
Using HOOPS Luminate’s Material Editor
The Material Controller
The Material Controller Scripting Language
Enumerating a Material Controller’s Properties
The Shading Pipeline
Registering and Adding a Shader to a Material Pass
Mimicking a Direct Shader Setup for Indirect Rendering Passes
Checking the Availability of Needed Input Geometry Channels
Writing a Custom Material
Using Built-in Render Shaders
Writing Custom Render Shaders
Adding a Shader Parameter to a Rendering Shader
Configuring a Render Shader Using a State Shader
Default Pass Startup State Shader Configurations
Defining Shader Programs by Hardware Platform
Rendering Priorities
Modifying a Material Priority
Controlling Material Batching
Creating and Destroying Materials
Loading and Duplicating a Material
HOOPS Luminate Textures and Images
Creating Images
Creating and Destroying Images
Duplicating an Image
Loading and Saving Images
Manipulating Images
Creating a Bump Map from Any Image
2D Images
Creating a 2D Image
Setting a Render Image
3D Images
Creating a 3D Image
Composite Images
Cube Images
Creating a Cube Image
Setting a Background Image
Readback Images
Rendering with HOOPS Luminate
Hardware vs. Software Rendering
Mixing Hardware and Software Rendering
Rendering 2D Datasets
Real-Time Rendering of 3D Datasets
Shadow Mapping Detailed
Enable Shadow Mapping
Advanced Shadows in Real-Time
Turning on Ray-Traced Shadows
Setting Up a HDR Rendering Pipeline
Software Rendering of 3D Datasets
Ray-Tracing
Path-Tracing
Global Illumination
Enabling GI
Caustics
Volumetric Effects
A Simple Volumetric Effect Example
Post Processing
Tone Mapping
Enabling Tone Mapping
Denoising
Denoising with Intel Open Image Denoise
Enabling Intel Open Image Denoise
Generating Vector Graphics
Non Photo Realistic Rendering (NPR)
Rendering Large Images
Rendering a Window Contents
Sky Model
Night Sky
Customization of the Model
Adding Clouds to the Sky Texture
Adding Clouds to a Sky Light Shape
Rendering Photo-Realistic Images
Setup the Rendering
Using Physical Lights
Setup Materials
Setup Geometries
Tonemapping Explained
Advanced Real-Time Rendering
Key Advanced Real-Time Features
Quickstart with Advanced Real-Time
Initializing the World
Data Production Workflow
Assembling an Advanced Real-Time Application
Asset Editor
Performance and Hardware
Rendering Large Assemblies
Defining the Scene Graph Architecture
Choosing a Shading Model
Reducing the Geometry Bandwidth
A Parallel Application Architecture
Levels Of Detail
Data Streaming
Floating Origins
Analyzing Performances
Hardware Display Performances
Software Display Performances
Memory Usage
Modifying Engine Data
Anti-Aliasing
Enabling Frame Statistics
Importing Data
Autodesk 3DS Max Plug-In
DWG Import using Teigha
Document Architecture
Converting Geometries
Materials and Lighting
Parasolid Import
Input-Output API
Saving a File using the Input-Output API
The .red File Format
Saving .red Files
Loading .red Files
Loading a .red File
Animation System
Skeletal Animation
Blending Skeletal Animations Together
Creating a Skeletal Animation Blender
Doing Smooth Transitions between Skeletal Animations
Merging Skeletal Animations onto Different Body Parts
Filtering Skeleton Bones
Creating an Animation Clip Controller
Defining Root Motion Policies for a Walking Character
Creating an Animation Clip Controller
Rendering Clouds of Points: A Dynamic Point Splatting Example
How to Handle Efficiently the High Number of Points?
