VUE Infinite 2016




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 Full version from - $1295.00

VUE Infinite 2016 is the most efficient and advanced solution for creating, animating and rendering natural 3D environments.

It offers a high-end 3D scenery solution for SFX studios, animators, illustrators, architects, matte painters and CG professionals. It is strongly focused on power, productivity and inter-operability with existing toolkits.

VUE Infinite 2016 naturally integrates and extends all major 3D applications to provide a complete, professional natural 3D studio.

Specifically designed for professionals, it combines a multitude of cutting-edge features that easily integrate with your workflow.

With its intuitive, production-oriented layout, you will quickly enhance your production with rich EcoSystems™ of wind-swept trees and plants, Spectral atmospheres and detailed terrains in fully animated scenes.


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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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Compositing & Synchronization


New in 2016

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What's New in VUE 2016 R2





360° VR Panoramas

Click on the square icon to open 360 viewer in Full Screen mode. ©VUE Artist Rudi Hendrich.


VUE Infinite 2016 allows you to render 360 degrees panorama, as static images or animations. They are compatible with all of VUE's Render Options, such as multipass or High Dynamic Range (HDR) for instance.

When rendering a VR panorama, VUE Infinite 2016 offers to automatically and perfectly level the camera to avoid unwanted distortion.

Rendered VR panoramas are automatically recognized by Facebook, YouTube (and other panoramic compliant platforms) as 360° images or videos.

Click on the square icon to open 360 viewer in Full Screen mode. Renders ©VUE Artist Rudi Hendrich and Barry Marshall.



Additional Viewports

VUE Infinite 2016 enables you to set up up to 16 viewports (instead of the 4 traditional views).

This feature is particularly useful on a multi monitor system, to test various framing options or adding more camera angles without touching any of your main scene setup.

All additional viewports retain the same usual options, such as render in view or setup as many perspective cameras as you see fit.



Other User Experience Improvements

VUE Infinite 2016 R2 also introduces a list of UX/UI improvements, such as:

Terrain modeling:

  • "Blend Terrain with Image" automatically modifies the Heightfield Terrain function graph (instead of modifying the terrain Heightmap).
  • Simplified "Resample Terrain" replaces "Resize Terrain", to update terrain resolution without changing its size within the scene.

User Interface:

  • "Interactive slider changes" option now also affects the mouse wheel for more dynamic visual display of your modifications in real-time.
  • Improved visibility in viewports thanks to reworked wireframe selection colors.
  • The User Interface is now locked when downloading an object or a scene from the extra content.

Materials:

  • Easier access and edition of multi-material thanks to sub-menu hierarchy display.
  • And more...

Integration - Importing and Exporting



VUE Infinite 2016 now lets you export almost every single assets of your scenes: Plants, Rocks, Terrains, in a wide variety of file formats, such as FBX, Alembic, 3ds, Collada and more.

As every software imports assets differently, VUE Infinite 2016 includes many custom tailored export presets depending on where you're exporting to, e.g to 3ds Max, Maya, Unity, Cinema4D and more. Of course you can also fine tune your exports settings to your specific needs.


Other Import and Export Improvements:

  • Set specific export quality for all assets in your scene independantly or globally
  • Export textured assets as Collada
  • Choose to export all texture maps when exporting to Alembic
  • Import all objects included in an Alembic File, including instantiated objects
  • VUE will automatically detect and apply a global scale factor when importing scenes or assets coming from other software
  • Export your meshes' original maps with their UVs

>> Learn more about Import and Exports in VUE Infinite 2016

HeightField Terrain Technology - More flexible and a lot more Powerful!




With VUE Infinite 2016, we're introducing a brand new terrain modeling technology, more flexible and a lot more powerful, called "Heightfield Terrains".

This new technology allows you to add terrain effects that were previously impossible to achieve, such as Hydrological & Thermal Simulations!

Similar to procedural terrains, Heightfield Terrains are based on a function graph, but baked on a fixed-resolution grid. This will give you more flexibility and add more realism to your terrains. Heightfield Terrains are also significantly faster to render!

Heighfield terrains are manually sculptable and parameters can be animated - e.g. to simulate a terrain erosion over time for instance!

And finally, you can easily set up your graph outputs to drive your material presence, directly from within the Terrain Editor interface.

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The Heightfield Terrains technology comes with its set of new dedicated nodes and presets, like 9 different Erosion presets and Slope, Convexity, Blur or Terrace nodes.

New Layout Nodes also let you design a terrain's "layout" (most prominent features) using hand-drawn elements like Splines, elements from the scene, or simple shapes (circles, rectangles, rounded rectangles).


Start as simple as drawing a line, let the power of the Terrain Editor do the rest!

Additionally, all terrain presets in the terrain Editor were reworked, and VUE Infinite 2016 now ships with 42 terrain samples.

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>> Learn more about Terrain Modeling Technologies in VUE Infinite 2016

Hybrid GPU/CPU Interactive Path Tracer




GPU rendering comes to VUE with the new Path Tracer renderer. This renderer naturally and automatically simulates real-life lighting, and automatically calculates many effects that have to be specifically set with other methods, such as depth of field, caustics, ambient occlusion, and indirect lighting.

Path tracing in VUE Infinite 2016 is available as an interactive rendering quality in the viewports, as well as an offline rendering engine.

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>> Learn more about Rendering Technologies in VUE Infinite 2016

EcoSystem Improvements



Easily and quickly add more realism to your scenes.
Improve your productivity at the same time!

PlantFactory Preset Variations

PlantFactory 2015 introduced the concept of Presets. PlantFactory 2016 now introduces the concept of Preset Variations.

Preset Variations allow you to immediately include subtle differences to your plant (change the number of buds on a blooming flower, or its petal colors for instance).

This new feature allows you to easily add variety to create realistic environments with one single plant species!

Within VUE Infinite 2016, you directly get access to the PlantFactory species presets and variations within the Plant Browser, the Plant Editor and within your EcoSystem population list.

So, at every step of your scene creation process, you are able to select the species you want, the preset you want and the variations you want!




Multiple Global EcoSystems and EcoPainter Improvements

VUE Infinite 2016 now allows you to populate your scenes with multiple Global EcoSystems layers (i.e. not linked to any underlying material). You can save your Global EcoSystem populations as EcoPainter brushes, and re-use them at any time, in any scene!

VUE Infinite 2016 ships with 12 EcoPainter brushes to get you started. Populations in your EcoSystem brushes can also be used in any standard EcoSystem material!

VUE Infinite 2016 includes 20 EcoPainter effector brushes, including a new Rotate effector to dynamically alter the placement of your EcoSystem populations.


Memory Saving Technologies

You can now optimize memory consumption by using baked (static or dynamic) versions of PlantFactory species for your EcoSystem populations, or by converting any referenced assets in your scenes to EcoSystem Instances.

>> Learn more about the EcoSystem Technologies in VUE Infinite 2016

Interface





Customizable Workspace

VUE Infinite 2016 lets you reorganize the layout of the interface even further to better suite your workflow:

  • Group/Ungroup related dialogs together to save space and customize your interface at will
  • Automatically re-open grouped/tabbed subdialogs when re-opening master dialogs (Terrain Editor, Material Editor, Function Graph...)
  • Function Editor and Terrain Editor sub-parts (toolbars and other menus) can be re-organized
  • World Browser and Object Properties tabs can be re-organized
  • Split Camera Control Panel: Scene preview and Camera Controls
  • Dock each part of the Camera Control Panel independantly
  • Resize the EcoPainter Dialog

Other Interface and Workflow Improvements

  • Optimized Extrapolation/Interpolation commands by creating references instead of hard copies
  • Set VUE to automatically create a Scene Snapshot after each render
  • Scene snapshot preview in OS browser is automatically created after the render
  • Compatible with HiDPI displays
  • Scenes and assets thumbnail previews in Windows Explorer

>> Learn more about Interface and Workflow features in VUE Infinite 2016


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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Compositing & Synchronization





Feature List

Following is the complete feature list of VUE Infinite 2016. "NEW!" indicates a new feature based on a comparison with VUE Infinite 2015.



Lighting

  • Global Illumination.
  • Global Radiosity.
  • Physically accurate Photometric sunlight model.
  • Photometric model optimizations for dramatic increase in rendering speed.
  • 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.
  • Photometric lighting produces physically plausible HDR outputs.
  • Image based lighting.
  • Background and environment mapping.
  • Sub-Surface Scattering: Absorption.
  • Sub-Surface Scattering: Multiple Internal Scattering.
  • Sub-Surface Scattering depth parameter in the Material Editor.
  • Modulate the Sub-Surface Scattering depth using a function graph.
  • Easy GI single slider Global Illumination render quality setting.
  • Illumination baking.
  • Illumination baking quality adjustable on a global or per object basis (adjustable map resolution and quality boost).
  • 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.
  • Show illumination samples in final render.
  • 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.
  • 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.
  • Turn Point Lights and Spot lights into Photometric lights.
  • Photometric light color presets, with corresponding color temperature.
  • Photometric Lights sorted by cathegory: Black body illuminants, Fluorescent lights, Gaseous lights, Non physical lights.
  • Natural light spectrum for Black body illuminants (such as Candle flame, Halogen, Sunlight etc).
  • 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.
  • Use IES distribution profiles on photometric lights.
  • Included IES profiles: 30.
  • Load custom IES profiles.
  • IES profile viewer allows previewing of light distribution.
  • Light portals help rendering indoor scenes more efficiently.
  • Create Light Portals from the Object Toolbar.
  • Vue can automatically place Light Portals on meshes.

Atmosphere

  • Atmosphere presets: Over 160.
  • Ultra-realistic spectral atmosphere model.
  • Spectral Atmospheres can use Photometric Lighting.
  • Photometric Atmosphere lighting intensities match real world.
  • Included Photometric Atmosphere presets: 4.
  • Convert any existing Spectral atmosphere into a photometric atmosphere.
  • 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).
  • Auto-scale clouds with altitude.
  • Link Volumetric color of clouds to a function graph.
  • Link Ambient color contribution from sun and sky to a function graph.
  • Modulate Spectral clouds sharpness global setting with a user-defined function.
  • Use local coordinates on cloud modulation.
  • Easily Load/Add Cloud Layers using a single button.
  • 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.
  • Use animated planetary cloud density maps.
  • 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.
  • Add or modify cloud layers through Python callbacks.
  • 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.
  • NEW! Optional automatic sun softness computation, based on atmosphere parameters.
  • NEW! “Improve Low Quality Consistency” parameter to better preview your atmosphere looks while rendering at a lower resolution.

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.
  • NEW! EcoPanter brush tool presets: 20.
  • NEW! Rotate EcoSystem Brush effector.
  • 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.
  • EcoSystem Clumping lets you easily control how plants from the same species grow close to one-another.
  • Amount slider lets you set the global intensity of the EcoSystem clumping effect.
  • Size slider lets you set the global size of EcoSystem clumps.
  • Small Item EcoSystem algorithms efficiently create and render vast EcoSystems of very small items (e.g. Gravel, grass.
  • Small items EcoSystems algorithms improves both computation of Static and Dynamic EcoSystems.
  • Quality setting in the EcoSystem Painter when using PlantFactory vegetation.
  • Quality setting in the EcoSystem material editor when using PlantFactory vegetation.
  • Integrated PlantFactory quality setting helps optimize rendering time and system memory resources.
  • Add/Remove/Clear EcoSystem populations through Python callbacks.
  • Access global EcoSystem through Python callbacks.
  • Multi-threaded render initializations for EcoSystems.
  • NEW! Select the number of PlantFactory plant variations to be used in your EcoSystem populations: With PlantFactory 2016+ species.
  • NEW! Select specific PlantFactory plant variations to be used in your EcoSystem populations.
  • NEW! Optimize memory consumption by using baked (static or dynamic) versions of PlantFactory species for your EcoSystem populations.
  • NEW! Select individual pre-defined PlantFactory 2016+ species variations within the Plant Editor.
  • NEW! Set multiple Global EcoSystem layers.
  • NEW! Save Global EcoSystems as EcoSystem brush presets.
  • NEW! Global EcoSystem brush presets included in content:: 12.
  • NEW! Use EcoPainter brush preset populations in your standard EcoSystem materials.
  • NEW! Convert referenced assets in the scene to EcoSystem Instances to efficiently save memory.

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.
  • EcoParticles can be set to collide with Static EcoSystem instances.

Vegetation

  • Ultra-realistic SolidGrowth vegetation: 175+ species.
  • Compatible with modified plant species.
  • Easy-to-Use Plant Editor for plant customization.
  • Resizable Plant Editor.
  • 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 PlantFactory .tpf plant species.
  • Edit PlantFactory plants published parameters directly within the Plant Editor.
  • Open PlantFactory directly from the Plant Editor to fine tune your tpf specie.
  • PlantFactory plants imported in .tpf automatically create variations.
  • Health and Seasonality parameters for PlantFactory vegetation are animatable directly within the Plant Editor.
  • Changing Health and Seasonality on TPF plants automatically creates Keyframes in the animation timeline.
  • Advanced pre-computing of Global Illumination on PlantFactory billboard plants speeds up rendering by up to 20x.
  • Improved Normal Mapping algorithms on PlantFactory vegetation dramatically boost overall plant rendering quality.
  • Compatibility with PlantFactory lightweight preset technology.
  • Access PlantFactory Mesh resolution directly from the Plant Editor.
  • NEW! Access individual PlantFactory plant presets from the Plant Browser.

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.
  • NEW! Updated Terrain styles in Terrain Editor.
  • Erosion types as terrain Effects: 9.
  • Geological algorithms as terrain Effects: 12.
  • Glaciation, alluvium and dissolve erosion effects.
  • NEW! HeightField terrain technology.
  • NEW! HeightField nodes (Erosion, Slope, Convexity, Blur, Terrace and Auto-mapping).
  • NEW! Heightfield hydrological and thermal erosion presets (Generic, Mountains, Young mountains, Scattered Rock, Rivers, Very Eroded, Flow Channels etc: 9.
  • NEW! Access HeightField Erosion presets as terrain presets in the Terrain Editor.
  • NEW! Layout nodes (Area demarcation, Spline Proximity etc).
  • NEW! Drive terain material presence with the Heightfield terrain's graph output, directly from within the Terrain Editor.
  • NEW! Blend Terrain with Image automatically modifies the Heightfield Terrain function graph: With R2+ update.
  • NEW! Terrain presets included in content: 42.
  • NEW! Resample Terrain to update terrain resolution without changing its size within the scene: With R2+ update.
  • 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).
  • Optimized render engine allows faster computation and rendering of infinite, spherical & planetary terrains.
  • 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.
  • Displacement mapping optimizations for dramatic increase in detail quality when using high amplitude displacement.
  • 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.
  • Brushes can act only on certain levels of details, while leaving others untouched.
  • 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.
  • Terrain alpha maps can be exported from within 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.
  • Easily change the height of Infinite procedural terrains in the Terrain Editor.
  • Create Terrains from an existing heightmap file through Python callbacks.

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).
  • 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.
  • Optional smart Catmull-Clark subdivision of quad-based geometry.
  • Optional generic Loop subdivision of polygonal meshes.
  • Control realtime preview and render time level of Catmull-Clark / Loop subdivision.
  • Automatic mesh subdivision can be limited to a user defined value.
  • 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.
  • Add/remove/move spline points or modify spline effects through Python callbacks.
  • 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.
  • Export Rocks to any standard 3D file format.
  • Export baked HyperBlobs to any standard 3D file format.

