Vue Complete

Vue Complete

Overview

 

 

The Complete Digital Nature Solution for 3D Artists

Designed for expert 3D artists and graphics studios, Vue Complete 2014 provides a complete solution for natural 3D scenery.

While maintaining unequaled user friendliness, Vue Complete 2014 combines into a single package a multitude of cutting-edge features that let you easily create and control rich EcoSystems™ of wind-swept trees and plants, hyper-realistic spectral atmospheres and detailed terrains in fully animated scenes.

Top reasons to get Vue Complete 2014

  • Easy learning curve!
  • Quickly achieve professional results!
  • Advanced 3D scenery management!
  • Interactively paint entire forests!
  • Dynamic wind and breeze effects!
  • Photo-realistic radiosity lighting!
  • Load and render Poser characters!
  • Extended natural 3D animation power!
  • Direct access to Cornucopia3D content!
  • Export content to other 3D applications!

Modules

Vue Complete 2014 includes all the optional modules for Vue. It adds the EcoPainter, Zephyr, AdvancedGraph, KronosFX and Exporter modules to Vue Studio. Vue Complete 2014 also ships with an extensive collection of preset trees, buildings, scenes, characters, etc.

 

More information on the different modules for Vue is available at www.cornucopia3d.com.

 

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The EcoPainter lets you accurately and interactively spread and control your EcoSystem populations using your mouse or pressure sensitive tablet. EcoSystem instances are automatically dropped and aligned to the surface as you paint them. You can select, move, resize or delete entire populations with a stroke of your mouse.

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Wind adds a whole new dimension to your animations! Create entire forests with millions of animated windswept trees, add per-plant wind effects or blow on groups of plants using animatable ventilators!

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With the AdvancedGraph module included in Vue Complete 2014, you get "behind the scene" access to your creations. Create advanced object interactions, custom material shaders, or link object and material properties together using the Scene Graph approach.

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Thanks to KronosFX, you get full animation power. Render high-resolution animations, fine-tune your object keyframing by accessing the animated property curves, create rotoscoping effects, etc.

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Export the content of your Vue scenes to other applications, in full 3D quality. Generate fully-textured meshes, high-definition sky-maps or detailed terrain maps for import in other 3D applications.

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Thanks to the EcoSystem module included in Vue Complete 2014, you can create and edit your own EcoSystem materials. Control the size, color, orientation, placement, density, etc. of your EcoSystem populations. Create layered EcoSystems and adjust the affinity between the different layer populations.

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With the Botanica Plant Editor, Vue Complete 2014 lets you customize the included SolidGrowth plants to create your own, unique plant species. Adjust the settings for the entire plant, or work on individual subsets (trunk, branches leaves...). Save your newly created species to create slightly different plants each time.

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With LightTune, pump up your lighting effects with advanced features such as detailed per-object light influence, AccuShadows™ shadow mapping, spotlight view-through and custom attenuation graphs.

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Fully control even the most complex scenes thanks to DeepAccess. Add an unlimited number of layers. Link and incorporate imported objects and maps with dynamic updates. Sort objects by size, type or name. Easily manage and modify multiple object instances.

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With HyperVue, dramatically cut down render times by distributing your render jobs accross a network of up to 5 computers (Macintosh or Windows). Easily set up and manage the render network with the included SmartCow™ and NewCow™ technologies.

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The RenderUp module, included with Vue Complete 2014, lets you render images without any limitation of size nor quality (other than system resources). It also grants you advanced control over the Vue rendering engine.

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The 3DImport module, also part of Vue Complete 2014, lets you import content created with other 3D applications. Thanks to 3DImport, Vue Complete 2014 can read and import 3D objects in all popular formats, complete with texturing information.

This includes the ability to natively load static or animated Poser characters, re-pose them directly inside of Vue, and even render them using the Poser shading tree!

 

Vue Complete 2014 ships on two disks, packed full of quality content for use in your scenes.

The content included with Vue Complete 2014 features over 190 3D objects (of which 18 animals, 28 buildings, 5 characters, 21 vehicles, etc) as well as over 50 additional plant species and 10 new sets.

Feature List   

Following is the complete feature list of Vue Complete 2014. "NEW!" indicates a new feature based on a comparison with Vue 11 Complete.


 