Preparing the Point Shape Data
Writing Shaders to Render the Points
Filtering the Noise
Improving CAD Graphics
Sourcing Informations
Setup a Sun Shadowing Workflow
Setup Environment Maps
Computing Ambient Occlusion
Assembling New Materials
HDR Rendering Pipeline
API References
HOOPS Luminate API Reference
Functions
Classes and Data Structures
Files
ART.h
ART
ARTFactory.h
Factory
ART
ARTIAssetManager.h
IAssetManager
ART
ARTIAtlas.h
IAtlas
ART
ARTICamera.h
ICamera
ART
ARTIEntity.h
IEntity
ART
ARTIGeometry.h
IGeometry
ART
ARTILight.h
ILight
ART
ARTIMaterial.h
IMaterial
ART
ARTIObserver.h
IObserver
ART
ARTIOptions.h
IOptions
ART
ARTIPlanet.h
IPlanet
ART
ARTIReflectionProbe.h
IReflectionProbe
ART
ARTIStar.h
IStar
ART
ARTIStatistics.h
IStatistics
ART
ARTIWorld.h
IWorld
ART
RED.h
RED
REDAnimationClip.h
AnimationClip
RED
REDAnimationData.h
AnimationData
RED
REDAxisAlignedBoundingBox.h
AxisAlignedBoundingBox
RED
REDBoundingSphere.h
BoundingSphere
RED
REDChunkInterpretersDictionary.h
ChunkInterpretersDictionary
RED
REDCID.h
CID
RED
REDColor.h
Color
RED
REDFactory.h
Factory
RED
REDFileSystemTools.h
FileSystemTools
RED
REDFrameStatistics.h
PassStatistics
ViewpointStatistics
FrameStatistics
RED
REDIAnimationClipController.h
IAnimationClipController
RED
REDIChunkInterpreter.h
RED
REDIChunkSaver.h
IChunkSaver
RED
REDICloudsVolumeShape.h
ICloudsVolumeShape
RED
REDIDataManager.h
IDataManager
RED
REDIFont.h
IFont
RED
REDIGeometryDatabase.h
IGeometryDatabase
RED
REDIGICache.h
IGICache
RED
REDIGraphicDevice.h
GPUID
IGraphicDevice
RED
REDIImage.h
IImage
RED
REDIImage2D.h
IImage2D
RED
REDIImage3D.h
IImage3D
RED
REDIImageComposite.h
IImageComposite
RED
REDIImageCube.h
IImageCube
RED
REDIImageReadback.h
IImageReadback
RED
REDILicense.h
LicenseTime
ILicense
RED
REDILightShape.h
ILightShape
RED
REDILineShape.h
ILineShape
RED
REDImageTools.h
ImageTools
RED
REDIMaterial.h
IMaterial
RED
REDIMaterialController.h
IMaterialController
RED
REDIMaterialControllerProperty.h
IMaterialControllerProperty
RED
REDIMeshShape.h
IMeshShape
RED
REDIMoonLightShape.h
IMoonLightShape
RED
REDIObject.h
IREDObject
RED
REDIOptions.h
IOptions
RED
REDIOTools.h
IOTools
RED
REDIPhysicalLightShape.h
IPhysicalLightShape
RED
REDIPointShape.h
IPointShape
RED
REDIREDFile.h
FileHeader
FileInfo
IREDFile
RED
REDIReferenceManager.h
IReferenceManager
RED
REDIReferenceSolving.h
IReferenceSolving
RED
REDIResourceManager.h
IResourceManager
RED
REDIShape.h
IShape
RED
REDISkeletalAnimationBlender.h
ISkeletalAnimationBlender
RED
REDISkeletalAnimationController.h
ISkeletalAnimationController
RED
REDISkyLightShape.h
ISkyLightShape
RED
REDISoftBucket.h
ISoftBucket
RED
REDISoftLight.h
ISoftLight
RED
REDISoftRayContext.h
ISoftRayContext
RED
REDISoftRenderingContext.h
ISoftRenderingContext
RED
REDISoftShaderContext.h
ISoftShaderContext
RED
REDIStream.h
IStream
RED
REDISunLightShape.h
ISunLightShape
RED
REDITextShape.h
ITextShape
RED
REDITransformShape.h
ITransformShape
RED
REDIUserData.h
IUserData