Rendering

  • NEW! Hybrid GPU/CPU interactive Real-Time Path Traced preview in the main view.
  • NEW! Path Tracer available as an offline render preset.
  • AVX optimizations for dramatic increase in rendering speed (requires an AVX compliant CPU): Windows only.
  • 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.
  • Manually adjustable shutter speed, film speed and f-number settings when rendering with Photometric lighting.
  • Post-render Color Channel editor.
  • Adjust color curves separately or alltogether.
  • Tone mapping options including Photographic Exposure, Linear Exposure, Reinhard and False color profiles.
  • 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.
  • Option to apply the effect of the atmosphere to the Camera Backdrop.
  • NEW! Rendering Presets: OpenGL,Preview, final, broadcast,superior, ultra, Path Tracer, 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.
  • Multi pass rendering (separates renders into the different rendering components - shadow, diffuse, ambient, etc.
  • Multi pass rendering components rendered in High Dynamic Range.
  • Create separate pictures for Diffuse, Specular, Shadows, Ambient, Refractions, Reflections, Background, Indirect Lighting, Post-process.
  • Per layer, per object or per material multi-pass masks (fully anti-aliased): Color and alpha.
  • Velocity pass in rendering buffer.
  • Create a separate color and alpha mask of clouds.
  • Generate color and alpha masks for Global EcoSystem instances.
  • Create layers for additional render information such as Z depth, object ID, material ID, global alpha mask, normal vectors.
  • Export all channels and masks into a convenient Photoshop PSD multi-channel, multi-mask file.
  • Export multi-pass renders as a EXR 32 bit files with each pass stored in high dynamic range format.
  • EXR passes available in full floating point, 32-bit unsigned integer or 16-bit (half format) precision.
  • World Point Position pass available in the multipass options.
  • Apply the render exposure (which combines the camera exposure and the automatic exposure) to relevant multi-pass layers.
  • Full support of G-Buffer compositing information.
  • Store all anti-aliasing and rendering channel samples on separate G-Buffer layers.
  • Render occluded objects (on a per object or global basis) to render hidden parts of the scene.
  • Render export as RLA or RPF for advanced compositing options.
  • 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.
  • Hide objects from render through Python callbacks.
  • 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.
  • NEW! 360 VR Panorama Render Option: With R2+ update.
  • NEW! Automatic (optional) leveling of Camera when rendering a 360 VR Panorama: With R2+ update.
  • NEW! 360 VR Panorama automatically recognized by 360 compliant social platforms (e.g. Youtube or Facebook 360): With R2+ update.
  • 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: Unlimited (through RenderCow pack expansions).
  • 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.
  • Customizable command-line render launching sequence.
  • RenderNode optional stand alone renderer for integration in large render farms.
  • RenderCows can be configured to use any number of cores.
  • 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 1024 rays/pixel.
  • HyperMipMap material anti-aliasing (including procedural materials).
  • User definable anti-aliasing strategies to optimize speed vs. Smoothness.
  • Energy Conservative AntiAliasing.
  • GPU anti-aliasing accelerates AA of thin polygon meshes.
  • 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.
  • Create custom render effects using user-defined python callbacks.
  • Ability to resume an interrupted render.
  • Generate detailed network rendering logs.
  • Real-life camera aberrations (cushioning and barreling).
  • Abort rendering on mouse-click in render area: Optional.
  • Easy-to-use camera mapping for retro projection of renders onto simplified geometry.
  • 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).
  • Generate detailed log files during network rendering.
  • Generate render diagnosis buffers to optimize your renders and avoid bottlenecks: Optional.
  • Display per-pixel render time, number of sub-rays, anti-aliasing samples, shadow rays, recursion, final gather samples, etc.
  • 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.
  • Full input, output and display gamma control.
  • Customize input gamma on a per-texture basis.
  • Easily override default output gamma.
  • Quick calibration tool to easily adjust the display gamma setting.
  • 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.
  • Optional addition of an information strip under the rendered picture.
  • Frame labeling can display information such as scene file name, render time, author, etc.
  • 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.
  • Non Photo Realistic (NPR) presets.
  • Non Photo Realistic (NPR) full edition.
  • Vertical and Horizontal film offset.

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.
  • Optimized Function Editor design improves efficiency while creating complex graphs.
  • 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.
  • Sort Materials by names in the Material tab of the World Browser.
  • Layered material system.
  • 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.
  • World Browser option to show only the materials names.
  • 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.
  • 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.
  • Ability to create matte shadow materials.
  • Ability to create reflection materials.
  • Matte Shadow and Reflection materials generate all necessary information for compositing of shadows and reflections on real world footage.
  • Materials can be made visible only to primary and shadow Rays (i.e. no reflections/refractions).
  • 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.
  • Switching Material layers keeps the original environment settings.
  • Natural Grain color production mode automatically produces realistic color variations for terrains, ground and other natural elements of the scene.
  • Access more Natural Grain parameters from the Color Production output in the Function Editor.
  • Set Reflective Materials to be more or less sensitive to the light's angle of incidence (e.g. to create metallic car paint).
  • Render thin, one-sided surfaces (e.g. window glass), with reflectivity depending on the viewing angle BUT without refraction.
  • Double-sided materials let you define two different materials: one per side of each face.
  • Set the minimal reflectivity of a material at a given viewing angle.
  • Grouped Materials allow you to store many materials (layers) in one single material file.
  • Add global alpha and environment properties to Grouped Materials.

Animation

  • Animation output resolution: Limited by memory only.
  • 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.
  • Automatic synchronization of cameras and lights: With 3DS Max, Cinema 4D, Maya, LightWave & Softimage XSI.
  • Synchronization data incorporated into scene for easy retrieval.
  • Save synchronization data to file for manual loading into Vue.
  • Animation export as AfterEffects.
  • Import motion tracking information.
  • Dynamic Motion blur anti-aliasing reduction.
  • 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.
  • Action safe and title safe frames and field grids (user configurable).
  • Motion-blur on animated mesh deformations.
  • Fast Hybrid 2.5D™ motion blur.
  • Accurate dithered motion blur.
  • Adjustable and animatable amount of 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.
  • Option to output temporary images when network rendering an animation as independent frames.
  • Optional display of time code on frames (on a separate layer when rendering as multi-pass).
  • Automatically hide time code when rendering to final or better.
  • Option to disable or customize padding of frame files.
  • Time display as: SMPTE, frame #, time.
  • Optional automatic illumination baking of meshes.
  • Motion blur on tree deformation.
  • Separate animation range and render range.
  • 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.
  • Compatible with MDD animated file format.
  • Refreshing of MDD Geometry can be disabled to avoid slowdowns while scrubbing through the animation.
  • Manage object animation functions through Python Callbacks.

User Interface

  • NEW! Group/Ungroup related dialogs together to save space and customize your interface at will.
  • NEW! Automatically re-open grouped/tabbed subdialogs when re-opening master dialogs (Terrain Editor, Material Editor, Function Graph …).
  • NEW! Function Editor and Terrain Editor sub-parts can be re-organized.
  • NEW! World Browser and Object Properties tabs can be re-organized.
  • NEW! Use up to 16 viewports: With R2+ update.
  • Fully dockable user interface allows you to create the workspace that best suits your workflow.
  • Totally redesigned content browser.
  • Search content in your collection using the search tool.
  • Productive, uncluttered interface layout.
  • Neutral interface with stylized design.
  • Customizable interface colors via presets.
  • Fully customizable interface colors.
  • Automatic adjustment of interface shortcuts and colors to mimic other 3D applications in your toolkit.
  • Updated navigation shortcut to recent other 3D applications.
  • Adjustable panning, rotation, etc shortcuts in editors.
  • 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.
  • Perspective camera view.
  • Frame selected objects menu command can be applied to the perspective camera.
  • Duplicate the Perspective camera to a new camera object through a command in the Display menu.
  • Secure Active Camera option lets you change point of view without affecting the render camera.
  • Easily set the render camera to match the perspective view using the Copy to Camera option in the Perspective View and Camera Control Center.
  • Easily switch back and forth between Main Camera and Perspective views.
  • 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 axis conventions.
  • Change order of rotations.
  • 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.
  • Customizable view navigation shortcuts.
  • 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.
  • View option menu commands with optional shortcuts.
  • Gizmo option menu commands with optional shortcuts.
  • Animation option menu commands with optional shortcuts.
  • Quick Render option menu commands with optional shortcuts.
  • Fully multi-threaded interface for fast response.
  • One view/4 view layout.
  • Real-time scene preview.
  • Multi-threaded Render Scene Preview, uses the same render engine as the main renderer for faster and more precise previews.
  • World Browser scene management.
  • Internal optimization in the World Browser allows massive performance gain for large scenes containing hundreds of materials.
  • Organize objects in layers: Unlimited layers.
  • Enhanced World Browser with direct access to materials, texture maps and imported objects for efficient management of complex projects.
  • Display material hierarchies with direct access to sub-materials.
  • Easy replacement of textures throughout the entire scene.
  • Library tab in World Browser shows all objects used several times.
  • Easily modify all instances of a reference object using the Library tab.
  • Scatter-replicate tool.
  • Scatter replicate tool creates variations of plants, terrains, rocks.
  • Replication tool with configurable position/size/orientation offset.
  • Random scattering and replication of objects.
  • Automatic instantiation of scattered/replicated objects.
  • NEW! Optimized Extrapolation/Interpolation commands by creating references instead of hard copies.
  • Summary of materials to quickly access all materials in the scene.
  • Resizable material summary.
  • Material Summary shows all materials on several rows.
  • Material previews can be resized in the Material Summary.
  • Drop button to easily set objects on the surface of underlying objects.
  • Smart drop rests the dropped object on the surface of the underlying object.
  • Undo-Redo: Multiple undo-redo.
  • Centralized Undo-Redo include editor-specific operations.
  • Ability to reorganize the view panes.
  • Resizable viewports.
  • Dockable Timeline.
  • Access to all G-Buffer channels and layers in interface.
  • Save individual G-Buffer channels directly from the interface.
  • Access to all render passes and masks.
  • Access to vertical and horizontal camera fields of view.
  • Trackball-type camera operations and advanced camera management grouped into Camera Control Center.
  • NEW! Split Camera Control Panel: Scene preview and Camera Controls.
  • NEW! Dock each part of the Camera Control Panel independantly.
  • Each camera possesses a target object for easier aiming and setting of focus point.
  • Camera targets can be linked to other objects in the scene (e.g. to automatically keep that object in focus).
  • All cameras can appear on screen.
  • Camera group manager in World Browser.
  • Resizable World Browser and Scene Preview.
  • Sort objects by size, name or type.
  • Lock or hide entire layers.
  • Lock or hide entire layers from the World Browser or from a menu command.
  • Lock or hide independent objects in the World Browser.
  • Python scripting.
  • Run Cornucopia3D third party Python scripts.
  • Compatible with Python version: 2.7.
  • Directly access frequently used scripts.
  • Python console for direct input of Python commands.
  • Python functions to add, modify and remove EcoSystem instances.
  • Python nodes that can execute Python code inside graphs, with user definable inputs and outputs.
  • Picture printing with user definable DPI resolution.
  • User-definable startup scene.
  • Welcome dialog.
  • Consistent Real-world unit system throughout the entire application (Material Editor, Terrain Editor, Function Editor.
  • Real units for object sizes.
  • Display measurements as real-world units (metric or Imperial).
  • Coherent display of real-world units.
  • Set internal units to change the overall scale of scenes.
  • Centered or relative to opposite corner object resizing.
  • Mesh splitting by material.
  • Object decimation for faster scene setup.
  • Spotlight view through for accurate aiming (OpenGL only).
  • Full-screen mode.
  • List of default folders when searching for texture maps.
  • Option to recursively search for texture maps in texture folders.
  • Optional independent panning and zooming of views.
  • Non-modal object editors.
  • Objects can be locked or hidden individually in OpenGL views.
  • Baking of objects to polygons (including Boolean operations).
  • Incorporation of texture maps in scenes.
  • User-definable keyboard shortcuts.
  • Use the “Windows” keyboard keys for shortcuts.
  • Use the “Command” and “Control” keyboard keys on MacOS for triggers and shortcuts.
  • Emulate right button click through “Control+LMB” shortcut.
  • "Only show active layer" preview option.
  • Object replacement by other objects.
  • When replacing plants, use the geometry of the replaced plants to generate the new plants.
  • Automatic detection and creation of new browser collections.
  • Ability to lock browser collections to avoid accidental modifications.
  • Cloud layers can be easily hidden/restored.
  • Linear and angular snapping grids when moving and rotating objects.
  • Customizable linear and angular grid snapping when moving and rotating objects.
  • Multiple scene file backup tool.
  • Macro recording and playback to automate repetitive tasks.
  • Easily access frequently used macros using Macro QuickLaunch dialog.
  • Easily access recently created macros.
  • Content files accessible from all system accounts.
  • Easily change the location of your content folder after installation.
  • Rename individual render passes (e.g. "Maple Tree 527" -> "Hero Tree").
  • Disable/bypass Visual Browsers completely (e.g. when browsing images).
  • Intelligent re-titling of files when saving under new filename.
  • Use preset MetaNodes to easily assemble elaborate SmartGraph graphs.
  • Group parts of SmartGraph graphs as MetaNodes.
  • "Publish" specific MetaNode parameters for easy access from the level above.
  • Build your own MetaNodes library of commonly used graph snippets.
  • Create custom interfaces by publishing function graph parameters.
  • Control published function graph parameters at top interface level.
  • Ability to fix the altitude of the camera above the ground.
  • Freeze all camera attributes (including animation key frames).
  • Press "Ctrl" to slow down the controls in the Camera Control Center.
  • Dedicated water editor to easily create and adjust infinite water planes.
  • Go from still to stormy waters with a single slider.
  • Easily add true displacement to the water surface.
  • Customize the look of water surfaces using the MetaWater materials.
  • Run several instances of Vue simultaneously.
  • Support for 3Dconnexion tracking devices (SpaceNavigator, SpaceExplorer, etc).
  • Automatic renaming of Standalone- and HyperVue-generated frames if overwriting.
  • Automatic renaming of RenderNode-generated frames if overwriting.
  • Global EcoSystem visible as proxy object in World Browser.
  • Select and delete Global EcoSystem instances with one click.
  • Format specific options accessible through a special button in Save file box, and no longer prompted for each time.
  • Adjustable separator in Timeline to change width of animated items list.
  • Material preview option which displays materials mapped onto a small terrain object.
  • Name of atmosphere appears in Atmosphere editor caption.
  • Name of edited function appears in Function editor caption.
  • Visual motion browser lets you select rig poses or animations visually.
  • Preview motions/poses before applying them.
  • Typical motions directly accessible from skeleton rig editor.
  • Customizable camera altitude locking (above terrains, above other objects, etc).
  • Default views are automatically adjusted according to internal units.
  • Automatic Smart-Saving technology that saves your scene in the background.
  • User defined Auto-Save time intervals.
  • Auto saved backup files are accessible directly through the application menu.
  • Push-button scene snapshot technology.
  • Scene snapshots are no longer deleted automatically when the maximum number of auto-saved files is reached.
  • User-triggered scene snapshots are differentiated from Vue's AutoSave file in the “Revert to Snapshot” menu.
  • NEW! Set VUE to automatically create a Scene Snapshot after each render.
  • NEW! Scene snapshot preview in OS browser is automatically created after the render.
  • Non destructive texture resizing in the Link tab of the World Browser.
  • Option to restore full size version of downsampled images.
  • Option to dump all texture maps to a specific folder.
  • Double-click texture map in World Browser to view at full resolution (using external viewer).
  • Choose a specific external image viewer from the Operations tab of the Options dialog.
  • Missing textures are identified as broken links.
  • Automatic range adaptation in Function Graph.
  • Slopes can be expressed in the -180°;180° range.
  • Manually adjustable EcoSystem population threshold before triggering a warning.
  • Freely move layers up and down in the World Browser (even if they are closed).
  • Edit fields automatically expand to accomodate large numbers when editing.
  • Edit fields display rounded values (but retain original values).
  • Ruler indicating the scale in each viewport.
  • Abitilty to orbit and pan the camera simultaneously.
  • When nothing is selected in the scene, orbiting is done around the object in front of the camera.
  • Brush picture is visible when painting with a pinned mask in Terrain Editor.
  • Move Infinite terrains using the manipulation gizmos.
  • Import settings are preserved when importing multiple objects of the same type.
  • “From main View” aspect ratio in render options to render to screen using the same aspect ratio as the main view.
  • Select the slot into which a material snapshot will be saved.
  • The scatter/replicate dialog now remembers previously entered parameters, which can easily be restored.
  • Save a render area as a full sized image, so that it can be easily overlayed in post.
  • Render area include alpha info if the format permits.
  • The aspect ratio can now be set on a per camera basis inside a single Vue scene.
  • When changing the aspect ration in an animated scene that contains cameras with various aspect rations, Vue will offer to automatically switch all cameras used in the animation to the new aspect ratio.
  • EcoPainter dialog can now be folded to a more compact version.
  • Optimize EcoPainter dialog display using unfoldable sections.
  • NEW! Resize the EcoPainter Dialog.
  • Easily replace any texture file with another file simply by renaming the filename in Library tab of the World Browser.
  • The RenderCow dialog shows the IP address it is using in the About menu.
  • Change the priority of pending batch rendering tasks.
  • Drag and drop bitmaps directly into the 4 views and in the material editor.
  • Object preview identifies pre-animated meshes by displaying a corresponding icon.
  • Render Stack with comparison tools.
  • Resize the Render Stack to fit the selected render.
  • Render Stack can be set to store in a global or per-scene stack.
  • Stacking of your renders is done automatically or on demand.
  • Stacked renders are stored with alpha, depth, relighting and diagnosis passes.
  • Stacked renders are stored with G-Buffer and Multi-pass passes.
  • The size of the stack on your hard drive is fully controllable.
  • Interactively pan and zoom in and out of the render in the render display dialog- even as it is being computed.
  • Easily compare different versions of a render using the render comparison tool.
  • It is possible to Zoom in and out while comparing two renders.
  • Difference tool to show differences between 2 renders.
  • Difference Boost tool to dynamically exagerate differences.
  • Ability to create Lightweight Clones of your renders to compare different post-processing options.
  • Cloning process only duplicates all post-processing options (including Relighting information) while remaining non destructive for other buffers.
  • Each render in the stack can be removed individually.
  • The Automatic stacking of renders can be optionally disabled when rendering an area.
  • The Automatic stacking of renders can be optionally disabled when rendering in preview mode.
  • Merge Render Areas in a final render directly from the Render Stack.
  • Apply previous camera settings to the current camera from the Render Stack.
  • Flip renders horizontally within the Render Stack to evaluate composition and other aspects of your renders.
  • Easily name renders in the Render Stack.
  • Move the render display dialog while Vue is rendering.
  • Replace multiple objects simultaneously.
  • Drag-drop objects into a scene drops the object at the position of the mouse cursor.
  • Copy/cut/paste/delete cameras like other objects, through the world browser.
  • Set shortcuts to move the camera along the horizontal or vertical axis in the OpenGL view, when using Main camera view.
  • Set shortcuts to move the camera along the horizontal or vertical axis in the OpenGL view, when using Perspective view.
  • Save/reload camera as .Vob files.
  • Enable or disable dialogs to popup or set callbacks with dedicated Python functions.
  • Set physical position of sun in sky according to date, time and location on Earth.
  • Select location on Earth using list of predefined cities, by lattitude/longitude or simply by pin-pointing the location on a map.
  • Menu items show icons or thumbnails for better clarity.
  • Easily identify Recent scenes and Snapshots (manual or auto-saved) using thumbnails directly in the menu.
  • Colored axis coordinate (X,Y,Z) input fields helps you to immediately visualize the directions of the coordinates of the selected object.
  • Improved display of Material Editor Tabs to directly show which channels are used.
  • NEW! Easier access and edition of multi-material thanks to sub-menu hierarchy display: With R2+ update.
  • Edit multiple nodes in the Function Editor in one go.
  • NEW! Interactive slider changes option affects the mouse wheel for more dynamic visual display of your modifications in real-time: With R2+ update.
  • NEW! Compatible with HiDPI screens.
  • NEW! Scenes and assets thumbnail previews in Windows Explorer.