Lighting

  • Global Illumination.
  • Global Radiosity.
  • NEW! Physically accurate Photometric sunlight model.
  • Fast in-depth computation of reciprocal object lighting for accurate indoor lighting.
  • Radiosity engine optimized for: Indoor or infinite scenery.
  • Global ambiance.
  • Ambient occlusion with user definable occlusion range.
  • HDRI support.
  • NEW! Photometric lighting produces physically plausible HDR outputs.
  • Image based lighting.
  • Background and environment mapping.
  • Sub-Surface Scattering: Absorption.
  • Sub-Surface Scattering: Multiple Internal Scattering.
  • Easy GI single slider Global Illumination render quality setting.
  • Adjustment of Global light intensity.
  • Indirect lighting can be ignored on specific objects.
  • Influence of specific lights can be ignored from the Radiosity solution.
  • Advanced control over the indirect lighting engine.
  • Separate map option for background, IBL and global reflection map channels.
  • Shadow and volumetric light optimization for dramatic increase in rendering speed.
  • Light gels with realistic projection modes.
  • Adjustable light shadow density, negative lights.
  • Enable diffuse and highlight on a per-light basis.
  • Custom light intensity vs. distance profiles.
  • Lights can affect specific objects only.
  • Variable light color based on distance to light.
  • Area light panel for soft, natural lighting.
  • NEW! Higly optimized unbiased Area Light rendering algorithms minimizes noise.
  • Light emitting objects.
  • One-click conversion of objects into light sources.
  • Fast, fake caustics in the shadows of transparent materials. Caustics realistically depend on the Index of Refraction.
  • Accurate computation of caustics in the shadows of transparent objects.
  • Realistic optional "spreading" of the light spectrum in caustics (rainbow-prism effect).
  • Per-light adjustment of the quality of soft shadows.
  • Complete lens flare system.
  • Controllable lens flares per light.
  • Lens flare editor.
  • Lens flare reflections editor.
  • Polygonal reflections.
  • Point light, Quadratic point light, Spotlight, Quadratic spotlight, Directional light.
  • NEW! Turn Point Lights and Spot lights into Photometric lights.
  • NEW! Photometric light color presets, with corresponding color temperature.
  • Lens Glare effect simulates internal lens diffusion.
  • Lights can be disabled with a single click.
  • Accurate accounting of backlight when computing GI.
  • Improved handling of highlights in GI by better accounting for the interaction of illumination with bumps at the surface of objects.
  • NEW! Use IES distribution profiles on photometric lights.
  • NEW! Included IES profiles: 30.
  • NEW! Load custom IES profiles.
  • NEW! IES profile viewer allows previewing of light distribution.

 

Atmosphere

  • Atmosphere presets: Over 160.
  • Ultra-realistic spectral atmosphere model.
  • NEW! Spectral Atmospheres can use Photometric Lighting.
  • NEW! Photometric Atmosphere lighting intensities match real world.
  • NEW! Included Photometric Atmosphere presets: 4.
  • NEW! Convert any existing Spectral atmosphere into a photometric atmosphere.
  • NEW! Vue automatically adjusts atmospheric settings when switching between non-photometric and photometric models.
  • Choice of 4 different types of atmosphere models.
  • Volumetric clouds, lights, materials (visible rays, with optional dust).
  • Spectral Volume Cloud layers for extremely realistic cloudscapes.
  • Extremely detailed Spectral 3 cloud system (for cloud layers and MetaClouds).
  • Realistic cloud shadowing on objects as well as internal shadowing.
  • Automatic detail refining for very close-up clouds.
  • Cloud anisotropy setting for advanced control of internal light scattering.
  • Fast indirect lighting in Spectral clouds.
  • Create spherical cloud layers at the surface of your planets.
  • Import real-world cloud density data to recreate existing cloudscapes.
  • Add tornadoes using your favorite paint tool.
  • God rays in clouds.
  • Fly through clouds.
  • Cloud layers near ground simulate fog.
  • Realistic "peaking" of mountains through clouds.
  • Create multiple layers of overlapping clouds.
  • Efficient model for cross-shadowing of objects on clouds.
  • MetaClouds individual cloud formations.
  • Library of MetaCloud models.
  • Predefined cloud shapes: Over 140.
  • Unlimited cloud layers.
  • Customize the shape of MetaClouds.
  • Customize the shape an look of full cloud layers through outputs in the Function Editor.
  • Control cloud layers altitude to make them “go over” or circle certain objects.
  • Stars, rainbows, ice rings.
  • Custom “deep space” star maps.
  • Load images of distant constellations.
  • Individual lights can illuminate spectral cloud layers and MetaClouds.
  • Position, scale and rotate cloud layers using the standard manipulation gizmos.
  • Extract cloud layers portions.
  • Extracted cloud portions can be moved to different locations in the scene uisng standard manipulation gizmos.
  • Extracted cloud portions can be saved for future use.
  • Button to randomize cloud patterns.
  • Support for planets with arbitrarily large atmospheres.
  • Cloud layer dummies can be groupped to facilitate cloud manipulation.
  • Automatic Rain atmospheric effect.
  • Automatic Snow atmospheric effect.
  • The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable.
  • Rain and snow impacts can control materials for water or snow coverage.
  • Motion blur can be added on weather effects.
  • Weather Effects are available for all types of atmospheres.

 

