Recently, Silicon Studio, best known for developing 3D Dot Heroes and Bravely Default, showed off their rendering engine Mizuchi. The engine, which can currently render at 1080p and 30 FPS, was put on display and a variety of features, ranging from physics-based rendering to shaders. Here’s a handy list of features from Mizuchi, courtesy of DualShockers. Don’t forget to check out the video above!

Features:

Physically Based Rendering

With Mizuchi’s physically based rendering engine, users can easily achieve rich material expression that stands up under any lighting conditions in real-time. Materials that can be expressed includes, metal, wood, glass, cloth and leather.

High Customizability

Mizuchi provides an easily customizable rendering pipeline to meet the various needs of any project. Design and build your own rendering pipeline.

Integration of “Mizuchi” Runtime

Users can benefit from beautiful and realistic visuals by replacing the rendering component of their game engine with Mizuchi.

Workflow of “Mizuchi”

Mizuchi provides seamless workflow from DCC tools to runtime.

  • 1.Export popular texture and model file formats created from paint and DCC tools.
  • 2.Author material and lighting using Mizuchi editing tool.
  • 3.Export scene to a custom Mizuchi scene format and use it in the Mizuchi runtime.

Mizuchi Use Cases

In Game Rendering Engines

  • 1.Integrate Mizuchi rendering engine for new game titles.
  • 2.Replace rendering component for existing game engines.

Interactive Visualization Application in Building/Industrial Products.

  • 1.High quality rendering comparable to offline rendering.
  • 2.Design and visualization products using our rich material system.

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Nikola Katardjiev
You can contact me at [email protected] Hello, my name is Nikola and I'm Gamnesia's Content Director. My job on this site involves managing all our weekly content, and ensuring that they have a timely release date, but I also contribute with the daily news grind and the occasional editorial. I've grown up with video games, but have only recently taken an active interest in writing and discussing them at a deeper level. My history with games has been very Nintendo-focused, but my tastes have changed a bit over time and I now mostly do my gaming on my PC. If you're interested in my work, you can read a small selection below: Assassin's Creed Unity And The Death of 30 FPS Games Are not Ready to be Art The Rise of PC Gaming: How Valve Conquered a Digital World How Fear of Change Set Console Gaming Back

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