This document describes the various differences between the Classic Render Pipeline in Viz Engine 3.x and the Viz Engine Render Pipeline introduced in Viz Engine 4. As the Viz Engine Renderer is a new implementation, there are known incompatibilities when switching between Classic and Viz Engine Render blades. 

Features and missing functionality will be added in future versions. For a list of known limitations, please refer to Viz Engine Release Notes.

Conversion Tools

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Moving existing scenes from the Classic Render Pipeline to the Viz Engine Render Pipeline requires some changes in how to design your scenes or how to use certain plug-ins. Some functions provided by plug-ins are now integrated either directly into the new Viz Engine Render Pipeline or are now obsolete.

Viz Engine version 5.3 and newer provide basic tools to automate these tasks, however, these tools can only assist in basic tasks and do not perform a complete conversion, some manual adjustment is still needed. The tools are located in the Conversion Tools dock. The following tools are supported for now, the functionality will be extended in the next versions of Viz Engine.

Open a Classic Scene, change the Render Engine to the Viz Engine Render Pipeline and choose which type of helper you want to use:

Materials

Creates a new Phong material based on the same settings as the classic material. Existing textures are set into the Phong color part.

Lights

Creates compatible lights based on the existing classic lights. All classic lights are reconstructed as new Engine Renderer lights inside the scene tree. Unused lights are not needed, can be deleted afterwards.

Texts

Converts existing Classic text objects to the new font render system in Viz Engine Renderer. The tool convert the original font data into the new format and replace the Classic Text plug-in to Viz Engine Renderer Font.

Classic Text objects can also be converted on a container base level by usign the context menu and choose the “Convert Classic Text…” entry.

Information: The original base font needs to be available on the Graphic Hub to allow a correct conversion.

Particles

Helps in transitioning old ParticleFX objects into the new Particle System.

Feature Replacement Table

The following table lists differences between the Classic Render Pipeline and how to achieve the same on the Viz Engine Render Pipeline.

Classic Render Pipeline Feature

Viz Engine Render Pipeline Feature

Comment

Shaders in General

-

Classic Shaders do not work anymore in the Viz Engine Render Pipeline. This affects all fragment as well as vertex Shaders (for example: RTT, PixelFX etc.).

Global Scene lights

obsolete

Scene lights have been replaced with container-based Viz Engine lights.

HDR Lighting

obsolete

HDR environment rendering is an essential part of the Viz Engine Render Pipeline.

Viz Engine scenes require a global environment for rendering.

Front- and Back-Layer

supported for compatibility

Front- and Back-Layer in the Viz Engine Render Pipeline use internal GFX channels for compatibility reasons.

Self Layered Scenes

removed

Self layered scenes (Same scene in Front- and/or Backlayer) are not supported in the Viz Engine Render Pipeline.

Stencil Shadows

removed

Deprecated - Only Shadowmaps are supported.

Projector and Projector Target

removed

Bump Map Shader

obsolete

Integrated into PBR Materials as normal/height map.

Glow

removed

The old Glow Implementation was quite slow and has been dropped. It should be replaced by Bloom effects.

Per Object Lighting

obsolete

Per object lighting has been replaced with container-based Viz Engine lights.

Multitexturing

removed

Replace with Texture Slot plug-in.

Image Blending

removed

Dynamic Scene

obsolete

Dynamic Scenes are not supported anymore, use GFX Channels or Scene Views instead.

Dynamic Texture

obsolete

Dynamic textures are not supported anymore. Try to replace them with Viz Engine Shaders or Texture Renderers if needed.

Interactivity using Viz Scripting Language

partially implemented

Simple mouse object picking is supported already to allow for some base interactivity with Viz Engine Renderer.

Tonemapper, Gamma Correction and Color Spaces

The Viz Engine Render Pipeline is designed to be in linear space whereas the Classic Render Pipeline is sRGB. If pixels are alpha blended, there can be different colors that get blended due to linearization. The Viz Engine Renderer can automatically apply Tonemapping Effects, Gamma corrections etc.

For Media Assets that should not be touched by these effects please use the Masking plug-in.