Real-Time Preview

  • High-speed OpenGL real-time preview engine.
  • Choice of 3 OpenGL engines: shader based, fixed pipeline and software provide optimal quality/compatibility options.
  • Shader-based OpenGL engine maximizes efficiency and visual accuracy on high-end GPUs.
  • Completely threaded OpenGL architecture makes the best of multi-core systems.
  • Fully customizable OpenGL previewing options.
  • Realistic OpenGL preview of plants, planets, lens-flares, texture map atmosphere... with instant and detailed feedback.
  • Dual-resolution OpenGL preview for faster response.
  • Preview specular highlights in real time.
  • OpenGL preview of EcoSystem instances as billboards, boxes or full geometry.
  • Preview EcoSystem instances as shaded billboards.
  • Optimized previewing of EcoSystems billboards.
  • User definable radius around the camera in which EcoSystem instances appear at full resolution.
  • Dynamically populated EcoSystems around the camera can be viewed in viewports.
  • Control minimum size and maximum number of dynamic EcoSystem instances previewed.
  • Dynamic filtering of EcoSystem shaded billboards to improve accuracy and reduce flickering in realtime preview.
  • Adjust EcoSystem display quality on individual population elements.
  • Control displaying at full quality of EcoSystem instances near the camera on individual population elements.
  • Limit overall EcoSystem instance preview quality with a single command for faster navigation in complex projects.
  • Textured OpenGL preview.
  • OpenGL Preview of Boolean operations.
  • OpenGL Preview of Metablobs.
  • Threaded previewing of procedural terrains with dynamic LOD.
  • Normal Mapping accurately displayed in OpenGL Preview.
  • Anti-aliased real-time OpenGL preview.
  • Automatic selection of preview color based on procedural material color.
  • Show objects as box, wireframe, shaded or smooth shaded.
  • Axis preview in viewports.
  • OpenGL and rendered plant preview in Plant Editor.
  • Automatic caching of shaded billboard data for faster vegetation preview.
  • Sky preview with clouds.
  • Realistic MetaCloud preview.
  • Realistic sun shadows.
  • High accuracy of realtime OpenGL sun shadows.
  • Colored EcoSystem instance preview.
  • Dynamic plant display optimization.
  • Decimated object preview for faster previewing.
  • Minimum setting for preview frame rate (dynamic preview simplification to maintain frame rate).
  • Control over OpenGL clipping planes.
  • Selected objects appear with a red wireframe: Optional.
  • Parts of selected objects that use the current material appear highlighted: Optional.
  • Selection wireframe always appears on top of other objects that are in front: Optional.
  • Selected objects are "ghosted" in red.
  • Selection wireframe color is user definable.
  • Highlighted material selection wireframe color is user definable.
  • Bone highlight color is user definable.
  • High quality texture and terrain previewing.
  • Rendered images can be displayed in the background of all viewports.
  • Camera mapping preview in real time preview.
  • OpenGL viewports reflect camera exposure and gamma settings: Optional.
  • Planes are visible from all sides in the OpenGL views.
  • Accurate OpenGL display of materials in world coordinates.
  • Status bar can display poly count, free system resources, and used GPU resources.
  • Ability to hide all layers in the World Browser.
  • Ability to copy-paste objects into hidden or locked layers.
  • Manual deletion of empty layers in World Browser.
  • Easily restore default installation folders at install time.
  • Optimized Full Quality Near Camera option for faster high quality previewing.
  • Optimized handling of complex group hierarchies.
  • Adaptive grid level that changes scale with the level of zoom.
  • More detailed grid display/division options.
  • Gradual movement of the camera away from objects when using mousewheel.
  • Mouse zoom towards point under pointer.
  • Mouse wheel automatically zooms view beneath mouse pointer.
  • Nudge step proportional to zooming level.
  • Optional updating of animated mesh geometry when scrubbing animations.
  • Turn on and off various settings of the atmosphere preview (such as lens flares, planets, clouds, etc) directly via the application menu.
  • Set an animation preview to loop.
  • Scroll through scrollable areas using mouse wheel.
  • NEW! Default OpenGL engine set to Shader 4.

Import/Export

  • Static Poser scene import.
  • Support for Poser dynamic clothes and hair.
  • Animated Poser scene import.
  • Support for multiple Poser SDKs.
  • NEW! Maximum supported Poser version: Poser Pro 11 (SR1) and Poser Pro GameDev.
  • Option to limit the resolution of your character's bitmaps during import.
  • Convert objects from Max into Vue format (requires 3DS Max).
  • Unrigged objects are exported from Max as standard Vue meshes.
  • Compatible with Cornucopia3D cost-effective locked content.
  • Cornucopia3D items are identified in the Visual Browsers using a small icon.
  • Cornucopia3D content display options in Visual Browsers: "All", "Best Selection" or "None".
  • Import options dialog to control imported object position and sizing.
  • When loading objects, option to automatically drop them to the ground.
  • Motion tracking import: MatchMover (RZML, RZ3), Boujou & SynthEyes (MS).
  • 2D Import: BMP, BUM, DEM, EXR, GIF, HDR, IFF, Jpeg, PCX, Pict, PNG, PSD, RLA, RPF, TGA, TGD, Tiff, Vistapro DEM.
  • Animated 2D import: Sequence of pictures, MOV (Macintosh only), AVI (Windows only).
  • Use FFMPEG library to load/save animations.
  • Vector data import: Postscript and Illustrator up to 3.2.
  • Exposure and contrast controls in HDRI images.
  • Textured model imports as: 3DS, 3DMF, COB, DAE, DEM, DXF, LWO, OBJ, PZ3, PZZ, RAW, SHD, VRML, MDD, DTED, SDTS/DDF, GeoTIFF.
  • Import PlantFactory 3D Plants as: .TPF, .VOB.
  • Textured and animated Collada file import.
  • Support for rigged Collada meshes.
  • Daz Collada import supports morph targets.
  • Collada IK information is automatically imported when converting characters to Vue's rigged mesh format.
  • 2D Export: Tiff, TGA, Pict, BMP, GIF, EPX, PSD, Jpeg, PNG, PCX, IFF, RLA, RPF.
  • Save high dynamic range images.
  • Export 48 bit color images.
  • High Dynamic Range 2D Export: HDR, EXR.
  • 32 bit resolution, floating point EXR import and export.
  • Embed alpha information in Tiff and PNG formats.
  • Object export (with textures).
  • Optimized object and texture map exports.
  • Textured object export as: 3DS, C4D, COB, DXF, LWO, OBJ.
  • Scene export: 3DS, LWS.
  • Sky exports as sky-boxes or sky-domes.
  • Multi-threaded sky map export dramatically speed up the export process.
  • Camera animation export (e.g. to After Effects): Maya MA.
  • Object animation export (motion, orientation, size): 3DS, MOT.
  • User-definable mesh and texture map resolution for exports.
  • Automatic re-importing of externally modified texture maps and 3D objects.
  • Objects can be marked as not being exportable.
  • Advanced unwrap algorithms for low-distortion UV mapping.
  • Advanced vertex merging algorithms allow fast and smooth exporting of terrain meshes.
  • Multiple UV layers support: up to 4 layers.
  • Multiple UV layers can be accessed via the function graph.
  • Save a deformed mesh (without animation) by simply selecting and saving the sub-object.
  • Import a 2D vector graphic file to create Vue splines.
  • Automatic creation of multiple splines if the imoprted 2D vector graphic defines multiple curves.
  • Import geometry from Zbrush using the GoZ standard.
  • Export any goemetry as tris from VUE directly to Zbrush using the GoZ standard.
  • Export terrains as quads from VUE directly to Zbrush using the GoZ standard.
  • Import scenes, objects, camera paths and synchronization data as Alembic (ABC) files.
  • NEW! Import all objects included in an Alembic File.
  • NEW! Import instantiated objects from Alembic.
  • Exort scenes, objects and camera paths as Alembic (ABC) files.
  • Alembic supported version: Up to 1.5.3.
  • Multi-threaded map export dramatically speed up the export process.
  • Import geo-located terrains as DTED, SDTS/DDF, and GeoTIFF.
  • Export VUE scenes to LumenRT.
  • NEW! Automatic detection of global scale factor (from file format and source software) when importing scenes or assets.
  • NEW! Export original maps for meshes with Uvs.
  • NEW! Export objects as Collada.
  • NEW! Optional export of texture maps available when exporting in Alembic.

System Resource Management

  • Robust threading architecture.
  • Texture virtualization allows rendering with extremely high resolution texture maps.
  • Geometry virtualization allows rendering of polygon-intensive objects.
  • "Purge Memory" command to cleanup memory and reduce fragmentation.
  • Automatic memory monitoring system attempts to preserve scene integrity after memory allocation failures.
  • Optional compatibility mode minimizes hardware compatibility issues.
  • Degraded display mode (dynamic simplification of OpenGL preview when resources become critically low).
  • Optional limit on OpenGL polygon count.
  • Automatic suspension of mesh simplification, Boolean/Metablob preview and background draw threads when system resources become critically low.
  • Automatic software updating (optional).
  • Video-board compatibility checking.
  • Automatic checking of OpenGL driver compatibility.
  • Option to clear OpenGL data before rendering.
  • Embedded error-reporting feature to help reduce time-to-fix.
  • User definable maximum video board memory usage.
  • Automatic configuration of OpenGL options for optimized previewing on your video board / driver.
  • OpenGL monitoring system that will continuously check OpenGL activity and video resource usage, and will attempt to intercept any OpenGL driver issues before they happen.
  • OpenGL monitoring system automatically backs up your scene before issueing a warning when the system detects that the OpenGL driver is misbehaving.
  • Updates are downloaded in the background.

Miscellaneous

  • Multi-processor rendering: Unlimited number of CPUs.
  • Hundreds of preset atmospheres, objects, materials.
  • Terrainscapes preset terrain material library.
  • 64 bit version optimized for Windows and Mac OS X Cocoa.
  • Floating licenses: With optional License Server.
  • Licenses can be used as floating licenses when installed in the optional License Server.
  • License Server can run as a service.
  • Automatic detection of License Server.
  • License valid for commercial use.
  • RenderNodes can be set to only render a portion of a picture.
  • The scene render size can be overwritten directly via a RenderNode command line.
  • Rendernodes can be set to render the GI Prepass only.
  • Rendernodes can load a pre-computed GI Prepass.
  • Adjust the time after which the beep sounds when rendering completes.
  • Improved accuracy of the evaluation of remaining render time in HyperVue.
  • Automatic activation system avoids juggling with multiple forms and serial numbers - requires an internet connection during activation.
  • Automatic activation system requires an e-on user account.
  • Compatible with MacOS 10.10 (Yosemite).
  • NEW! Compatible with MacOS 10.12 (Sierra).
  • NEW! Download Extra Content on the fly from the Sample Scene/Object browser.
  • NEW! Content provided with the software is stored in system-wide folder instead of User specific location (usefull when multiple users use the same computer).
  • Inline help: Online Wiki or included PDF Manual.
  • Direct access to Wiki or PDF using Help key (set your preference between Wiki and PDF in User Preferences).
  • NEW! PDF Manual: 1190 pages .
  • NEW! Media: Application: ∼1.2 GB zip file - Extra Content downloadable on the fly.


Compare Versions of VUE
Compare VUE Infinite 2016 with:

    Vue 9.5 Infinite
Vue 9.5 xStream
Vue 10 Infinite
Vue 10 xStream
Vue 10.5 Infinite
Vue 10.5 xStream
Vue 11 Infinite
Vue 11 xStream
     Vue 11.5 Infinite
Vue 11.5 xStream
VUE Infinite 2014.5
VUE xStream 2014.5
VUE Infinite 2015
VUE xStream 2015
VUE xStream 2016
 

Requirements & Pricing

Minimum System Requirements

VUE is a 64 bit application, designed for 64 bit versions of Windows 7, Windows 8 and Windows 10 and Intel Mac OS X platforms.

Like all 3D packages, it is highly demanding in terms of computer power. Although the application is totally multi-threaded to ensure the smoothest possible response, you have to realize that there is a lot going on when you work in VUE.

Please note that using VUE on a system carrying the below specification may result in slow response time and longer render times!

Please read further on for recommended minimal specification for an optimal VUE experience.

