General

At Cylindo, we’re bringing together a decade of experience in CGI product visualization,  making it easily usable for brands and retailers. Cylindo is a product visualization platform that provides photorealistic visuals and tools to engage and convert audiences across web channels. Our proprietary and automated rendering technology transforms data and images into 4K photorealistic imagery while also supporting unlimited variations of products. We make product visualization easy for furniture retailers and brands. Using the 360 HD Viewer product from our platform, companies can show any product from any angle in any variation.

Our mission is to give retailers and brands access to quality content with a single click — no more product visualization pains, no more expensive photo shoots and labor-intensive content management. The Cylindo Platform automates visualization of any product from any angle and in any variation. We integrate seamlessly with any digital environment, and our powerful analytics provide unique insights that help drive better business decisions.

This document exclusively deals with the material creation process and standards that are built on our current PBR material workflow and pipeline. For that purpose, this document aims to establish a common overview of our material standards through three aspects on which our material production is founded:

  • Standards - refers exclusively to how the materials are created throughout the PBR material workflow processes with our pipeline dependencies. These standards depend on and are related to many aspects of material production, such as:
    • required material reference swatch size (very important);
    • whether the swatch reference is physical or digital material;
    • material type along with its characteristics;
    • creating the seamless aspect of the texture and its PBR output (very important);
    • material shader graph/template with its predefined settings using roughness approach;
    • reduced and simply made calibrated material shader, where all aspects of the material are superposed in layers;
    • color correction approach and our predefined parameters with our pipeline;
    • restrictions in a particular domain of material production and their dependencies with our pipeline, such as support of glass and translucent materials, not fully supported use of displacement etc.;
  • Optimization - refers exclusively to optimization of rendering time that depends on renderings:
    • use of standards mentioned above - processes;
    • use of predefined material and render settings (presets) per different material types given as such in the material publisher tool that uses optimized data settings, such as:
      • rendering resolution and upscaling;
      • use of V-Ray denoiser;
      • max depth limitation;
      • image sampling, subdivs settings,
  • Quality - refers to predefined principles of how we evaluate and measure quality:
      • alignment using exact reference images as source of truth when we create materials (very important);
      • limits regarding rework iterations (internal and client);
      • required offset of how and to what extent we understand and evaluate the quality of the produced material in teams of: structure and color vs. physical material reference, material perception, etc.

It is of particular importance to understand these three dependencies through which the material is processed and how they contribute to the final material appearance output, so they can be located during the material creation processes and the possible impact (limitation) of each of them can be known.

 

System Requirements

Qualified Operating Systems:

  • Windows 10 (64-bit)
  • Windows 11 (64-bit)

Requirements:

  • Autodesk / 3ds Max 2021
  • Chaos Group / V-Ray 5 Build 5.10.02 (update 1.2)

Release Date:

14-03-2024

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