EcoSystems

  • EcoSystem patented technology to easily distribute millions of objects in scenes.
  • Use preset EcoSystem materials to automatically populate your scenes with millions of objects.
  • Create EcoSystems from multiple objects.
  • Create entire forests of trees.
  • Create forests of trees blowing in the wind.
  • Scatter millions of animated objects.
  • Mix EcoSystems with standard materials.
  • Mix several EcoSystems together depending on environment (slope, altitude.
  • Automatic placement of EcoSystem population according to a user defined SmartGraph density function (that can depend on position, altitude, slope.
  • Advanced coloring control to vary the colors of the population over the EcoSystem.
  • Accurate control over the orientation of the EcoSystem population.
  • Accurate control over the size and variation in size of the EcoSystem population.
  • Automatic decay of EcoSystem density near foreign objects.
  • Optional size reduction and color decay at low EcoSystem densities.
  • EcoPainter technology: paint instances directly onto objects.
  • Add, remove and resize EcoSystem instances interactively.
  • Select individual instances or groups of instances and move/rotate/resize them interactively.
  • Paint size, color or density of EcoSystems using a pressure sensitive tablet.
  • Convert EcoSystem instances to real objects for editing, move them back to the EcoSystem later.
  • Paint EcoSystems as individual material layers or on a global basis.
  • Paint EcoSystems using standard EcoSystem population rules.
  • Adjust the population rules of the Global EcoSystem: Optional.
  • Layered EcoSystems to control individual EcoSystem populations.
  • Control "affinity" between EcoSystem layers.
  • Refresh dynamic EcoSystem population previews anytime with Preview button.
  • Paint EcoSystems from all sides, in any view.
  • Dynamic EcoSystem population technology for potentially unlimited populations.
  • Dynamic EcoSystem density adjustments for improved control of density on slopes.
  • Easily control the intensity of the coloring applied to EcoSystem populations.
  • Control the intensity of the EcoSystem coloring through the function graph.
  • Multi-processor EcoSystem population.
  • Ability to drag multiple objects from a browser into the EcoSystem population.
  • EcoSystem 4 technology.
  • Advanced flicker reduction algorithms.
  • Advanced memory management algorithmsfor large dynamic EcoSystem populations.
  • Render animated dynamic EcoSystem populations with smooth density variations.
  • Individually control the phase (animation offset) of animated elements in your EcoSystem populations.
  • Automatic addition of variations of animation phase to SoliGrowth based EcoSystems.
  • Control the animation phase of any type of animated object, including pre-animated meshes.
  • Control animation phase on a per SolidGrowth instance basis through the function graph.
  • When loading an EcoSystem layer, the layer is automatically added to the underlying material instead of being loaded with a transparent sub-material.
  • EcoSystems can be populated along a spline.
  • Areas defined by Splines can be populated with EcoSystems.
  • Splines can be used as EcoSystem masks.
  • EcoSystem instances can be aligned dynamically along the spline direction.
  • Control EcoSystem spline instances' orientation and variability.
  • EcoSystem instances can be controlled based on the EcoSystem density so that instances can automatically lean out on low density areas.
  • Stack EcoSystem instances on top of each other.
  • EcoSystem stacking is accessible from the material editor.
  • EcoSystem stacking is accessible from the EcoPainter.
  • Maximum number of stacked instances is user definable.
  • Invert the EcoSystem selection by a simple click of a button.
  • Objects can be dropped onto EcoSystem instances using the Drop or Smart Drop options.
  • EcoPainter settings (brush size, flow etc...) can be set on a per material basis.
  • Instances color can be reverted directly from the EcoPainter dialog.
  • VOB files created from a Dynamic Rock or a SolidGrowth plant will automatically generate variations when used in an EcoSystem.
  • All standard EcoSystem configuration parameters can be used for particle instance population.
  • Create your own EcoPainter brushes using a combination of Effectors.
  • EcoSystem effectors brush collection (lean, rotate, raise, lower, move etc.
  • Standalone EcoPainter brush editor dialog.
  • Publish specific EcoPainter brush parameters directly to the main EcoPainter dialog.
  • EcoSystem Selection tool directly available in the EcoPainter tool.
  • EcoSystem Fast population technology to interactively edit EcoSystem populations.
  • 360° EcoSystems: EcoSystems can be populated from all directions including below objects.
  • All standard population settings are applicable to 360° populations.
  • NEW! EcoSystem Clumping lets you easily control how plants from the same species grow close to one-another.
  • NEW! Amount slider lets you set the global intensity of the EcoSystem clumping effect.
  • NEW! Size slider lets you set the global size of EcoSystem clumps.
  • NEW! Small Item EcoSystem algorithms efficiently create and render vast EcoSystems of very small items (e.g. Gravel, grass.
  • NEW! Small items EcoSystems algorithms improves both computation of Static and Dynamic EcoSystems.
  • NEW! Quality setting in the EcoSystem Painter when using Plant Factory vegetation.
  • NEW! Quality setting in the EcoSystem material editor when using Plant Factory vegetation.
  • NEW! Integrated Plant Factory quality setting helps optimize rendering time and system memory resources.

 

EcoParticles

  • Complete particle system custom tailored for Digital Nature.
  • EcoParticles can be added to any material (like a regular EcoSystem).
  • Speed, direction, collision properties and duration of life of the particles can be easily configured.
  • EcoParticles can be influenced by external influences (wind, gravity etc.
  • Effector objects can be added to influence EcoParticles locally or globally (e.g. to create effects such as tornadoes, jittering, attraction etc.
  • Rich collection of function nodes to control EcoParticle behaviors.
  • Control physical properties of particles, such as mass, velocity, gravity, collision, wind influence, elasticity, attachment forces and more.
  • Make particles fall, collide, bounce and interact with external forces.
  • Automatic collision maps allow the creation of material and particle effects that depend on collision history.
  • Sub-particles can be emitted over the lifespan of each particle, upon collision or upon death of the particle.
  • Animation specific EcoParticle parameters such as size variation, growth, opacity variation, velocity, flow and more.
  • EcoParticle emitter presets.
  • NEW! EcoParticles can be set to collide with Static EcoSystem instances.

 

Vegetation

  • Ultra-realistic SolidGrowth vegetation: 70+ species.
  • Compatible with modified plant species.
  • Easy-to-Use Plant Editor for plant customization.
  • Instantly create variations of existing plants.
  • Plant Editor and Leaf Editor let you modify existing plants or create entirely new plant species.
  • Create and save new plant species as stand-alone files for future use in your scenes.
  • Support for SolidGrowth HD extremely detailed plant species.
  • Native support for Plant Factory .tpf plant species.
  • Edit Plant Factory plants published parameters directly within the Plant Editor.
  • Open Plant Factory directly from the Plant Editor to fine tune your tpf specie.
  • Plant Factory plants imported in .tpf automatically create variations.
  • NEW! Health and Seasonality parameters for Plant Factory vegetation are animatable directly within the Plant Editor.
  • NEW! Changing Health and Seasonality on TPF plants automatically creates Keyframes in the animation timeline.