Macintosh
  • Mac OS X v10.6+ 64bit,
  • 2GHz Intel processor or faster,
  • 1GB of free RAM,
  • 200 MB of free Hard Disk space,
  • 1200x768 in 65K colors/16 bits (24+ bits recommended).
Windows
  • Windows 7/Windows 8/Windows 10 64bit,
  • 2GHz Pentium IV or better processor,
  • 1GB of free RAM,
  • 200 MB of free Hard Disk space,
  • 1200x768 in 65K colors/16 bits (24+ bits recommended).


Recommended System Specs

  • Windows 64 bit (Windows 7, Windows 8 or Windows 10), Mac OS X v10.12
  • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro), AVX compliant (windows)
  • 8GB+ of RAM,
  • 4GB+ of free Hard Disk space (on the drive hosting the OS),
  • An OpenGL accelerated video board (see below for optimal compatibility)


Supported Video Boards

VUE Infinite 2016 includes an automatic configuration tool that will set all OpenGL options just after install, for optimized previewing on your video board / driver.

Any reasonably recent video board (typically less than 3 years old) with at least 1GB of dedicated VRAM and up-to-date drivers should allow you to get the most out of VUE's OpenGL engine.

If you run into any OpenGL issues, try disabling background draw and antialiasing in the Options panel. Worst case scenario: you can always run VUE in software OpenGL mode.


     
 

Warning: Laptops using Nvidia's Optimus or ATI's BinaryGFX technologies may present severe OpenGl problems. We recommend that users deactivate this option when running VUE!

 
     





Known Issues

  • None at this point! ;-)



  • Availability and Pricing

    VUE Infinite 2016 is available in English.

    VUE Infinite 2016 is optimized for 64 bit Intel Macs, and for 64 bit versions of Windows XP/Vista/7/8/10.

     
    US/Canada
    Europe
    Others
    VUE Infinite 2016
    US$1,295
    €1157.99*
    US$1,295
    VUE Infinite 2016 + 1 Year Maintenance
    US$1,495
    €1336.83*
    US$1,495
      » Upgrades From VUE Infinite 2015
    VUE Infinite 2016 - VUE Infinite 2015 Upgrade
    US$539
    €481.97*
    US$539
    VUE Infinite 2016 - VUE Infinite 2015 Upgrade + 1 Year Maintenance
    US$798
    €713.57*
    US$798
      » Upgrades From VUE Infinite 2014
    VUE Infinite 2016 - VUE Infinite 2014 Upgrade
    US$648
    €579.44*
    US$648
    VUE Infinite 2016 - VUE Infinite 2014 Upgrade + 1 Year Maintenance
    US$907
    €811.04*
    US$907
      » Upgrades From VUE 11 Infinite
    VUE Infinite 2016 - VUE 11.x Infinite Upgrade
    US$863
    €771.69*
    US$863
    VUE Infinite 2016 - VUE 11.x Infinite Upgrade + 1 Year Maintenance
    US$1,122
    €1003.29*
    US$1,122
      » Upgrades From VUE 7.x to 10.x Infinite
    VUE Infinite 2016 - VUE 7.x to 10.x Infinite Upgrade
    US$971
    €868.27*
    US$971
    VUE Infinite 2016 - VUE 7.x to 10.x Infinite Upgrade + 1 Year Maintenance
    US$1,230
    €1099.87*
    US$1,230
      » Switch from VUE Complete to Infinite
    VUE Infinite 2016 - VUE Complete 2016 Buy Back
    US$895
    €800.31*
    US$895
    VUE Infinite 2016 - VUE Complete 2015 Buy Back
    US$1,095
    €979.15*
    US$1,095

    *




    Educational Licenses

    Schools and training centers can become member of e-on software's ATC program and get equipped with VUE Infinite 2016 at a massive discount. Site licensing is available for $3000 (for up to 30 seats) per year.

    If you are a member of an educational institution and wish to equip your institution with e-on software products, please get in touch with our sales staff for a customized offer: click here or call 866-3414-EON.

    Individual owners of an active VUE 2015 EDU license will receive their upgrade to VUE 2016 for free, however, Educational Licenses are no longer available to individuals (see below).

    Students shouldn't have to pay to learn new tools!

    The VUE 2016 Personal Learning Edition allows any Artist or Student to learn the best Digital Nature tool for free. The PLE outputs files that can be rendered without limitation using an ATC license. Students can thus work from home using the free PLE and bring their work back to school for use (and final rendering) using their school's resources.

    The VUE Personal Learning Edition is available as a free download from http://www.vue3d.com/ple.



    More Information

    If you are a member of the press and need higher resolution material, further information, or anything else, please don't hesitate to contact our press department:



    Terrains

    Click to follow link


    HeightField Terrain Technology - More flexible and a lot more Powerful!


    With VUE Infinite 2016, we're introducing a brand new terrain modeling technology, more flexible and a lot more powerful, called "Heightfield Terrains".

    This new technology allows you to add terrain effects that were previously impossible to achieve, such as Hydrological & Thermal Simulations!

    Similar to procedural terrains, Heightfield Terrains are based on a function graph, but baked on a fixed-resolution grid. This will give you more flexibility and add more realism to your terrains. Heightfield Terrains are also significantly faster to render!

    Heighfield terrains are manually sculptable and parameters can be animated - e.g. to simulate a terrain erosion over time for instance!

    And finally, you can easily set up your graph outputs to drive your material presence, directly from within the Terrain Editor interface.

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    The Heightfield Terrains technology comes with its set of new dedicated nodes and presets, like 9 different Erosion presets and Slope, Convexity, Blur or Terrace nodes.

    New Layout Nodes also let you design a terrain's "layout" (most prominent features) using hand-drawn elements like Splines, elements from the scene, or simple shapes (circles, rectangles, rounded rectangles) .


    Start as simple as drawing a line, let the power of the Terrain Editor do the rest!

    Additionally, all terrain presets in the terrain Editor were reworked, and VUE Infinite 2016 now ships with 42 terrain samples.

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    Sculpt 3D Terrains in Real-Time

    Create Caves and Overhangs

    Revolutionary Solid3D™ terrain modeling technology lets you interactively carve and shape terrains in real time. Using 3D brushes, mold and shape terrains into virtually any shape imaginable.

    Create caves, grottos, overhangs, rivers, canyons with the ease of modeling in clay-like fashion. Brushes can also be used to interactively add erosion and geological effects and blend details using the 3D smoothing brush.

    You can easily configure the behavior of the terrain brushes and build a library of your most frequently used brushes.

    Change the effect of brushes on terrain geometry or material distributions, control the influence of slope or orientation, the effect of tablet pressure, configure brush shapes, etc. The brush will appear in the list of brush presets, and you can select it with a single click.

    Automatic Localized Subdivision

    Standard base terrains are generated using either one of the 8 presets (mountain, peak, eroded, mounds, iceberg, glacier, dunes, lunar), a grayscale image, or by importing USGS DEM data. VUE fully supports 16-bit heightfield data imported from external applications.

    Automatic Localized SubDivision

    Solid3D employs innovative localized subdivision technology which automatically refines the underlying mesh based on the level of detail being added.

    This allows you to concentrate on the creative process of sculpting terrain features without having to worry about mesh geometries. Freely sculpt the equivalent of millions of polygons with real-time interactive performance.



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    3D Sculpt Procedural Terrains

    Combine the best of both worlds with the ability to locally sculpt features on finite and infinite procedural terrains.

    Let VUE automatically generate infinitely detailed expanses of terrain, then fine tune or completely rework localized areas of the terrain to suit your requirements. Touch up zones can be nested to provide unlimited artistic control.

    Sculpt in roads, paths, and caverns while perserving the procedural details around the localized features.

    You can also create standalone painting masks that are not connected to any specific material, to precisely control sculpting and distribution of materials over the surface of your terrains.

    The global Freeze mask can also be used to accurately control your modifications. The Freeze mask can be used in combination with all other masks.

    Scene Context Sculpting

    Scene elements such as buildings and vegetation can be viewed in the Solid3D terrain modeler allowing you to sculpt terrain details around objects.

    Deform the terrain surface around any object for a more naturally blended appearance.

    Sculpt from References

    You can apply a bitmap to a terrain, and then view this bitmap inside the Terrain Editor as you sculpt the terrain.

    This feature is particularly useful when recreating a terrain based on real world photo references.

    It is also possible to reset 2D and 3D sculpting independently.

    Sculpt Terrains in Context

    Sculpt From References


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    Terrain Brush Improvements

    Brushes in VUE Infinite 2016 can act only on certain levels of details, while leaving others untouched, so you can modify the general shape of a terrain without removing smaller details.

    3D Painting Undo brush: The undo brush now also works in 3D.

    Custom 3D brush: This brush lets you define a specific direction for the displacement applied to the terrain surface.


    Mask Rotation

    You can now optionally enable mask rotation when painting in the terrain editor. When mask rotation is enabled, the mask will rotate together with the view allowing precise control when painting materials or painting geometry in the terrain editor (ideal for footprints!).


    Retopology

    This powerful feature will automatically reorganize the underlying terrain mesh in order to optimize distribution of polygons over irregularly shaped terrains, such as cliffs.

    As a result, painting details on e.g. vertical cliffs is greatly facilitated.


    Spline Terrain Effect & Road Tools

    Use Terrain Effects to engrave or emboss the surface of a terrain following a predefined path. This feature is particularly usefull to create road beds or raised highways.

    VUE Infinite 2016 offers a built in Road construction tool that allows you to directly draw a road path on your terrains. The resulting spline is automatically textured with an asphalt material, and carves or raises the terrain surface to adjust it to your path.

    More information about VUE's Spline technology

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    Mask Rotation

    More Details Thanks to Retopology

    Desert Road video
    Watch on Youtube!

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    Paint Material Distribution Maps on Terrains

    The Solid3D terrain modeler allows you to paint custom material distributions. Paint riverbeds and rocks along with the associated material with a simple brush stoke.

    Material distribution maps can also be created in conjunction with Solid3D global geologic effects. Ideal for placing a different material in riverbeds in seconds!

    The material painting tool lets you paint distribution maps with any arbitrary number of materials. Easily add new materials to create extremely detailed distributions.

    Toggle material masks to constrain painting of other materials inside existing distribution maps.

    Material masks are handled independently from the rest of the material, so you can rescale materials or use any type of coordinates without affecting the distribution.

    Material distribution masks can be easily locked to prevent sculpting or painting in the locked areas.

    You can create brushes that are influenced by local slope, altitude and orientation. This is very useful, for example, when you want to paint a grass material only on flat areas.

    Previewing of Environment Constraints

    When brushing a layer with altitude, slope or orientation constraints, it is now possible to preview these constraints direclty, so that the areas where the brush will have an effect appear clearly.

    Advanced Layering

    VUE Infinite 2016's terrain editor introduces fully additive material layering. This system preserves the orginal alpha presence of layers, 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.

    Paint With Unlimited Materials

    Previewing Brush Constraints

    Terrain Material Layering


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    Handling of materials in the terrain editor combines the power of procedural materials with the ability to manually paint details (this is also compatible with procedural terrain zones).

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    Painting Using Procedural Alpha

    Alpha Channel Previsualization

    The presence of materials layers (alpha channel) can be previewed in the terrain editor and used as a painting mask.

    Dual UV Channel

    To precisely control UV perturbation, a second UV Channel is available for 3D sculpted terrains.



    Render Infinitely Detailed Procedural Terrains

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    Procedural terrains provide an unlimited level of detail: move your camera closer, and more detail is seamlessly added. VUE employs powerful algorithms to rapidly create and render the massive micro-polygon datasets of displaced infinite procedural terrains.

    There is no limit to the size of procedural terrains. They can virtually stretch to the horizon, or even become planets. Yet whatever their size, there will always be enough detail, even in extreme close-ups.

    Powerful Terrain Function Editor

    Deep-level editing of procedural terrains is performed in the powerful function graph editor, where a wide selection of procedural noises, filters, math functions and image data nodes can be combined to define elaborate geological features.

    Combine dedicated terrain-production fractal algorithms with specific natural color production nodes to create stunningly elaborate and natural-looking scenery in no time.

    Sculpt Infinite Terrains

    Procedural terrains are fully sculptable using the Solid3D terrain modeler. 

    Sculpting can also be confined to specific area or zone making it possible to create custom details on infinite terrains. Create custom rock formations or valleys surrounded by infinitely detailed mountains.

    Rapid Terrain Creation with Presets

    Using the procedural terrain presets included with Vue, you can choose a style of terrain and VUE will create a unique terrain of the corresponding style, complete with all associated materials. This includes both finite and  infinite procedural terrains.

    Zone Extraction

    You can extract a specific area of a procedural terrain with just one click! Simply select a zone and convert it to a separate procedural terrain.

    This is ideal to create customized textures on specific areas.

    You can extend the size of a procedural terrain without modifying the aspect of the terrain. What it does is add more terrain around the existing terrain.

    If you sculpted the procedural terrain prior to extending its canvas, a zone will be automatically created to preserve the sculpting.

    Strata3D Node

    The Strata3D noise node is ideal for creating realistic canyon walls and stratified rock formations. This node works in conjunction with all other fractal and noise patterns.

    Terrain Fractal 2 Node

    Terrain Fractal 2 generates a higher diversity of natural looking shapes, and rough areas of rocks and cliffs are more convincingly integrated in the relief. An optional stratification can also be applied to create an effect similar to what a separate "Strata Filter" node would achieve, but with more control and higher variability, producing natural looking localized effects thanks to the knowledge of some of the fractal's internal values.


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    Terrain Interface (Function Editor)


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    Zone Extraction


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    The Strata 3D Node in action


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    Terrain Fractal 2


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    Create Planetary and Spherical Terrains

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    VUE supports the creation of spherical and planetary terrains.  Any procedural terrain can be converted into a spherical terrain or a planet with the click of a button. 

    Render expansive celestial planets and vistas with ease and zoom in to reveal the smallest granular level details down to single pebble.

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    Easy Planetary Navigation


    Vegetation

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    VUE works with two different vegetation technologies:

    • SolidGrowth 4: lightweight vegetation optimized for viewing in the distance
    • PlantFactory: fully procedural plant system capable of producing very high-quality hero trees as well as distant vegetation.


    PlantFactory Vegetation



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    VUE Infinite 2016 is natively compatible with PlantFactory content (even if you don't have a copy of PlantFactory).

    Because VUE fully supports the procedural definition of PlantFactory plants, the plants are automatically generated at the optimal level of detail (based on render resolution and viewing distance). This ensures best quality with minimum resource usage.

    This also means that VUE is capable of animating natively all the exposed plant properties (such as Health, Seasonality or any other published plant parameter) by re-generating the plant geometry as required, as well as allow tweaking the look of the plant using the Plant Editor (see below).

    Significant improvements were added in VUE Infinite 2016 to speed up the rendering of TPF plants - with a render-time gain of up to 20 times faster (advanced pre-computing of illumination on plants, improved illumination quality, etc...). Major improvements in the normal mapping algorithms also dramatically boost overall plant rendering quality.

    VUE Infinite 2016 offers a better access to TPF plant published parameters and mesh resolution directly within the Plant Editor. The Plant Editor is now resizeable for improved plant customization.

    Finally, VUE Infinite 2016 adds compatibility with PlantFactory lightweight preset technology (in PlantFactory 2014.5).


    If you want to create your own plants and control every aspect of them, check out PlantFactory.




    Easily and quickly add more realism to your scenes.
    Improve your productivity at the same time!

    PlantFactory Preset Variations

    PlantFactory 2015 introduced the concept of Presets. PlantFactory 2016 now introduces the concept of Preset Variations.

    Preset Variations allow you to immediately include subtle differences to your plant (change the number of buds on a blooming flower, or its petal colors for instance).

    This new feature allows you to easily add variety to create realistic environments with one single plant species!

    Within VUE Infinite 2016, you directly get access to the PlantFactory species presets and variations within the Plant Browser, the Plant Editor and within your EcoSystem population list .

    So, at every step of your scene creation process, you are able to select the species you want, the preset you want and the variations you want!