RED
REDIViewpoint.h
IViewpoint
RED
REDIViewpointRenderList.h
IViewpointRenderList
RED
REDIVolumeShape.h
IVolumeShape
RED
REDIWindow.h
IWindow
RED
REDLayerSet.h
LayerSet
RED
REDMath.h
RED
REDMatrix.h
Matrix
RED
REDMemoryAllocator.h
MemoryAllocator
RED
REDMemoryLeakTracker.h
MemoryLeakTracker
MemInfos
RED
REDMutex.h
Mutex
RED
REDNoise.h
Noise
RED
REDObject.h
Object
RED
REDOptionList.h
RED
REDPostProcess.h
PostProcess
RED
REDProduct.h
Product
RED
REDQuaternion.h
Quaternion
RED
REDRandom.h
RNG
Random
FastRandom
RED
REDRayCutoffShader.h
RayCutoffShader
RED
REDRayGIDiffuseShader.h
RayGIDiffuseShader
RED
REDRayGIReflectionColorShader.h
RayGIReflectionColorShader
RED
REDRayGIRefractionColorShader.h
RayGIRefractionColorShader
RED
REDRayReflectionShader.h
RayReflectionShader
RED
REDRayRefractionShader.h
RayRefractionShader
RED
REDReflectionShader.h
ReflectionShader
RED
REDRenderCode.h
RenderCode
RED
REDRenderLayer.h
RenderLayer
RED
REDRenderShader.h
RenderShaderData
RenderShader
RED
REDRenderShaderAAFilter.h
RenderShaderAAFilter
RED
REDRenderShaderAmbient.h
RenderShaderAmbient
RED
REDRenderShaderAnisotropic.h
RenderShaderAnisotropic
RED
REDRenderShaderEdges.h
RenderShaderEdges
RED
REDRenderShaderEnvironmental.h
RenderShaderEnvironmental
RED
REDRenderShaderLambert.h
RenderShaderLambert
RED
REDRenderShaderLogo.h
RenderShaderLogo
RED
REDRenderShaderParameter.h
RenderShaderParameter
RED
REDRenderShaderPhong.h
RenderShaderPhong
RED
REDRenderShaderRefractionEffect.h
RenderShaderRefractionEffect
RED
REDRenderShaderSectionCut.h
RenderShaderSectionCut
RED
REDRenderShaderSolid.h
RenderShaderSolid
RED
REDRenderShaderText.h
RenderShaderText
RED
REDRenderShaderVertexColor.h
RenderShaderVertexColor
RED
REDRenderShaderViewport.h
RenderShaderViewport
RED
REDShader.h
Shader
RED
REDShaderProgramID.h
ShaderProgramID
RED
REDShaderString.h
ShaderString
RED
REDShapePath.h
ShapePath
LeafData
RED
REDSoftShaderCallback.h
SoftFrameBufferSample
RED
REDState.h
State
RED
REDStateShader.h
StateShaderPlatformData
StateShader
RED
REDSTL.h
Vector
Map
RED
REDStreamingPolicy.h
StreamingPolicy
RED
REDString.h
String
RED
REDThreads.h
Thread
RED
REDTimer.h
Timer
RED
REDUserData.h
UserData
RED
REDUserDataRaw.h
UserDataRaw
RED
REDVector3.h
Vector3
RED
REDVector4.h
Vector4
RED
REDVersion.h
Version
RED
REDVolumetricEffect.h
VolumetricEffect
RED
REDVolumetricEffectBoxVolume.h
VolumetricEffectBoxVolume
RED
REDVolumetricEffectClouds.h
VolumetricEffectClouds
RED
REDVolumetricEffectLightVolume.h
VolumetricEffectLightVolume
RED
REDWindowRenderInfo.h
REDMetalCommandQueue
WindowRenderInfo
RED
RNETAdapter.h
Adapter
RNET
RNETAddress.h
Address
RNET
RNETIMessage.h
IMessage
RNET
RNETIPeer.h
IPeer
RNET
RNETLog.h
LogEntry
RNET
RNETSystem.h
System
RNET
RFK.h
RFKTutorialApplication.h
EventInfo
UserVariable
TutorialApplication
RED
RFK
Namespaces
ART
Factory
IAssetManager
IAtlas
ICamera
IEntity
IGeometry
ILight
IMaterial
IObserver
IOptions
IPlanet
IReflectionProbe
IStar
IStatistics
IWorld