 

Terrains

  • Solid3D real-time terrain modeling.
  • Sculpt terrains in all directions.
  • Create overhangs and grottoes.
  • Sculpt, inflate, free form and smooth brushes.
  • Pinch, Plateau, Flatten and UniSlope brushes.
  • User definable brush tip profile.
  • Automatic subdivision of terrain geometry when sculpting.
  • Adaptive subdivision adds polygons only where needed.
  • Edit terrains in context (view entire scene in editor).
  • Option to view terrain clipping planes in editor.
  • Option to display the terrain with a shiny surface to enhance details.
  • Constrain painting and effects to clipping zone.
  • Option to display the terrain in wireframe mode to view polygons.
  • Create edition "zones" to modify procedural terrains locally.
  • Create nested "zones" to build massive detail where needed.
  • Convert a zone of a procedural terrain into another terrain.
  • Zone extraction optionally creates a void in the source terrain.
  • Paint material distributions at the surface of terrains.
  • Paint material distributions with unlimited number of materials.
  • Use material masks to constrain painting to existing distribution masks.
  • Material distribution masks independent from material mapping mode.
  • Import, view and edit distribution maps in the Terrain Editor.
  • Terrain effects optionally affect material distribution map.
  • Preset terrain styles: 8.
  • Erosion types: 9.
  • Geological algorithms: 12.
  • Glaciation, alluvium and dissolve erosion effects.
  • High definition data in standard terrains.
  • Procedural terrains with infinite details.
  • Infinite procedural terrains.
  • Planetary terrain rendering.
  • Flat, spherical and planetary procedural terrains.
  • Switch between flat, spherical and planetary terrains (geometry may be affected).
  • Combine image data with procedural functions using dedicated blending nodes.
  • Ability to switch from one form of terrain to another easily.
  • Skin terrains.
  • Symmetrical terrains.
  • Extract parts of procedural terrains into new terrains.
  • View bitmap textures in terrain editor to sculpt from photo references.
  • Pressure-sensitive tablet editing of terrains.
  • Reset 2D and 3D painting independently.
  • Customizable brush shape for terrain editing.
  • Control distribution of materials on terrains from within the procedural terrain altitude function.
  • Control procedural terrain altitudes based on relationships with other objects.
  • The altitude of procedural terrains can be dynamically affected by other objects.
  • Realistic procedural terrains thanks to dedicated natural effects noise nodes.
  • Infinite and local procedural terrain style presets to easily create each-time-different terrains of the given style.
  • Library of procedural terrain presets with associated materials.
  • Create your own procedural terrain style presets.
  • Efficient displacement mapping of infinitely detailed procedural terrains.
  • Procedural terrain preview in function editor.
  • Multi-processor procedural terrain construction.
  • Stratified terrains thanks to the recursive strata filters.
  • Rocky mountain fractal.
  • Full user control over Rocky mountain fractal patterns.
  • Rocky mountain fractal can be used to drive material distributions.
  • Decal and Smear terrain brushes.
  • Retopologize terrains to optimize sculpting over vertical areas like cliffs.
  • Lock material masks to prevent sculpting in the locked areas.
  • Create standalone masks (not associated to a material) for precise sculpting/painting.
  • Global Freeze mask can be used in combination with other masks.
  • Extend terrain canvas option adds "more terrain" around your terrains.
  • Automatic Terrain Zone creation when extending the canvas (to preserve the sculpting).
  • Contextual terrain brushes influenced by slope, altitude and orientation.
  • Create custom terrain brushes.
  • Organize your brushes and create libraries of your favorite ones.
  • Preset brush settings can be easily overriden.
  • Easily access your preset brushes with a single click.
  • Optiomized sculpting automatically selects between 2D and 3D effects.
  • Ability to restrict sculpting to 2D only.
  • Terrain altitudes are consistent with actual terrain size.
  • Randomize terrain fractals with a click of a button.
  • Terrain Editor displays real-world units.
  • Vector-quantization node to create procedural terrains with terraces.
  • New Strata3D node ideal for creating realistic canyon walls and stratified rock formations.
  • Custom 3D brush that lets you define a specific direction for the displacement applied to the terrain surface.
  • Preview altitude, slope or orientation constraints direclty in the terrain editor.
  • Undo brush affects 3D painting in terrain editor.
  • Non airbrush mode for 3D painting works like 2D effects.
  • Brush map images can be inverted in the terrain editor.
  • Terrain altitude color map can be mapped to the visible range of altitudes.
  • Terrain effect buttons can be set to repeat a given number of times automatically.
  • Optionaly enable/disable mask rotation when painting in Terrain Editor.
  • Publishing parameters will refresh terrain geometry automatically.
  • Level of Detail (LOD) is manually adjustable the for swifter painting in 3D.
  • Limit the maximum amount of painting in the terrain editor.
  • Built in Road construction tool allows you to directly draw a road path on your terrains.
  • Road are automatically textured with an asphalt material.
  • Roads automatically carves or raises the terrain surface to adjust it to your path.
  • Cyclic Noises and Fractals to generate patterns that repeat seamlessly, in space or time.
  • The cycle rate of Cyclic Noises and Fractals can be controlled along each axis.
  • Fully additive material layering system to preserve the orginal alpha presence of layers.
  • New material layering system lets you paint multiple layers simultaneously and painting one layer no longer affects underlying layers.
  • Layers are combined in the function graph using a 'Layer Painting' metanode.
  • Terrain Fractal 2 node.
  • Terrain Fractal 2 automatically improves variability of shapes with improved rough areas simulating rocks and cliffs.
  • Optional Stratification can be applied to Terrain Fractal 2 node to benefit from the Terrain Fractl 2 node internal values.
  • The presence of material layers (alpha channel) can be previewed in the terrain editor.
  • The presence of material layers (alpha channel) can be used as a painting mask.
  • A second UV Channel for 3D sculpted terrains allows precise control UV perturbation.
  • NEW! Easily change the height of Infinite procedural terrains in the Terrain Editor.