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    Innovative SolidGrowth™  4 Plant Technology

    Widely recognized as the most efficient vegetation system around, the fourth iteration of SolidGrowth features powerful flicker-reducing algorithms capable of rendering animations with millions of moving plants!

    SolidGrowth is based on random growth technologies that ensure no two plants of the same species will ever look exactly alike and will automatically animate plants so that they gently sway in the breeze, or twist and bend in strong winds. It also simulates the different color tones found in nature for even greater variety and realism.

    SolidGrowth works seamlessly with the EcoSystem technology, and together they present unmatched capabilities for efficiently creating highly detailed, natural animated environments. This technology features advanced rendering algorithms that are capable of drastically reducing the flickering of distant plant animations.

    VUE ships with a library of over 170 plant species (grass, shrubs, trees and underwater plants). Many more SolidGrowth and PlantFactory species are available at Cornucopia3D.

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    Customize Vegetation in the SolidGrowth Plant Editor

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    The Plant Editor lets you easily customize any of the plants included with VUE and  allows creation of your own, unique plant species.

    Adjust the settings for the entire plant, or work on individual subsets of the plant (trunk, branches leaves...). Textures for any subset can be edited or replaced, so you can use your own pictures and scans to create new realistic leaves and trunks.

    Save your newly created species which will then behave like any other SolidGrowth or PlantFactory species: each plant will look slightly different, yet the overall characteristics of the species will be preserved.

    In addition to global wind and breeze, individual wind and wind generators, it is possible to animate any parameter in the plant editor, allowing the creation of effects such as plant growth and decay, or plant morphing.

    VUE makes it easy to use the billboard method to add low-poly trees and figures to architectural visualizations. The alpha plane object provides slots for alpha and color maps, and an additional billboard option to automatically orient itself to face the active camera, with or without vertical rotation.

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    Plant Editor in Action


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    Variations of the same species






    EcoSystem and EcoParticle Technology

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    EcoSystem Improvements in VUE Infinite 2016



    Multiple Global EcoSystems and EcoPainter Improvements

    VUE Infinite 2016 now allows you to populate your scenes with multiple Global EcoSystems layers (i.e. not linked to any underlying material). You can save your Global EcoSystem populations as EcoPainter brushes, and re-use them at any time, in any scene!

    VUE Infinite 2016 ships with 12 EcoPainter brushes to get you started. Populations in your EcoSystem brushes can also be used in any standard EcoSystem material!

    VUE Infinite 2016 includes 20 EcoPainter effector brushes, including a new Rotate effector to dynamically alter the placement of your EcoSystem populations.

    Memory Saving Technologies

    You can now optimize memory consumption by using baked (static or dynamic) versions of PlantFactory species for your EcoSystem populations, or by converting any referenced assets in your scenes to EcoSystem Instances .



    Revolutionary EcoSystem™ Generation 4

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    The EcoSystem revolution has redefined the way CG artists create landscape images.

    What seemed utterly impossible became easily feasible. Nightmarish tasks became a pleasant ride. With the fourth generation of EcoSystem, this ground-breaking technology has been improved again: the revolution marches on!

    Real world natural environments are extremely complex. Just think of the millions of plants, trees and rocks that make up the landscape around you.

    Creating such highly detailed scenes in 3D is an exhausting task, both in terms of hard work and computer resources. Most 3D programs, in fact, are unable to deal with the huge polygon count required to create, say, a realistic forest scene with millions of trees.

    With e-on's patented EcoSystem technology, you can easily populate your scenes with millions of plants, trees, stones and other objects, to achieve a totally new level of natural complexity and detail while keeping Vue’s performance and display running smoothly.

    Select a SolidGrowth plant species and EcoSystem will populate your scene with numerous variations of that plant, not just “hard copies”. These plants are automatically animated with breeze.

    Of course, an EcoSystem can contain more than one plant type: add an unlimited number of plants, rocks and other objects to the population list, and control each item’s relative presence and size within the EcoSystem.

    Automated Smart Scattering

    The EcoSystem does not merely scatter the objects randomly across the surface, but actually decides where to place them according to the relief of the terrain.

    So just like in nature, more trees will grow on flat areas than on steep slopes, and no objects will be placed where they are likely to “fall down”. You can control the influence of this effect easily.

    In addition, VUE will automatically recognize foreign objects, and reduce the presence of EcoSystem items around them.


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    EcoSystem Fast Population

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    Interactive 360° Population
    Watch on Youtube

    A "Fast population mode" is available in the General tab of the Material Editor. Each parameter modification (e.g. instance density, scale or orientation) is instantly applied to the population and refreshed in the viewport.

    Once you are happy with the look of your population, you can optionally press the "Accuratly reposition on surface" to precisely place your instances on your geometry.

    EcoSystem 360° Population

    VUE can now automatically populate EcoSystems from all directions including below objects. This feature works on any kind of object from basic spheres to complex geometry such as rocks, cars, houses... and all applicable EcoSystem settings are supported.

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    Gravel and Small Item EcoSystems

    VUE Infinite 2016 features highly optimized algorithms to accelerate the rendering of EcoSystems containing many small items, such as gravel or grass blades.

    These algorithms also significantly optimize the memory footprint and are compatible with both Static and Dynamic EcoSystems.

    EcoSystem Clumping

    In the real world, plants tend to grow close together rather than evenly distributed.

    EcoSystem Clumping in VUE Infinite 2016 lets you easily replicate this effect using only two sliders, clumping amount and average clump size.


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    Flicker Reduction

    Because of the sheer amount of detail per pixel involved with dense distant EcoSystems, removing flickering in the distance used to require vast amounts of anti-aliasing. As a result, the rendering of animated shots was very long.

    Flicker reduction is an area of active research for e-on software. This research has resulted in the flicker reduction algorithms. These algorithms produce vastly reduced levels of flickering on most SolidGrowth EcoSystems at comparable rendering times!

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    EcoSystem Animation

    Dynamic EcoSystem Population

    EcoSystem Dynamic Population technology lets you create dense EcoSystems that extend way beyond the horizon, without concern over the number of instances!

    This revolutionary technology is capable of handling the near-infinite number of instances required to populate terrains in the far distance.

    To maximize efficiency, it will also dynamically populate areas of your scene, only as they become visible to the camera.

    Animated Population Density
    Watch on Youtube!

    Animated EcoSystem Populations

    On top of creating EcoSystems with populations of animated elements, it is possible to create populations that evolve over time.

    This way, you can create such effects as a forest expanding to gradually cover a mountain, or the receding of vegetation at the border of a desert.

    Create EcoSystems with population densities that evolve smoothly over time: new instances will be added or removed seamlessly as the density varies.



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    Control Animation Offsets Individually
    Watch on Youtube
    Watch the tutorial on Youtube

    EcoSystem Phase Control

    VUE Infinite 2016 lets you individually control the phase (animation offset) of animated elements inside your EcoSystem populations. Thanks to advances in the EcoSystem technology, VUE can automatically add phase variations on top the geometrical and material variations that are present in SolidGrowth-based EcoSystems.

    You can fully control this phase on a per instance basis, using the function graph . This is ideal for creating waves of wind blowing across fields of grass, or violent explosions that blow out surrounding trees.

    This ability to control animated instances on an individual basis is not limited to SolidGrowth plants. You can control any type of animated object, including pre-animated meshes (e.g. to create crowds of people that don't all walk together).


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    EcoSystem Lean-Out Control

    This feature allows you to control how the EcoSystem instances lean out at the border of an EcoSystem. This is ideal for capturing the way plants compete for light. It's also a simple way of making grass lean over a sidewalk, for example.





    Splines EcoSystem Effects

    Use EcoSystem effects to populate EcoSystems along a spline and in the area defined by a spline. You can also use a spline as an EcoSystem mask to erase other EcoSystem instances.

    More information about Vue's Spline technology




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    Ecosystem Stacking

    VUE Infinite 2016 offers the ability to stack EcoSystem instances.

    EcoSystem Stacking is available both while populating an EcoSystem through the material editor, or painting it with the EcoPainter.

    The maximum number of instances which can be stacked onto another is user definable.



    Paint Plants and Objects with EcoSystem Painting

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    The EcoSystem painter lets you interactively paint EcoSystems over any surface (or group of surfaces). It can be used for editing EcoSystem materials, or as a stand-alone tool.

    You can create your own brushes using a combination of effectors. For instance, brushes that will resize and align instances at the same time.

    There are a number of brush effects to boot, including the ability to lean or rotate instances, raise or lower them, move them around, etc.

    The latter option allows you to paint EcoSystems on the fly on any object in the scene.

    Painting can be performed with a mouse or with a tablet, which gives you the ability to control additional parameters through pressure.

    Free Paint

    You can paint over any number of selected objects, even the entire scene. While you paint in any direction, the instances are automatically mapped and aligned to the surface.

    You can paint a mix of all the items in your population list, or paint any single item separately. Brush strokes can be undone at any time, or you can clear the whole EcoSystem for a fresh start.

    Customizable EcoPainter Brushes

    Like the brushes in the Terrain Editor, each EcoPainter brush has its own dialog that displays all of the parameters that can be adjusted.

    If you want to display a specific brush parameter directly in the main EcoPainter dialog, you can do so with a click on the corresponding Publish icon.

    Advanced EcoSystem Control

    You can drag multiple objects or plants from a browser into the EcoSystem population list, making the preparation of complex EcoSystems a lot quicker.

    You can easily populate your global EcoSystem by dragging objects from the World Browser directly into the EcoPainter list.

    The intensity of the color changes applied to EcoSystem populations can be controlled through the use of a material setting. This setting can also be controlled using a function graph.

    When painting EcoSystems, you can paint with the underlying EcoSystem material rules applied, so that, for instance, the influence of slope and altitude or the coloring rules are taken into account when painting instances.

    When painting in the Global EcoSystem, you can accurately control the way instances are added by directly accessing the underlying material and customizing all the population rules.



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    The EcoSystem Selection tool

    The EcoSystem Selection tool is now part of the EcoPainter. It lets you select or deselect instances and move them around in the scene to a precise location.

    You can also convert instances into real objects, modify them, and then put them back into the EcoSystem later if required.




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    Powerful Layered EcoSystem Materials

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    EcoSystems behave just like regular materials. You can save them as a material and create a whole library of EcoSystems, which can be used later for other scenes and objects.

    A single EcoSystem material can have any number of layers, each layer with its own population list and full set of controls.

    The fact that the EcoSystem are  treated like a material means that you can take advantage of Vue’s powerful material and function editor to control almost every aspect.

    For example, use a fractal noise generator to control the distribution of EcoSystem objects, or use a bitmap to limit distribution to specific areas.

    Using the material layer environmental parmeters tab, EcoSystems can be influenced by altitude, slope and orientation.



    Affinity and Repulsion

    Layers in an EcoSystem material can also influence one another. By using the affinity and repulsion parameters, it’s possible to define a relationship between two layers.

    For instance, using affinity, trees in the first layer can affect the distribution of grass in the second layer, so that the grass grows only around the trees.





    Enhanced EcoSystem Display

    EcoSystems can be displayed in eight different modes (none, billboard, wireframe box, filled box, wireframe, flat shaded and full, smooth shaded and the shaded billboard display), plus a camera controlled dynamic level of detail option. This gives you the flexibility to optimize your workflow, whatever your hardware resources and project requirements are.

    Display quality can be linked to the camera. Instances in a user-defined radius around the camera will be displayed at full quality, while the rest will fall back to the specified display mode.

    The camera-controlled LOD automatically updates as the camera is moved around, making camera placement inside EcoSystems much easier.

    EcoSystem Display Improvements

    The rendering of shaded EcoSystem billboards is improved to provide a more accurate coloring and reduce flickering when moving around the scene.

    You can change the display quality of EcoSystem instances on individual population elements (e.g. hide grass instances but show trees).

    You can also decide which population elements will appear in full 3D near the camera (Full Quality Near Camera option).

    You can also instantly limit the display quality of all EcoSystem instances in your scene using a single menu command or keyboard shortcut, for swifter navigation inside complex projects.

    You can refresh dynamic EcoSystem previews anytime by clicking the Preview button in the EcoSystem material.

    Colored EcoSystem Billboards

    Changes made to EcoSystem instance color, size and position are displayed in the VUE OpenGL viewports. This way, you immediately get a better idea of what the final render will look like.


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    EcoParticles - The VUE Particle System

    VUE has particles! But it's not standard particles, it's a new concept of particles:

    You can do all the standard stuff that particles are good at, but you can also do a lot more. Rather than creating simple emitters, and having particles grow out of them, we designed a new way of handling particles that is specifically well suited for Digital Nature, EcoParticles!

    This technology is ideal for the creation of animated rain, snow, waterfalls, explosions, fire, smoke, tornadoes, falling leaves, swarm of insects and more.

    Jungle Mist With EcoParticles

    EcoParticles as EcoSystems

    EcoParticles are added to any material like a regular EcoSystem material layer. But with EcoParticles, you get in depth control over the way the particles will evolve over time. You can define the speed, direction, collision properties and duration of life of the particles, as well as subject them to external influences.

    On top of these physical settings, all of the classic EcoSystem configuration parameters are used for particle instance population.

    EcoParticle Effectors

    Effectors are special objects that will influence the EcoParticles in the scene. Effects like tornadoes, jittering, attraction, etc. are easily created this way.

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    In Depth EcoParticle Control

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    VUE Infinite 2016 offers a rich collection of function nodes to control your EcoParticle behavior. You can combine many nodes to create one "super" particle system .

    It's possible to make particles create particles (e.g. to create a firework effect, or a rain drop that creates a water splash as soon as it hits the ground), based on the behavior of the root particles.

    Physically Accurate

    EcoParticles can fall, collide, bounce and interact with forces and with each other. EcoParticles react to natural phenomena thanks to various physical parameters such as mass, velocity, gravity, collision, wind influence, elasticity, attachement and more...

    Perfect for Stills, Better for Animations

    Even though the EcoParticle technology will produce great effects for your still renders, animation is where they really shine!

    You can easily setup how your EcoParticles will evolve over time using parameters such as size variation, growth, opacity variation, velocity, flow and more. Additionally, you can specify how your EcoParticles die, setting up their life duration, or even make them turn into another species of EcoParticle.

    Each EcoParticle life parameter can be driven by a function graph to precisely control your effects.



    Atmospheres

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    Cutting-Edge Atmospheric Technology

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    VUE features an elaborate atmosphere engine that does much more than mere backgrounds. It provides an accurately simulated environment that affects all the elements of the scene, and behaves according to nature’s rules.

    The appearance of an object in a VUE scene is directly affected by the position of the sun, the cloud cover, the amount of dust in the air, or the humidity level.

    Because projects often require different approaches to the simulation and rendering of atmospheres, VUE offers no less than four different atmospheric models, ranging from simple background skies to photo-based environments and physically accurate atmospheres.

    Within this wide choice you will find the solution that best fits your project’s needs.



    Standard Atmosphere Model: Fast Rendering

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    The standard model lets you control sky appearance through the use of color gradients.

    You can create an unlimited number of fully editable cloud layers, control fog and haze densities, or add special effects like twinkling stars, rainbows and ice rings.

    All atmospheric elements can be fully animated. The standard model’s main advantages are ease of use and fast rendering.




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    Volumetric Atmosphere Model: Enhanced Realism

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    The volumetric model offers a compromise between the standard and spectral models, giving you a higher level of realism, yet rendering faster than spectral atmospheres.

    Unlike the standard atmosphere, the appearance of the sky and sun is not defined by color gradients. It's directly affected by haze fog settings and by the sun’s position, much like in a real atmosphere.

    The volumetric model is especially suited for animations: simply moving the sun around produces beautiful color and lighting shifts.



    Spectral 3 Atmosphere Model: Hyper-Realism

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    The 3rd generation of Spectral Atmospheres is a physically-based, hyper-realistic model accurately simulates the behavior of real-world atmosphere and lighting according to weather conditions.