RED
AnimationClip
AnimationData
AxisAlignedBoundingBox
BoundingSphere
ChunkInterpretersDictionary
CID
Color
Factory
FastRandom
FileHeader
FileInfo
FileSystemTools
FrameStatistics
GPUID
IAnimationClipController
IChunkSaver
ICloudsVolumeShape
IDataManager
IFont
IGeometryDatabase
IGICache
IGraphicDevice
IImage
IImage2D
IImage3D
IImageComposite
IImageCube
IImageReadback
ILicense
ILightShape
ILineShape
ImageTools
IMaterial
IMaterialController
IMaterialControllerProperty
IMeshShape
IMoonLightShape
IOptions
IOTools
IPhysicalLightShape
IPointShape
IREDFile
IREDObject
IReferenceManager
IReferenceSolving
IResourceManager
IShape
ISkeletalAnimationBlender
ISkeletalAnimationController
ISkyLightShape
ISoftBucket
ISoftLight
ISoftRayContext
ISoftRenderingContext
ISoftShaderContext
IStream
ISunLightShape
ITextShape
ITransformShape
IUserData
IViewpoint
IViewpointRenderList
IVolumeShape
IWindow
LayerSet
LicenseTime
Map
Matrix
MemoryAllocator
MemoryLeakTracker
Mutex
Noise
Object
PassStatistics
PostProcess
Product
Quaternion
Random
RayCutoffShader
RayGIDiffuseShader
RayGIReflectionColorShader
RayGIRefractionColorShader
RayReflectionShader
RayRefractionShader
ReflectionShader
RenderCode
RenderLayer
RenderShader
RenderShaderAAFilter
RenderShaderAmbient
RenderShaderAnisotropic
RenderShaderData
RenderShaderEdges
RenderShaderEnvironmental
RenderShaderLambert
RenderShaderLogo
RenderShaderParameter
RenderShaderPhong
RenderShaderRefractionEffect
RenderShaderSectionCut
RenderShaderSolid
RenderShaderText
RenderShaderVertexColor
RenderShaderViewport
RNG
Shader
ShaderProgramID
ShaderString
ShapePath
SoftFrameBufferSample
State
StateShader
StateShaderPlatformData
StreamingPolicy
String
Thread
Timer
UserData
UserDataRaw
Vector
Vector3
Vector4
Version
ViewpointStatistics
VolumetricEffect
VolumetricEffectBoxVolume
VolumetricEffectClouds
VolumetricEffectLightVolume
WindowRenderInfo
RFK
EventInfo
TutorialApplication
UserVariable
RNET
Adapter
Address
IMessage
IPeer
LogEntry
System
Additional Resources
Release Notes
HOOPS Luminate 2024.7.0
HOOPS Luminate 2024.6.0
HOOPS Luminate 2024.5.0
HOOPS Luminate 2024.4.0
HOOPS Luminate 2024.3.0
HOOPS Luminate 2024.2.0
HOOPS Luminate 2024.1.0
HOOPS Luminate 2024
Redway Legacy Release Notes
REDsdk 5.3
REDsdk 5.3 API Changes
REDsdk 5.2
REDsdk 5.2 API Changes
REDsdk 5.1
REDsdk 5.1 API Changes
REDsdk 5.0
REDsdk 5.0 API Changes
REDsdk 4.3
REDsdk 4.3 API Changes
REDsdk 4.2
REDsdk 4.2 API Changes
REDsdk 4.1
REDsdk 4.1 API Changes
REDsdk 4.0
REDsdk 4.0 API Changes
Acknowledgements
Downloads
Utilizing CMake with Samples
Material Library
Archives
Support
Community Forum
Knowledge Base
Support
Contact Us
HOOPS Luminate
Tutorials
Advanced Real-Time Tutorials
Building a Geometry
Previous
Next
Building a Geometry
Building a Geometry - Part 1 - Loading a Source Scene
Building a Geometry - Part 2 - Setting Up a GI Cache
Building a Geometry - Part 3 - Adding Lights
Building a Geometry - Part 4 - Adding Reflection Probes
Updating a Geometry