 

Modeling

  • Primitive and Boolean modeling.
  • 3D Text edition tool.
  • Customizable text beveling, extrusion... and material effects.
  • Import Postscript and Illustrator data into the text editor.
  • Advanced memory management algorithms for handling large polygon meshes.
  • True Metablobs organic modeling from all Vue Boolean primitives.
  • Adjustable Metablob envelopes and contribution.
  • Welding of multiple meshes into a single mesh.
  • Random rock generator.
  • Multiple planets (moon and other planets of the solar system).
  • NEW! Create background Planets with custom picture.
  • Create billboards that always face the camera (with a 'force vertical' option).
  • HyperBlob technology.
  • Apply standard displacement mapping to HyperBlobs.
  • User defined level of subdivision on HyperBlobs with automatic intermediate LOD computation according to distance.
  • Automatic “shaving” technology to delete all disconnected parts from the HyperBlob.
  • Spline editable objects that can be used for EcoSystem effects, terrain effects, roads and object creation.
  • Comprehensive spline toolkit that allows you to add, delete or move spline points or configure tangents.
  • Splines can be automatically aligned at the surface of terrains.
  • Extrude a defined geometry along a spline, and modify it using properties such as profile presets, profile dimensions, profile dimension ratio along the spline, material, twist (mode and limit), and more.
  • Splines can engrave or emboss the surface of a terrain following a predefined path (e.g. to create road beds or raised highways).
  • Use local rotation gizmos on spline keys to roll your splines e.g to create leaning roads.
  • Automatic path finder that calculates the optimum route in between your spline keys based on a realistic slope.
  • user definable distance in between each spline key created with the path finder.
  • Use spline resampling to automatically drop new spline keys onto the underlying surface, following the original spline path.
  • Define broken tangents for each spline key.
  • Built in Road Construction toolkit.
  • Standalone Rock library: 70+ Species.
  • Rock templates create a unique rock variation each time you generate a new rock.
  • Rock technology compatible with the EcoSystem technology.
  • Rock library availble directly in the EcoSystem population list.
  • Rock library availble directly in the Ecopainter tool.
  • Each rock type used in an EcoSystem automatically generates variations.

 