    The appearance of the sky, sun and clouds as well as the character of direct and ambient light, are all affected by the delicate balance between the elements that constitute the atmosphere: air, dust and water particles.

    The Spectral model provides its own set of controls that let you adjust each element’s density and height, as well as additional parameters like aerial perspective, sun corona, scattering anisotropy and rendering quality.

    Using the Spectral model ensures a complete coherence of all the elements of a scene.

    Spectral Cloud Layers

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    The spectral atmosphere engine is capable of rendering highly realistic volumetric clouds with accurate lighting and volumetric shadows. Spectral cloud layers are three-dimensional, allowing you to create anything from thin ground fog to massive Cumulonimbus.

    You can place as many layers as you need, at any height, and even combine spectral and standard cloud layers (to add high altitude Cirrus, for instance).

    Spectral layers are created using any type of noise function, and provide a wide range of control over density, cover, illumination and even vertical profile.

    You can easily control the overall shape of the clouds, from feathery to clumpy and create skies with as many overlapping spectral cloud layers as you like for complex and unbelievably realistic cloudscapes!

    They look equally good from below or from above, and thus are perfectly suited for fly-through sequences, as well as ground fog or “mountains peaking through clouds” effects. With the right settings, you can produce natural phenomena like God-rays.


    Localized Cloud Layers

    On top of the ability to move cloud layers around interactively using the gizmos, VUE lets you "extract" portions of your cloud layers.

    If you like a specific part of a cloud layer, you can easily isolate it and get rid of the rest . You can even move these extracted portions around to another location!






    Advanced Cloud Control

    In order to grant you better control over the shape and look of your clouds, the function graph features outputs that let you control the altitude of the cloud layers (for instance, so that they appear to "go over" certain objects).



    Illumination of Clouds

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    VUE contains break-through algorithms that are capable of rendering extremely detailed volume clouds and their associated shadows at an incredible pace.

    These algorithms are capable of better simulating the intricate complexity of cloud geometry, as well as the indirect illumination that takes place inside the clouds and the internal and external shadows they produce.

    Cloud cross shadowing is fully user controllable allowing clouds to cast and receive shadows from scene objects.



    Local Lights in Clouds

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    In addition to the sunlight, you can make any light-source in the scene illuminate clouds, including local lights. This allows the creation of true-to-life thunder storms, search lights or illuminated fly through clouds.

    Cloud Indirect Lighting

    White clouds can reflect large amounts of light onto neighboring objects. VUE can accurately account for this effect when calculating indirect lighting.

    As a result, the indirect lighting of scenes involving clouds is accurately simulated, resulting in greatly enhanced realism.


    Real-World Spherical Clouds

    You can import cloud maps to recreate real-world skyscapes over entire planets.

    Use any cloud density map, including daily maps from the internet. Add cyclones where you need them by painting them in! Then load the cloud density data using the dedicated tool and VUE will generate the corresponding clouds.



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    Animated Planetary Cloud Density Maps

    VUE lets you define animated maps to control the density of your cloud layers on a planetary scale.

    Using animated density maps, recreate such effects as the swirling hurricane opposite.


    Environment Mapping Model: HDRI Rendering

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    Especially suited for architectural or product visualization, this model lets you easily set up an environment based on panoramic photographs.

    By using VUE's image based lighting, HDRI support and global reflection mapping you can create a seamless integration between your scene and the background plates.



    Automatic Weather Effects - Rain and Snow

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    Atmospheric effects enable artists to instantly create anything from gentle spring rain to a tropical storm, a gentle falling snow to a blizzard, with a simple click of the mouse.

    The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable.

    Motion blur can be added if desired too.

    Weather Effects are available for all types of atmospheres.

     

    Other Atmosphere Features in VUE Infinite 2016

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    • Optional automatic sun softness computation, based on atmosphere parameters
    • "Improve Low Quality Consistency" parameter to better preview your atmosphere looks while rendering at a lower resolution
    • Auto-scale clouds with altitude
    • Link Volumetric color of clouds and Ambient color contribution from sun and sky to a function graph
    • Modulate Spectral clouds sharpness using a function graph



    Natural Elements

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    Splines

    Desert road video
    Watch on Youtube!

    A spline is a new editable object that can be used for EcoSystem effects, terrain effects, roads and object creation. The spline is created by defining points that are joined to create the shape.

    VUE includes a comprehensive spline toolkit that allows you to add, delete or move spline points, configure tangents, apply various effects such as EcoSystem effects or Geometry effects, and more. Vue's splines can also be automatically aligned at the surface of terrains.

    EcoSystem Effects

    Use EcoSystem effects to populate EcoSystems along a spline and in the area defined by a spline. You can also use a spline as an EcoSystem mask to erase other EcoSystem instances.

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    Using splines to create geometry

    Geometry Effect

    Use Geometry effects to extrude a defined geometry along a spline. The spline editor gives you access to several geometry properties such as profile presets, profile dimensions, profile dimension ratio along the spline, material, twist (mode and limit), and more...

    Terrain Effect

    Use Terrain Effects to engrave or emboss the surface of a terrain following a predefined path. This feature is particularly usefull to create road beds or raised highways.

    Automatic Path Finding

    The new spline tool includes an automatic path finder that calculates the optimum route in between your spline keys based on a realistic slope. The distance in between each new spline key is user definable. The automatic path finder tool is ideal to create twisting roads on a mountain slope for instance, or more generally to create roads that would realistically be suitable for vehicles or pedestrians.

    Spline Import

    You can import a 2D vector graphic file to create VUE splines. If the file defines multiple curves, VUE will automatically add multiple splines.



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    Road Tools

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    Based on the brand new Spline technology, VUE Infinite 2016 offers a built in Road construction tool that allows you to directly draw a road path on your terrains. The resulting spline is automatically textured with an asphalt material, and carves or raises the terrain surface to adjust it to your path.

    VUE Infinite 2016 also ships with specific spline content composed of 3 predefined spline-based materials (road, train track, and track support structure), 2 python programs for adjusting splines (to lay flat on terrains), and tutorial files showing how to use splines to carve tunnels and create a railroad track.



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    Rock Your World

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    Standalone Rocks

    VUE Infinite 2016 features a library of dynamic rock templates that can be used to instantly create single rocks, groups of rocks, or use them in EcoSystems. Each time you create a rock from a template, a new and unique variation will be generated.

    Rock EcoSystems

    You can use the new rock technology to populate your EcoSystems or interactively scatter rocks into your scenes. Simply add new rock templates to your EcoSystem or EcoPainter tools by drag-dropping the rock templates to your EcoSystem population list.

    For added realism, each rock type used in an EcoSystem automatically generates variations - just like e-on's SolidGrowth plants!

    New Parametric Rock Materials

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    These new dynamic rock templates contain unique, parametrically defined materials that are completely user controllable. Color, bump, highlights, and EcoSystem variations are easily adjustable to create any desired appearance.

    HyperBlob Technology

    HyperBlobs are ideal for the creation of extremely rich and detailed rock formations.

    The HyperBlob technology lets you convert HyperTextured MetaBlobs into polygon meshes, retaining the full accuracy and detail of the HyperTexture. The polygon mesh can be subsequently displaced using standard displacement algorithms.

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    Rock Convexity

    Rock Convexity

    In nature, parts of the rocks that are on the outside will be more exposed to external factors such as weathering. Thanks to the new Rock Convexity node, you can now change the look of the rocks based on their actual geometry, for instance to create dirty insets or polished edges.





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    Realistic Water

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    The Water Surface Editor lets you easily control the look of your water surfaces.

    The editor provides an easy-to-use interface that controls a complex function graph to easily switch from still water to stormy weather, complete with foam at the tip of the waves. The editor offers either a global slider, or a set of parameters to control the water surface more accurately.

    You can further customize the look of your water using the Water Surface Editor-compatible MetaWater materials.



    Physical Water

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    Physical water adds absorption and scattering parameters to allow for realistic light absorption in the body of water.

    Light now interacts accurately with ocean waves to produce realistic underwater caustics: underwater light will be more concentrated in some areas, while other areas receive less light. The deeper you go, the darker it gest - as in the real world!

    For added artistic control, you can adjust the focusing of caustics so that they appear at their maximum sharpness at a specific depth.

    Visible shafts of underwater light can also be created very easily.

    Custom Fog and Clouds using MetaClouds

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    MetaClouds are stand-alone clouds that can be moved around, scaled, rotated and modified.

    VUE includes a library of preset MetaCloud shapes. MetaClouds are procedurally generated, so even if you use several copies of the same preset, each will be uniquely different.

    You can modify the shape of MetaClouds by hand, and even animate the different parts of the cloud. By combining several MetaClouds you can easily create elaborate cloud formations.


    Add Celestial Stars and Planets

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    Planets can be added by using the VUE Planet object which contains a variety of celestial bodies and allows you to adjust the phase and brightness of the Planet in the sky.

    Add stars and ice rings using the atmosphere editor to create stunning celestial skies.

    VUE lets you load custom “deep space” maps as an alternative to the standard VUE stars.



    Create Your Own Natural Elements and Objects

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    In addition to plant and terrain modeling, VUE offers the following modeling tools:

    • A comprehensive 3D text editor with custom bevels and extrudes, up to 8 textures per character, and vector data import.
    • Non-destructive Boolean modeling with complete real-time control and preview of all operators.
    • Organic Metablob modeling that works with all primitive types.
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    Lighting

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    VUE offers a multitude of lighting options to create stunning outdoor and indoor scenery including cutting edge global illumination and indirect lighting engines, HDR image based lighting, a complete set of light types with raytraced and mapped soft shadows and a full-featured lens flare editor.



    Feature-Rich Direct Illumination

    Planar and Multi-shape Area Lights

    In addition to point, spot and directional lights, VUE offers two types of area lights: planar and multi-shape.

    The latter lets you convert any mesh into an area light with a simple mouse click. This greatly enhances Infinite’s indoor lighting capabilities, making it possible to create any type of light fixture, in any shape.

    Optimized Raytraced Soft Shadows

    For optimal quality/time ratio, VUE offers full custom control over the production of raytraced shadows, with separate settings for optimization, quality, blurring and traced shadow rays.

    These strategies produce extremely smooth, non-grainy soft shadows.

    AccuShadows™ Soft Shadow Mapping

    As an alternative to raytraced shadows, AccuShadows™ creates fast soft shadows using shadow maps, giving you full control over map size, quality, sampling level and filter bias.

    The softness of mapped shadows can be light-based, object-based or constant.

    Light Effects

    Double clicking on any light launches an editor that conveniently groups all light controls into a single tabbed interface.

    Here you can add volumetric effects, apply flat or spherical gels, create fully customizable lens flares, define attenuation and color graphs, and set specular and diffuse influence on a per-object basis.

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    Light Portals

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    Hover the image to compare the render
    with and without Light Portals

    Light Portals (aka Daylight Portals) are invisible objects that help VUE render interior scenes more efficiently. By helping VUE understand the way light enters indoor scenes, Light Portals greatly enhance the accuracy and quality of interior renders.

    You can create and place Light Portals manually or let VUE place them automatically thanks to an intelligent assisted mode.

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    Physically Accurate Sunlight Model

    The new photometric sunlight model uses a real-world, physical simulation of sun and atmospheric lighting intensities. This new, scientifically accurate model offers an alternative to the more artistic approach of the exsiting Spectral model.

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    All plants in this scene were created with PlantFactory

    Just like your SLR: Because light intensities match their real-world couterparts, you can adjust exposure using the standard shutter speed, film speed (iso) and f-number settings, exactly as if you were taking a picture using a real camera. If you like, these settings can also be handled automatically by VUE.

    As a result, your renders will look more photo-real in a subtle way, and HDR renders will preserve all the range of the natural spectrum .

    You can easily switch between the new photometric model and the standard spectral model; VUE will make all the required changes automatically.

    Photometric Lights

    You can now assign physically accurate values to all light properties, such as color temperature (Incandescent, Halogen, Fluorescent, Tungsten...), light intensity (Lumens or Candelas) and IES Profiles.

    IES profiles represent the distribution of light emitted by a given light source in any direction. Using IES profiles, you can recreate exact digital replicas of real-world light sources.

    Use one of the many preset IES profiles or load your own using the dedicated IES Viewer.

    To produce even more realistic renders, the Photometric Light presets in VUE Infinite 2016 were improved and several new presets were added (such as Carbon Arc, Sodium Vapor, Metal Halide etc...).



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    Relighting

    Instantaneous Post-render Relighting

    Fine tuning the lighting of your scenes used to take ages, because it would require re-rendering the entire scene after each minor tweak - not any more!

    Thanks to Vue's exclusive Relighting technology, you can instantly adjust the lighting of your scene after the render completes, simply by changing the intensity and color of the different light sources in your scene - in real time!

    Turn lights on and off as easily as flipping a switch! You can even adjust the contribution of the sunlight and skylight in your scene!

    Best of all, this incredible technology is compatible with all VUE lighting options, including sub-surface scattering, caustics, lens glare and flare effects, etc.


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    Life-Like Indirect Lighting

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    VUE's GI and indirect lighting engines are unique in the fact that they are specifically optimized for outdoor renders, and can actually render infinite scenery in a finite amount of time.  The indirect lighting capabilities of VUE also produce stunning indoor renders as well.

    VUE's EasyGI™ single-slider quality control offers a no-hassle lighting setup, while the Advanced Effects panel provides precise control over all indirect lighting parameters.

    Global Illumination Engine

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    GI works hand in hand with all of the atmosphere models. Sky colors, cloud cover, haze, fog and other atmospheric parameters all directly affect the character of the ambient light.

    However, you can override this connection by manually modifying skylight intensity and color.

    GI can be enabled/disabled on a per-object or per-material basis.

    Ambient Occlusion

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    The ambient occlusion option allows you to render GI effects considerably faster.

    By controlling the occlusion distance threshold you can precisely define where GI soft shadows can be ignored, and thus eliminate the need for unnecessary calculations.

    Indirect Lighting Engine

    VUE's indirect lighting engine utilizes all the latest advances in rendering technology to deliver superior image quality and accuracy at a blazing speed.

    Whether illuminating large outdoor scenes or indoor shots VUE produces renderings of striking realism.

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    Illumination Baking

    VUE can bake the indirect lighting into illumination maps, either per-object or for the entire scene. Illumination maps are saved together with the object/scene.

    You can control the overall baking quality and map size. Automatic illumination baking can significantly reduce render times for animations.



    Illumination Caching

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    Illumination caching dramatically enhances the speed and quality of rendering of architectural projects.

    Instead of computing indirect lighting for each frame, the lighting is calculated once at the beginning, re-used in subsequent frames, and dynamically refined as new parts of the scene are uncovered. This results in a higher quality, more stable indirect lighting solution.





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    HDR Image Based Lighting

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    The environment mapping atmosphere model lets you easily set up IBL, with full support for HDR image files.

    You can use separate maps for environment, lighting and reflection, as well as offset the map's position, and control exposure and contrast.








    Rendering

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    VUE's render engines incorporates all of today’s high-end features, yet stands out in its ability to handle huge poly counts quickly and efficiently.

    Unique technologies allow for a tight integration with the atmosphere engine and for optimized rendering of EcoSystems and procedural terrains. VUE's render engine outputs top-quality images and animations with superb overall performance.



    Hybrid GPU/CPU Interactive Path Tracer


    GPU rendering comes to VUE with the new Path Tracer renderer. This renderer naturally and automatically simulates real-life lighting, and automatically calculates many effects that have to be specifically set with other methods, such as depth of field, caustics, ambient occlusion, and indirect lighting.

    Path tracing in VUE Infinite 2016 is available as an interactive rendering quality in the viewports, as well as an offline rendering engine .

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    Several VUE features are NOT supported when rendering with the path tracer. Check online documentation for more information.



    Advanced Rendering Features and Controls

    VUE's rendering technology is fully instrumented, providing precise artistic control while maintaining a production-oriented approach for ease of use and flexibility.

    Anti-Aliasing and Depth of Field

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    Anti-aliasing control offers 5 different anti-aliasing strategies (crisp, sharp, smooth, blurred and automatic), optional mip-mapping, and precision sliders for both object and texture anti aliasing.