Rendering

  • Advanced radiosity algorithms that dramatically reduce low frequency blotches.
  • Generate high-quality indoor and outdoor renders.
  • Bucket rendering for lower memory requirements and improved spatial coherence when rendering.
  • Indirect lighting calculation can be easily re-used between "tweak" renders.
  • Option to update the Indirect lighting "on demand" only.
  • Illumination Caching compute indirect lighting only once for an entire animation.
  • Illumination Caching dynamically refines the indirect lighting solution.
  • One-click displacement mapping.
  • Dynamic render-time displacement to handle extremely large "displaced" polygon counts.
  • Optional dynamic geometry smoothing to avoid sharp polygonal edges.
  • Automatic camera exposure option compensates for the strong variations in illumination between noon and sunset.
  • Natural film response.
  • Post-render exposure control.
  • NEW! Manually adjustable shutter speed, film speed and f-number settings when rendering with Photometric lighting.
  • NEW! Tone mapping options including Photographic Exposure, Linear Exposure, Reinhard and False color profiles.
  • NEW! Tone Mapping options allow customization of profiles from Post-render and Camera Option dialogs.
  • Use an image or animation as a backdrop for your renders.
  • Rendering Presets: OpenGL, preview, final, broadcast, superior, ultra, user settings.
  • Render size limitation: Limited by memory only.
  • HDTV render preset.
  • Pictures larger than screen resolution can be rendered to screen.
  • Custom render size.
  • Option to lock custom aspect ratios when selecting render resolution.
  • Navigation inside the rendered picture using pan controls.
  • Alpha and Z depth directly computed during the render process.
  • Ray-traced depth of field.
  • Realistic Hybrid 2.5D depth of field.
  • FastHybrid depth of field technology.
  • FastHybrid depth of field technology allows hidden object become visible through the blur.
  • Ray-traced [soft] shadows.
  • Advanced soft shadow computation to produce perfectly smooth soft shadows.
  • Ray-traced [blurry] reflections and refractions.
  • Blurry reflection and refraction settings for each material independently.
  • Fake [blurry] reflections using reflection maps.
  • AccuShadows shadow mapping technology for faster [soft] shadows.
  • Exclude ground from Alpha map option.
  • Objects can be easily hidden from render.
  • Hide objects from render and disable lights by clicking their icon in World Browser: Optional.
  • Global and per-material reflection maps.
  • Rendering in unlimited color depth.
  • Optional details in render information panel.
  • Panoramic rendering with adjustable rotation angle.
  • Spherical panoramic rendering.
  • Multi-processor panoramic rendering.
  • Rendering in all views (including orthogonal rendering).
  • Render in views can be set to a different quality than normal rendering.
  • Stand alone renderer handles rendering while you work on the scene.
  • Network rendering of animations.
  • Network rendering of pictures.
  • Rendering across hybrid network of computers (OS X and Windows).
  • Fail-safe HyperVue network rendering.
  • Interactive Network Rendering.
  • Advanced Caching technology to optimize responsiveness of network rendering.
  • Number of render nodes (RenderCow) licenses included in product: 5.
  • Maximum number of render nodes: Up to 5.
  • SmartCow automatic node detection and activation.
  • Hotplug render nodes to add/remove nodes during render: MacOS X and Windows.
  • NewCow automatic updating of render nodes.
  • Rendercows can be paused directly from the tray icon.
  • Rendercow CPU affinity is automatically synchronized with the Windows task manager.
  • Render area can be temporarily disabled.
  • You can lock the render area to avoid accidental modifications.
  • Render blow-up option.
  • Geometry anti-aliasing.
  • User definable geometry anti-aliasing: Up to 64 rays/pixel.
  • HyperMipMap material anti-aliasing (including procedural materials).
  • User definable anti-aliasing strategies to optimize speed vs. Smoothness.
  • Advanced render memory management algorithms to allow the rendering of very large images.
  • Post processing to adjust color, contrast, saturation, gamma.
  • Ability to load/save independent post-processing settings.
  • Ability to resume an interrupted render.
  • Abort rendering on mouse-click in render area: Optional.
  • The total amount of RAM allocated to displacement mapping is adjustable.
  • Images can be saved to disk at regular (user definable) intervals during render.
  • Dual destination render option (e.g. display to screen while rendering to disk).
  • Render displacement on arbitrarily large terrains.
  • Improved rendering of indirect lighting in preview mode.
  • Automatic adjustment of render buckets to optimize rendering of small images on multi-core systems.
  • Customize input gamma on a per-texture basis: Set input gamma to 1 or 2,2.
  • Anti-aliased Z-depth buffer: Optional.
  • Accurate accounting of cloud radiosity in indirect illumination.
  • Relighting technology allows real-time adjustment of lights after rendering.
  • Adjust contribution of sunlight without re-rendering.
  • Adjust contribution of the Atmosphere without re-rendering.
  • Advanced adaptive precision computation for the rendering of skymaps.
  • Render algorithms for thin translucent and backlit materials with realistic shadows.
  • Advanced flicker reduction algorithms.
  • Advanced shadowing algorithms help remove undesired shadow artifacts on terrains and meshes.
  • Advanced bicubic interpolation algorithms produce smooth gradients.
  • Efficient Pause and Resume Render options with the stand alone Batch Renderer.
  • Mixed materials alpha channel can be edited.
  • Edge-based anti-aliasing to complement the previous color-based anti-aliasing scheme.
  • Edge-based anti-aliasing can be individually used and fine tuned using its Quality slider.
  • Dramatic changes in the structure of internal scene processing allows for faster rendering: Up to 30% faster compared to Vue 10.
  • Improved statistical samples distribution allows for a quicker Depth of Field and Motion Blur computation.
  • Physical Water shading engine.
  • Set absorption and scattering parameters for body of water.
  • Physical water shader produces photoreal underwater caustics.
  • Underwater caustics focus can be adjusted to make them appear at maximum sharpness at specific depth.
  • Easily create visible shafts for underwater lights.
  • Physical transparency model that accurately reproduces how light interacts with particles of matter inside transparent materials.
  • When rendering in radiosity, Vue warns you if there are luminous materials in the scene.
  • Point lights can create dark shadows even in Environment Mapping mode.
  • Load a video or an image sequence to the environment map control in the Atmosphere editor.
  • Shadow parameters (cast shadows, receive shadows, only shadow, etc ...) can be controlled per-object.

 

Materials

  • Material presets: Over 550.
  • Level(s) of material Edition: 4.
  • Basic material editor with possibility of importing images as textures and bump maps.
  • Advanced procedural material creation/mixing.
  • Advanced Material Editor.
  • SmartGraph function Editor.
  • NEW! Optimized Function Editor design improves efficiency while creating complex graphs.
  • NEW! Function Editor can be displayed horizontally or using the old vertical design.
  • Consistent unit system in Function Editor.
  • Function Editor displays real-world units.
  • Option to reset material to default with each creation.
  • Control all material parameters via function graphs.
  • Advanced SmartGraph input nodes: screen position, angle of incidence, distance to camera, distance on ray, depth in object, distance to object below, incident light angle, light direction, light color, reflected direction, etc.
  • Time dependent noises (including animated 'Open Ocean' water node).
  • Math nodes in the Function Editor: 48.
  • Browse material hierarchy inside material editor, with direct access to sub-materials and layers.
  • NEW! Sort Materials by names in the Material tab of the World Browser.
  • Layered material system.
  • NEW! Change material name and scale directly in the material editor when using layered materials.
  • Add names and comments to SmartGraph nodes.
  • Individual access to identical material zones.
  • Change material settings for several materials simultaneously.
  • Stack layers according to alpha, slope, altitude and orientation.
  • Alpha (non refractive) transparency channel.
  • Color and alpha map editor.
  • Rendering of Poser characters using the Poser shading tree.
  • Perfect blending of lighting and GI with Poser shading tree.
  • Optional texture mip-mapping.
  • Global control over the level of mip-mapping.
  • 16 bit texture support.
  • Materials can be mixed seamlessly.
  • Mixed material can be set to react to environment properties (slope, altitude and orientation.
  • Mixed materials can react to environment and alpha controls.
  • Material mapping modes (World and Object mapping): standard, cylindrical, spherical, parametric .
  • Easy access to all materials in scene.
  • Direct access to all materials inside multi-material objects.
  • Direct access to all texture maps and imported objects.
  • World Browser option to show only the materials of the selected objects.
  • NEW! World Browser option to show only the materials names.
  • NEW! World Browser option to hide materials of EcoSystem Specimens.
  • Rotoscoping (Use animations as texture maps).
  • Forbid animation option in Material Editor.
  • Detailed function output observer.
  • Detailed node previews in function editor.
  • Baking of procedural materials as texture maps.
  • Adjustable maximum ray depth and Total Internal Reflections.
  • Anti-aliasing can be disabled for given materials.
  • Receive shadows material option.
  • Shadow only material option.
  • Backlight option (for one-sided materials only) for realistic backlighting of opaque materials.
  • Mixed/Layered materials displayed as hierarchies in World Browser.
  • NEW! Material layers can be hidden/shown directly from the World Browser.
  • Volumetric materials.
  • Volumetric materials with internal volumetric color and shading.
  • Hypertextures.
  • Luminous and Glowing materials.
  • Easy highlighting of sub-materials and layers to visualize the influence of each material in the final render.
  • Ability to map textures only once, controllable independently for each axis.
  • Control materials based on the properties of other objects.
  • Highly realistic natural material effects thanks to dedicated noise and coloring nodes.
  • Easily control bump or displacement amplitude based on slope.
  • Option to re-evaluate contribution of materials based on displaced surfaces.
  • "Foam" output in Open Ocean node to easily control the distribution of foam on water surfaces.
  • Separate bump and displacement channels.
  • Constrained displacement (horizontal, vertical, etc).
  • Ability to control the direction of displacement through the material graph.
  • Displacement smoothing to eliminate noisy displacement artifacts.
  • Normal mapping.
  • Recursive strata and constrained strata filters for stratified effects.
  • Direct access to the alpha channel in the Advanced Material editor.
  • Per material texture anti-aliasing quality boost.
  • Per material simplification of sub-ray effect calculation.
  • Planetary mapping node with ability to set location of origin (latitude and longitude).
  • Material mapping can be absolute, relative to sea, by object or by material.
  • Sea level input node in graphs.
  • External dependency inputs can provide dimensions in real-world units.
  • Multi-materials let you change all the materials of an object in one single operation.
  • Drag-drop and copy-paste multi-materials between objects.
  • Move groups of keypoints in the color map and filter editors.
  • Invert entire color maps or filters.
  • Copy paste keypoints in color maps or filters.
  • Control the hue, saturation and brightness of entire color maps or groups of keypoints.
  • Improved HLS node that outputs steamlined data with other image editing applications.
  • Assign colors to graph nodes for improved readability.
  • Mixed materials can be used as layers.
  • Button to randomize material fractals.
  • Altitude node produces altitudes in the range of -1 to 1 on each object.
  • Material Editor displays real-world units.
  • Interactive texture placement tool that allows the accurate positionning of textures onto objects.
  • Interactive texture placement tool allows scaling and rotation of textures maps onto objects.
  • Right-Clicking on the EcoSystem list allows access to the materials used by the species.
  • Altitude node handles Object height unit.
  • Select the mapping mode for all Projected Texture Maps independantly from general material mapping mode.
  • Select the mapping mode for Projected Animation Map nodes independantly from general material mapping mode.
  • Improved mapping of materials in world and parametric coordinates and in OpenGL preview.
  • Bake the environment mapping result into a material layer of the Terrain Editor, to touch it up using the painting brushes.
  • Control the strength of normal maps.
  • Dynamic rock templates contain unique, parametrically defined materials that are completely user controllable.
  • Easily adjustable Color, bump, highlights, and EcoSystem variations in Parametric Rock materials.
  • Rock convexity material node allows for precise customization of the rock based on its inherent geometry.
  • Image combiner node allows to combine several projected texture maps.
  • New Image Sampler and Multi-Image Sampler nodes.
  • Terrain Color Pattern node produces smooth and rough variation of colors similar to the distribution of rocks on a sedimentary soil.
  • Material layers can be shared throughout the scene.
  • Shared materials can be easily associated to any other material in the scene to easily create global effects such as a layer of snow.
  • Modifications applied to a shared material layer are automaticaly carried over to all materials that share this layer.
  • NEW! Switching Material layers keeps the original environment settings.
  • NEW! Natural Grain color production mode automatically produces realistic color variations for terrains, ground and other natural elements of the scene.
  • NEW! Access more Natural Grain parameters from the Color Production output in the Function Editor.
  • NEW! Set Reflective Materials to be more or less sensitive to the light's angle of incidence (e.g. to create metallic car paint).