    VUE can use the additionnal processing power provided by your GPU to accelerate the anti-aliasing of thin polygon meshes.

    VUE's anti-aliasing strategies optimize the distribution of samples resulting in significantly smoother edges and much higher quality images. 

    Depth of field is fully user controllable and provides smooth, progressive results.

    Edge-Based Anti-Aliasing

    An edge-based anti-aliasing algorithm was added to complement color-based anti-aliasing scheme. You can fine tune both anti-aliasing schemes using their respective Quality sliders, and you can also activate both of them independently.

    Flicker-Free Plant Rendering Technology

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    One of the most challenging aspects of rendering natural scenery is the notorious flickering associated with distant vegetation.

    VUE's ability to create scenery containing millions of plants means that for every pixel of every frame, the render engine must handle a large number of overlapping polygons, requiring high anti-aliasing settings in order to get rid of animation flickering.

    SolidGrowth 4 technology lets you render even the most densely populated, animated scenes with a minimum amount of flickering using techniques such as texture filtering and proprietary anti-flickering algorithms.

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    Rendering Effects and Image Adjustments

    VUE features a variety of rendering effects and image adjustments to tailor final output to your liking. 

    Natural film response adds a cinematic film-like quality to the final image. 

    Auto exposure automatically adjusts and balances under-lit and over-exposed areas based on the amount of light in the scene.

    Image adjustments such as gamma, saturation, gain, and hue shifting allow you to fine-tune the final output without ever leaving VUE.

    Global Gamma Control

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    Internally, VUE uses a linear workflow (gamma=1), but other elements in your pipeline may not use this (cameras and monitors typically use a gamma of 2.2).

    The ability to fully control the gamma in VUE ensures perfect coherence all along your pipeline and will result in much higher fidelity of color and light in your final images.

    You can define default input and output gamma settings as well as the gamma used for displaying textures and colors.

    VUE also features a quick calibration tool to let you easily adjust the display gamma to best match your monitor.

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    Tone Mapping

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    VUE Infinite 2016 lets you select different tone mapping filters to specify how raw HDR colors are transformed into the final picture. These filters typically simulate the response of the human eye or chemical photographic film:

    • The Photographic Exposure filter provides the typical response of photographic film, and gives you control over the response curve (such as Shadows, Mid-tones or Highlights).
    • The Linear Exposure filter is the simplest of all: no contrast transformation is performed, the tone curve is flat, and the user can control the steepness of the response.
    • The two Reinhard Exposure filters provide control over contrast enhancement, as well as Brightness, Chromatic and Light adaptation.
    • The False Colors filter can be used to visualize the HDR range of intensities of the rendered picture.
    • The VUE Exposure filter is the legacy response curve, with or without natural film response.


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    Flexible Rendering Options

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    360 Degrees Render

    The render control panel offers precise control over every single render parameter, giving you the flexibility you need to complete rendering on schedule without sacrificing quality.

    Choose between distributed ray traced or hybrid 2.5D motion blur, fine tune the level of traced reflections, super-sampling, soft shadows, blurred reflections, depth of field, caustics, etc.

    Rendering can be performed in any viewport (including orthogonal views). Viewport rendering can be set to its own quality level, different from the main render settings. This lets you instantly switch between draft and production render qualities.

    360° VR Panoramas

    Click on the square icon to open 360 viewer in Full Screen mode. ©VUE Artist Rudi Hendrich.


    VUE Infinite 2016 allows you to render 360 degrees panorama, as static images or animations. They are compatible with all of VUE's Render Options, such as multipass or High Dynamic Range (HDR) for instance.

    When rendering a VR panorama, VUE Infinite 2016 offers to automatically and perfectly level the camera to avoid unwanted distortion.

    Rendered VR panoramas are automatically recognized by Facebook, YouTube (and other panoramic compliant platforms) as 360° images or videos.

    Click on the square icon to open 360 viewer in Full Screen mode. Renders ©VUE Artist Rudi Hendrich and Barry Marshall.

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    Camera Aberration Sample


    Camera Aberrations

    Because real-life camera lenses are built from optical glass elements (or other refractive materials), it is virtually impossible to create lenses that don't introduce some form of distortion.

    For added realism, VUE is able to replicate real-life lens distortions such as barreling and pin cushioning.




    Fast Stand-Alone Renderer



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    The VUE stand-alone renderer saves you a considerable amount of time by rendering images in the background while you continue working on the scene. This is a perfect solution for any single-computer work situation. Since the stand-alone renderer doesn't need to carry the overhead of a visual interface, it is able to dedicate more memory to the rendering.

    Batch Rendering Interface

    Render jobs can be easily batched from within VUE using the Batch Rendering interface.



    Easy-To-Use Network Rendering

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    HyperVue™ and RenderCows

    VUE provides distributed rendering over hybrid (PC/Mac) networks. Dispatching and managing render jobs is done via the HyperVUE manager, which controls the RenderCow™ nodes.

    Render nodes are automatically updated remotely, if required. In addition, e-on’s SmartCow™ technology lets you turn render nodes on and off while jobs are running.

    VUE Infinite 2016 ships with 5 RenderCows. You can add more RenderCows if required by purchasing additional RenderCow packs from our online store.

    Interactive Network Rendering

    Interactive Network Rendering

    Interactive Network Rendering makes network rendering totally transparent!

    When using this mode, rendering in VUE starts normally, without any delay. Then, while VUE is rendering, the Interactive Network Rendering controller silently contacts all the render nodes on your network and puts them to work on your scene. This happens in the background while your main computer continues rendering. As the other computers on your network start pitching in, the rendering accelerates, but you never have to suffer any waiting or slowdown!



    Integrate with External Renderfarms

    If you need to integrate VUE into a renderfarm that runs several different applications, you can take advantage of the optional stand-alone RenderNode*.

    The RenderNode is a command-line renderer designed to become part of larger renderfarm management tools such as, for instance, BackBurner.

    *The e-on license server is required to manage Rendernode licenses.


    >> Please click here for more information on network rendering with Vue




    Other Rendering Features

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    • Non-Photorealistic Rendering engine analyzes renders like an artist to create stylized artwork
    • Energy Conservative AntiAliasing smooths renders while preserving bright details
    • Horizontal and vertical film offsets
    • Faster preparation and rendering of infinite, spherical & planetary terrains
    • Faster preparation and rendering of EcoSystems
    • Additional command line parameters for RenderNodes: -output_suffix and -auto_tile_suffix + handle files over 4GB in size

    * Mostly notable on Windows systems with a recent CPU

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    Animation

    VUE can animate natural 3D environments like no other software. Create entire forests with millions of animated windswept trees, fly over infinite terrains with unlimited levels of detail, or fill the sky with elaborate volumetric clouds that realistically shift and transform.



    Animating the Elements of Nature

    In addition to standard animation of all objects and materials, VUE lets you animate a wide scope of environment-specific elements:

    • All atmospheric parameters (including all spectral atmosphere parameters)
    • All cloud parameters (standard and spectral), including movement, shift, wind direction and wind amplitude
    • Moon and planets (phase, brightness and other parameters)
    • Terrain erosion, decay and morphs
    • Vegetation growth, decay and reaction to wind
    • All wind parameters
    • Time-dependent natural procedural functions (waves, lava flows, etc)
    • Object-terrain interaction


    The Powerful Animation Graph Editor

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    Free-Form Editing of Keyframes and Time Curves

    The animation graph editor displays individual high-definition time curves for each animated parameter. Separate X, Y, Z curves are displayed for all transform values: position, size, twist and pivot as well as other parameters such as wind direction.

    Freely move any keyframe, or group of keyframes, on both time and value axes. Each keyframe has its own handle, which can be easily manipulated to control tangents and interpolation.

    Pan and zoom in the time curves window in order to display and edit any number of curves simultaneously. Use the precise numerical inputs to set time, value, velocity and acceleration for any key.

    Conveniently use one of the preset interpolation types: smooth (constant and weighted), ease in/out, linear and step.

    Dope-Sheet Style Keyframe Editing

    The upper area of the animation editor lets you view all parameters in a collapsible spread sheet hierarchy, making it easy to move and copy keyframes on a global basis (for instance, move all transform keys at once, or copy/paste all keys at a certain frame).

    This is also where you set animation start/end, and select timeline display units (seconds, frames or SMPTE).

    Forward Dynamics

    Linking and tracking is possible between all objects in the scene. Linking can be enabled separately for movement, rotation and size. Pivot points for all objects can be moved independently.

    Loose Tracking and Linking

    VUE features loose tracking and linking algorithms to give a more "natural" feel to your animations, by automatically introducing delays or overshoots.

    While standard forward-dynamics produces precise motion, this motion may look unnatural and jolty, because the linking or tracking is much too "perfect".

    You can easily customize the reactivity of the loose forward dynamics engine for each object, from standard (i.e. perfect reactivity) to slack responsiveness.

    Animation Preview and OpenGL Rendering

    VUE can generate quick previews of your animation, which are displayed in a resizable window at the bottom of the animation editor, and synched to the timeline navigation.

    In addition, VUE can render the OpenGL camera view, giving you an ultra-fast way to generate full-sized animation preview clips.

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    Animation Editor in Action





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    Blockbusters Use Vue!





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    Loose Dynamics





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    Animation Preview in OpenGL

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    Animate using Graph-Based Animation Scripts

    Using the Scene-Graph approach, you can create complex, graph-based animation scripts to control the properties of your animated objects. 

    Access each object graph with a click of a button, then build a function to control the properties of the object and connect it to the desired output (e.g. position, orientation, size, etc).

    Inside the function graph, you can access the properties of other objects in the scene and control your object based on the properties of other objects.

    Loose Dynamic Nodes

    VUE features a set of nodes dedicated to creating naturally flowing animations. This includes delay, integrator, differentiator, PID and constraint nodes.

    Dynamic Interaction

    You can even design scripts that will make objects interact dynamically with procedural terrains. 

    For instance, to recreate the deep impact effect of a meteor hitting a terrain you would simply control the altitude of the procedural terrain based on proximity to the incoming meteor.

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    Simple Scene Graph




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    Object-terrain Interaction


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    Intelligent Motion with Dynamic Motion Reaction™

    VUE offers an animation wizard that lets you create path animations with exceptional ease by automating most of the process. 

    Select the desired motion (pedestrian, airplane, motorbike, etc.), draw a path, and the wizard takes over by calculating the underlying terrain heights, adjusting banking and orientation, and adding secondary motion like spin and vibration.

    You can fine tune all aspects of secondary motion and manually modify the resulting animation using all keyframe and time curve tools.

    Pre-Animated Meshes and Poser Import

    VUE can import pre-animated meshes, as well as complete animated Poser characters (including dynamic hair and cloth).

    VUE fully supports importing of MDD format.

    Re-Pose and Animate Rigged Meshes

    Rigged and pre-animated mesh objects can be re-posed and animated directly inside of VUE.

    Users can create their own custom poses and movements directly inside of VUE with meshes that are converted to Vue's Rigged Mesh format (import fully rigged and animated meshes using Collada or use the MaxToVue exporter plug-in to export directly from 3ds Max). VUE pre-animated meshes are directly supported.

    Inverse Kinematics

    Pull an arm on one of your rigged characters: the fast and efficient IK solver automatically adjusts the position of the entire body to react to the tug!

    Collada IK information is automatically imported when converting characters to Vue's rigged mesh format.

    Inverse Kinematics makes posing of your characters in VUE even more precise and easy!

    Easier Pose/Motion Handling

    The Motion Browser lets you visually select new poses or motions for your rigged meshes. The Motion Browser lets you interactively preview poses/motions on your rigged mesh, before applying them.

    Typical poses/motions are also listed directly in the Skeleton Editor, to further facilitate the selection of poses for rigged meshes.









    Industry Leading Wind Animation Capabilities

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    In Vue, wind can affect clouds, waves and, most notably, SolidGrowth plants and EcoSystems. Wind and breeze can be applied globally, per-plant, or by using one of the localized wind generators.

    Global Wind and Breeze

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    Global Wind Animation in Action

    Global wind is controlled from the atmosphere editor, and is applied to all SolidGrowth plants and EcoSystems within a scene.

    Global wind adds a tremendous amount of realistic movement to natural scenery, ranging from delicate fluttering of leaves to strong bending in violent gusts.

    Individual Per-Plant Wind

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    Per Plant Wind Animation in Action

    Each SolidGrowth plant (or group of plants) can have its own individual wind animation.

    A wind arrow lets you interactively control wind direction and intensity, and view the plant’s reaction in real time.

    The movement of the wind arrow can be animated, giving you the ability to create precisely timed wind effects.

    Motion-Blur on Wind Deformation

    VUE can optionally render motion blur on the deformation of trees subject to wind. This is essential for perfectly smooth motion of wind-animated trees.

    Directional and Omni Ventilators

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    Directional and Omni Ventilators

    These wind generators greatly enhance the ability to create localized wind effects that can be linked to the movement of other objects in the scene. 

    While the omni ventilator blows wind from a single point to all directions (just like a point light), the directional ventilator is limited by a spread cone (just like a spotlight).

    Ventilators can affect single plants, groups of plants, or complete EcoSystems.

    Both ventilator types can also be reversed to become "attractors". Ventilators can freely move around the scene, or be attached to other animated objects.

    All of the wind generator's parameters can be animated as well, allowing for a wide scope of possible effects.



    Optimize your Animation using Animation Rendering Options

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    VUE provides specific options for optimizing and speeding up animation rendering. In addition to the flicker-free SolidGrowth 4 rendering technology, you can enable deterministic anti-aliasing, multi-frame anti-aliasing and distance blurring.

    Render broadcast material with even or odd field interlacing and non-square pixels, add customizable time-code frame markings, or kick-in the automatic illumination baking feature.

    Animate post-render effects, switch between cameras in a single shot, synchronize cameras and lights to external applications, import motion tracking information and export camera motion for final compositing...


    Materials

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    The creation of natural 3D environments requires highly complex shaders that respond to altitude or slope, seamlessly cover any terrain, and exhibit enough detail whether seen from distance or from close-up.

    VUE features a shader system that is fully optimized for the challenges of Digital Nature. By using three types of material editors, you can effectively create anything from simple bitmapped textures to elaborate multi-layered procedural terrain materials that dynamically respond to the environment.



    The Basic Material Editor

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    The basic editor is designed to let you quickly create bitmapped textures and easily customize existing procedural materials.

    Its no-hassle interface offers slots for color, bump and alpha maps, as well as highlight and reflection sliders. You can also choose one of the eight mapping modes.



    The Advanced Material Editor

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    This full-featured editor gives you control over every aspect of the material, from transparency fade-out color to displacement mapping, from variable reflections to translucency.

    Mixed and Layered Materials

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    VUE's material editor offers extended control over the creation of complex materials through a material mixing and layering system:

    • Add, delete, and rename layers on the fly
    • Move layers up and down in the stack
    • Each layer has its own alpha channel
    • Each layer has its own independent reaction to altitude, slope and orientation
    • Create mixed materials with any number of sub-materials
    • Easily navigate even the most complex layered/mixed/nested materials
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    Bump, Displacement and Normal Mapping

    VUE offers bump, displacement and normal mapping channels for producing intricate surface details or large amplitude deformations (when using displacement).

    The micro-polygon displacement engine is fully tailored for natural scenery creation allowing the render of millions of polygons with full level of detail optimization based on camera location and distance.

    Displacement can be adjusted in any direction (vertical, horizontal, normal) and contains a smoothing slider to smooth out high frequency details if desired. Large amplitude displacement allows for extreme displacement effects without artifacts or torn meshes

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    Sub-Surface Scattering

    VUE materials correctly implement the two aspects of sub-surface scattering: basic absorption (for highly translucent materials such as wax) and highly accurate multiple internal scattering (for slightly translucent materials such as marble).

    The combination of these two aspects perfectly reproduces all the subtleties and unique “soft” look of all types of semi-absorbent materials.