 

Animation

  • Animation output resolution: Limited to 1920 pixels wide.
  • Camera animation.
  • Animate objects, materials, atmospheres, clouds, waves.
  • Import animated Poser characters.
  • Intuitive Animation wizard for easy animation setup.
  • OpenGL rendering of animations for quick proofing.
  • Dynamic Motion Reaction™ easy secondary movement setup.
  • Option to ignore time spline when computing motion (e.g. to look forward even when moving back).
  • Customizable Dynamic Motion Reaction effects.
  • Easy setup of cloud movement using direction and speed of movement controls.
  • Rigged Mesh support.
  • Control animation phase on pre-animated mesh EcoSystems through the function graph.
  • Full support for Inverse Kinematics.
  • Animated post-processing effects.
  • Camera switcher lets you switch cameras during render (ideal for storyboarding).
  • Spin and vibration effects.
  • Twinkling stars.
  • Timeline with animation preview.
  • Easily change the duration of an entire animation.
  • Allow clipping of time slider to animation duration.
  • Animation properties in the Timeline.
  • Spline time control.
  • Field interlacing, non-square pixels, flicker reduction.
  • Enhanced time spline editor.
  • Indirect lighting evaluation mode that reduces pulsation effects.
  • Automatic keyframe creation.
  • Auto-keyframing can be disabled.
  • Copy-pasting of animation keyframes.
  • Keyframes can be created for single properties only.
  • Ability to add property keyframes by double-clicking in the property timeline.
  • Ability to add property keyframes by double-clicking in the animation curves.
  • Graph display of animated parameter values in Timeline.
  • Accurate control over tangents and tension of animated parameters curves.
  • High precision animation curve control.
  • Access to individual coordinates in animation graph.
  • Step, linear and smooth interpolation modes.
  • Automatic ease-in/ease-out keyframe option.
  • Animate rotation using quaternions or Euler angles.
  • Fast Hybrid 2.5D™ motion blur.
  • Separate animation channel for camera exposure.
  • Automatic simulation of breeze on plants.
  • Strong wind effects defined on individual plants or groups of plants.
  • Advanced breeze customization with OpenGL preview.
  • Animated wind intensity and direction.
  • Omni and directional ventilators for local modifications of plants.
  • Ventilators can be made to influence EcoSystems.
  • Plant geometry key framing for spectacular animated life cycles.
  • Ability to mark objects as never becoming animated.
  • Object linking and tracking - forward dynamics.
  • "Scene graph" approach allows advanced relationships between objects.
  • Access and control object properties using SmartGraph.
  • Save and reload entire object graphs in a single file.
  • Object graphs can express dimensions in real-world units.
  • Object graph parameters can be published for access at top interface level.
  • Direct access to published object graph parameters at top interface level.
  • Published object graph parameters can be animated directly in the TimeLine.
  • Option to show materials in the Timeline.
  • Published material parameters can be animated directly in the TimeLine.
  • Loose forward dynamics for "real world" linking and tracking.
  • "PID" and "Delay" controllers in SmartGraph for improved realism in object interactions.
  • NEW! Time display as: SMPTE, frame #, time.
  • EcoSystem populations can be made to evolve over time.
  • Create custom rigged mesh animations.
  • Animate cloud layers using the standard animation tools.
  • All cloud material settings can be animated in the Material editor (density, cloud modulation, etc.
  • Control animation phase on EcoSystems made of any kind of animated objects.

 

User Interface

  • Productive, uncluttered interface layout.
  • Neutral interface with stylized design.
  • Customizable interface colors via presets.
  • Re-posing of Poser meshes directly inside Vue.
  • Direct re-posing of rigged meshes.
  • Access polygon mesh options for Rigged meshes.
  • Rig mesh reposing can use Inverse Kinematics solver.
  • Support for mesh morphs.
  • Select and manipulate bones directly in views.
  • Manipulate bones numerically using the Skeleton editor.
  • Support for wired helpers.
  • Highly optimized mesh skinning for fast refresh during animation scrubbing.
  • Efficient memory management: multiple instances of identical objects are stored only once in memory.
  • Automatic object instantiation.
  • Interactive alignment tool.
  • Accurate alignment and drop operations.
  • Quick color selection tool with customizable color presets.
  • Improved low saturated colors in the Color Selector for more natural colors.
  • Custom previews can be used to represent saved items.
  • NEW! Add Camera menu option in the Objects menu.
  • Drag items (e.g. objects, materials...) into your scene from the non-modal browsers.
  • Unified light editor.
  • Place an image in the background of the OpenGL views for reference.
  • Change the size of the animation preview in the Timeline.
  • Merge scenes.
  • Repeat last operation to create an array (extend or subdivide).
  • Alt + move object creates a copy of the object.
  • Gizmo object manipulators (optional).
  • Adjustable gizmo size.
  • Spherical abstraction gizmos.
  • Dynamic spherical terrain unwrapping allows easy object placement.
  • Local, global, camera and parent manipulation modes.
  • Multiple object renaming.
  • Fully multi-threaded interface for fast response.
  • One view/4 view layout.
  • Real-time scene preview.
  • World Browser scene management.
  • NEW! Internal optimization in the World Browser allows massive performance gain for large scenes containing hundreds of materials.
  • Organize objects in layers: Unlimited layers.

 

Further Information

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Terrains
 

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Vegetation
 

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EcoSystem Generation 4
 

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Atmospheres
 

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Natural Elements
 

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Lighting
 

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Rendering
 

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Animation
 

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Materials
 

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Interface & Workflow
 

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Import & Export


 

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