    Natural Grain

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    VUE Infinite 2016 introduces a new color production mode called Natural Grain.

    This new mode produces natural color variations particularly well suited for terrains, ground, or any natural elements of your scene.

    Great results, no brain squash: Ideal for quick results, the Natural Grain option provides high level access to settings such as contrast, balance and roughness, directly from the Material Editor without having to delve into the intricacies of the Function Editor (of course, you can always customize the look further using the Function Editor).

    Rotoscoping

    VUE can use any image sequence, AVI or Quicktime animations as a texture map. These animated texture maps can be used in any texture channel, as light gels or as SmartGraph function nodes.



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    The SmartGraph Function Editor

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    Almost all the parameters in the material editor can be controlled by a function (or set of functions). The function editor is where the true power of material editing lies.

    E-on developed the SmartGraph technology (inspired by artificial intelligence systems), to help overcome the sheer number of possibilities presented by the function editor. Thanks to this technology, connecting nodes and creating custom shaders is much easier and more intuitive.

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    There are hundreds of available nodes to choose from, ranging from numerous types of noises and procedural functions to mathematical nodes, mixers, combiners and filters.

    Almost any node can be connected to any other, allowing the creation of highly elaborate materials or special shaders such X-ray, velvet, or cartoon. Reaction to the environment is further enhanced with nodes such as distance to object below or angle of incidence.

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    Time Dependent Node

    Time Dependent Nodes

    Using time-dependent noise functions, you can animate not only materials but also procedural terrains. For instance, VUE comes with a dedicated Open Ocean procedural function, which makes it easy to create rolling ocean waves with adjustable wind parameters.

    Controlling Materials from the "Outside"

    With the "Scene Graph" approach, it is possible to control internal material properties based on external parameters, such as the position of an object in the scene. This could be used to create a rim of foam around an object, or to color one object according to the orientation of another object...

    With the “Relative to sea” option you can create materials that appear at certain altitudes, either relative to the sea, or absolute in world coordinates.

    The input node, “Sea level”, is also directly accessible from the Function Graphs.

    The External Dependency nodes of the Function Graph can express object positions and dimensions in user-definable real-world units (meters, feet, etc). This is also the case for other nodes that express real world dimensions, such as Distance to object below, distance from camera, etc.

    Also, real world dimensions can be fed into the Position and Size outputs.

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    MetaNodes

    MetaNodes let you group several nodes or links into a single node.

    MetaNodes greatly simplify the readability of your graphs by letting you organize your graph into functional modules and then “publishing” the relevant internal parameters so that they are accessible in the Function Graph.

    VUE ships with a library of preset MetaNodes to help you build your own graphs. You can complete this library by saving your own MetaNodes for future use.



    Custom Interfaces

    Top Level Publishing

    Vue's powerful parameter publishing feature is extended to allow the creation of top-level interfaces. Create simplified high-level controls and access these controls directly from the material editor, the terrain editor or the object editors!

    You can reap the power of the function graphs without even opening the Function Editor!

    Top-level parameters can be animated via the timeline, including published material parameters. This provides unprecedented control over the animation of your materials.


    Cyclic Noises & Fractals

    Cyclic Fractal Pattern




    New cyclic noises and fractals provide powerful capabilities to generate patterns that repeat seamlessly, in space or time (for instance, for that perfectly looping water animation effect)!

    You can control the cycle rate along each axis to produce truly amazing patterns.





    Physical Transparency

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    Physically Accurate Glass

    Fully transparent materials don't actually exist in nature: Since they are made from particles of matter, light will interact with these particles as it travels through the transparent medium.

    VUE offers a physical transparency model that will accurately reproduce this phenomenon by simulating volumetric light scattering and absorption through transparent media.

    This is particularly useful for the simulation of realistic glass, for example.


    Improved Highlights

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    Improved Highlights in GI


    The rendering of highlights in combination with global illumination is dramatically improved by better accounting for the interaction of illumination with bumps at the surface of objects.

    Shared Material Layers

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    You can share material layers throughout your scene. Once shared, the material layer can be easily associated to any other material in the scene.

    Any changes to that layer will carry over to all materials that share that layer, so you can, for instance, add a layer of snow to multiple materials, and tweak the snow on all materials simultaneously.



    Image Combiner / Sampler Nodes

    The Image Combiner Node, used in conjunction with the Image Sampler (and Multi-Image Sampler) nodes allow you to combine several projected texture maps to create various effects (e.g. create a sandstone material by combining a rock texture with a sand texture).


    Texture Projection Mapping Improvements

    You can select the mapping mode for all Projected Texture Maps independently from the general material mapping mode, allowing the creation of very complex materials. This parameter is also available for the Projected Animation Map node.

    For instance, in one single material, you can have a Projected Texture Map for the Color channel set to World Parametric and a second Projected Texture Map used for displacement set to Object Standard.


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    Volumetric Materials

    VUE offers advanced volumetric materials with 5 different lighting models to choose from (uniform, shaded, additive, volume shaded and HyperTexture).

    Volume Shaded and HyperTextures Models

    The volume shaded model supports internal volumetric color, accurate self-shadowing, and optional distance field.

    The HyperTexture model effectively produces a solid/volumetric hybrid that can be used to create porous materials such as corroded metal or sponge, and various special effects like water splashes.

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    Other Material Features in VUE Infinite 2016

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    • High-amplitude displacement mapping
    • Double-sided materials let you define two different materials: one per side of each face
    • Modulate the Sub-Surface Scattering depth using a function graph
    • Set the minimal reflectivity of a material at any given viewing angle
    • Grouped Materials allow you to store many materials (layers) in one single material file, and preserve Alpha and Environment properties
    • Render thin, one-sided surfaces (e.g. window glass), with reflectivity depending on the viewing angle BUT without refraction
    • Easier access and edition of multi-material thanks to sub-menu hierarchy display.
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    Interface & Workflow

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    The VUE design is based on the same paradigm that characterizes all of e-on’s products: a clean, uncluttered user interface, designed from the user's standpoint. All the power and control is there, hidden in deeper layers, easily reachable whenever you need it.

    This combination of power and ease of use provides faster workflow, increased productivity, and a smoother transition from other applications.



    New Interface Features in VUE Infinite 2016



    Customizable Workspace

    VUE Infinite 2016 lets you reorganize the layout of the interface even further to better suite your workflow:

    • Group/Ungroup related dialogs together to save space and customize your interface at will
    • Automatically re-open grouped/tabbed subdialogs when re-opening master dialogs (Terrain Editor, Material Editor, Function Graph...)
    • Function Editor and Terrain Editor sub-parts (toolbars and other menus) can be re-organized
    • World Browser and Object Properties tabs can be re-organized
    • Split Camera Control Panel: Scene preview and Camera Controls
    • Dock each part of the Camera Control Panel independantly
    • Resize the EcoPainter Dialog

    Additional Viewports

    VUE Infinite 2016 enables you to set up up to 16 viewports (instead of the 4 traditional views).

    This feature is particularly useful on a multi monitor system, to test various framing options or adding more camera angles without touching any of your main scene setup.

    All additional viewports retain the same usual options, such as render in view or setup as many perspective cameras as you see fit.

    Other Interface and Workflow Improvements

    • Optimized Extrapolation/Interpolation commands by creating references instead of hard copies
    • Set VUE to automatically create a Scene Snapshot after each render
    • Scene snapshot preview in OS browser is automatically created after the render
    • Compatible with HiDPI displays
    • Scenes and assets thumbnail previews in Windows Explorer
    • "Interactive slider changes" option now also affects the mouse wheel for more dynamic visual display of your modifications in real-time.
    • Improved visibility in viewports thanks to reworked wireframe selection colors.
    • The User Interface is now locked when downloading an object or a scene from the extra content.


    Render Stack with Comparison Tools

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    Screenshot of the render stack

    VUE Infinite 2016 features a new powerful render comparison tool that will allow you to easily stack your renders, test various postprocesses on the same image without losing any information, and compare them using easy to use and intuitive visual tools.

    Render Display Dialog

    The render display was redesigned to improve workflow. You can now interactively pan and zoom in and out of the render - even as it is being computed!

    Render Stack

    Accessing Stacked Renders

    VUE Infinite 2016 automatically stacks renders so you can keep track of all your previous renders. Renders are saved to disk, together with all alpha, depth, G-Buffer, Multi-pass, relighting and diagnosis passes, and instantly available in the stack.

    You can either set VUE to stack renders automatically, or stack them on demand only. The size of the stack on your hard drive is fully controllable.

    Comparing Stacked Renders

    Render Comparison Tool

    You can easily compare different versions of a render using the render comparison tool. Simply pick two images and compare them using the "follow-me" separator that automatically follows the mouse as you move over the render display.

    Zoom in as you compare two renders to analyze fine details. Use the Difference tool to show differences between renders; Dynamically exagerate differences with the difference boost for easier spotting.

    Lightweight Clones

    Easily test different post-processing options using clones, without affecting the source image. Clones simply duplicate all post-processing options (including Relighting information!) while keeping the other buffers untouched.





    Advanced OpenGL Engine

    Vue's OpenGL preview engine maximizes efficiency on high-end GPUs as well as multi-core systems. It is built around a robust multi-threaded architecture which takes advantage of higher-end graphics cards to produce high visual quality and performance. 

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    The OpenGL preview engine can operate in one of 3 modes:

    • Software: previews are generated by the CPU, maximizing compatibility with old video boards,
    • Fixed Pipeline Engine: previews are rendered using OpenGL 1.2 capable GPUs, and
    • Shader Engine: previews are rendered using advanced GPU shaders, producing the most accurate realtime representation.

    Realtime OpenGL Display

    Display Options

    Display options include wireframe box, filled box, wireframe, flat shaded and smooth shaded.

    These options can be set individually for each object, and for each display window. Fog, scene lights, shadows and video frame guides can also be enabled for Open GL display.

    Dynamic Plant Display Optimization

    The quality of plant previews is dynamically adjusted on a global basis, to automatically take into account the number and complexity of plants displayed, as well as user settings such as desired frame rate.

    The engine displays the plants as detailed as possible, within the limits allowed by your settings in the Display Options panel.

    Realtime OpenGL Display

    OpenGL Sky Preview with Clouds

    Sky previews use a progressive refinement method to provide an increasingly detailed view of the sky and clouds (for optimal response, this preview is computed on multiple CPUs). Cloud previewing can also be disabled if desired.

    Camera exposure is now automatically reflected in the OpenGL views to provide a more accurate preview of the scene (shader engine only). This option can be disabled.

    Interactive Cloud Control

    Cloud layers can be handled like regular objects. They appear in the World Brower, and you can move, rotate or resize them interactively using the standard manipulation gizmos.

    Realtime OpenGL Display

    You can also use Vue's standard animation tools to control the movement/velocity of the clouds!

    Realistic MetaCloud Preview

    MetaClouds are displayed as a series of shaded particles which represent the final aspect of the MetaClouds.

    Realistic Sun Shadows

    The sun casts realistic shadows in the OpenGL views. This way, you get instant feedback on the shadows that will be cast by the sun in the final render.

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    Colored EcoSystem Billboard


    Colored EcoSystem Billboards

    Changes made to EcoSystem instance colors are displayed in the VUE OpenGL viewports. This way, you immediately get a better idea of what the final render will look like.

    Shaded billboards can efficiently display large numbers of EcoSystem instances with optimal visual quality.


    OpenGL Crash Interceptor

    VUE Infinite 2016 features a new OpenGL monitoring system that will continuously check OpenGL activity and video resource usage, and will attempt to intercept any OpenGL driver issues before they happen.

    When the system detects that the OpenGL driver is misbehaving, it automatically backs up your scene before issueing a warning.



    Customize VUE using Python Scripting

    VUE features an extensible architecture that can be programmed using the Python cross-platform standard for application scripting.

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    Through Python scripting, you can access hundreds of internal structures and functions to customize and automate tasks or create entirely new rendering effects, EcoSystem functions, animation scripts, and custom-built loaders/exporters for your in-house file formats.

    Sample Scripts

    VUE includes dozens of sample scripts that add new functionality and illustrate some of the potential of python scripts. All are copiously documented and can serve as a starting base for your custom scripts.



    Custom Interfaces

    Top Level Publishing

    Vue's powerful parameter publishing feature is extended to allow the creation of top-level interfaces. Create simplified high-level controls and access these controls directly from the material editor, the terrain editor or the object editors!

    You can reap the power of the function graphs without even opening the Function Editor!

    Top-level parameters can be animated via the timeline, including published material parameters. This provides unprecedented control over the animation of your materials.




    Playback Repetitive Tasks with Macro Automation

    Macros easily automate repetitive tasks by recording the actual user interaction dialog and saving it as an xml file.

    Press the Record Macro button to start recording a set of operations, and save it to disk as a macro. Press the Play Macro button to playback any pre-recorded macros. 

    Setup frequently used macros for easy launch using the Macro QuickLaunch dialog. Using this dialog, you can easily assign shortcuts to those macros you use most.



    Inviting, Easy-to-Use Interface

    Interface Design

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    Advanced Material Editor

    VUE Infinite 2016 features an interface design streamlined for improved integration into existing pipelines.

    Multi-Threaded Interface

    The VUE interface is fully multi threaded, so time-consuming processes run in the background without slowing you down, even when working on very large projects.

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    Display Options

    Viewport Display Options

    Toggle between four windows and single window with one click. Toggle between normal and expert (full screen) modes. Freely resize or re-organize display windows in the four view mode. Resize the camera preview and the world browser. Dock/float the timeline, hide or reveal various interface elements on the fly.

    Perspective View

    The perspective view lets you pan, rotate and zoom independent of the camera view. You can use the camera controls for the perspective view as well.

    Background Image

    You can place a background reference image in any of the orthogonal display windows.

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    Interface Color Editor

    Units and Conventions

    VUE can display all measurements in real-world metric or imperial units. Grid snapping can be enabled on the fly when moving or rotating objects. The grid resolution and rotation snapping values are user-defined.

    You can also set the value of internal VUE units to adjust the scaling of the entire scene and choose to have either Y or Z as the up axis.

    Interface Colors

    You can individually modify the colors of 37 different types of interface elements, so you can set up the work environment you feel most comfortable in.

    To make you feel at home more rapidly, you can use one of the many presets that replicate the color schemes of your favorite applications.

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    Visual Browsers

    Visual Browsers

    Visual Browsers let you organize your content folders in collections. Items inside the collections are displayed with a small preview and description.

    Improved Render Area

    Ever wished you could re-render only a small part of your scene and have a simple way of overlaying it on your original render?

    If so, you will happily welcome the option that lets you save a render area as a full sized image, so that it can be easily overlayed in post.

    When rendering an area in full size, the regions beyond the current render area will be filled in black and made transparent for easier overlaying/compositing.

    Multiple Camera Aspect Ratios

    Different Framing Options

    The aspect ratio can now be set on a per camera basis inside a single VUE scene, so you can test multiple framing options of the same scene.

    Because all cameras used in an animation must share the same aspect ratio, VUE will offer to automatically switch all cameras used in the animation to the new aspect ratio.

    Real-World Units

    Real world units are available throughout the entire application: in the Material Editor, in the Terrain Editor, in the Function Editor... Set the scale of your fractals in units you understand; scale your terrains according to real-world measurements - VUE takes care of all the complex conversions!

    Automatic Range Adaptation

    Thanks to Automatic Range Adaptation, it is easy to create function graphs that involve exported parameters. When you connect a node to an exported parameter, the input range is automatically adjusted to match the standard range of that parameter.

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    Redesigned Function Editor

    capitalizing on the PlantFactory interface, the VUE Infinite 2016 Function Editor was redesigned for improved performance on modern computer displays.

    The new Function Editor is shown horizontally with streamlined parameter access.


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    Perspective Views

    VUE Infinite 2016 dissociates the concept of render camera (used for filming the final shot) and perspective view, used to freely browse around the scene. A new option is available (enabled by default) that protects the render camera from any unwanted modifications and automatically switches to perspective view whenever you modify the viewport (you can instantly assign the new point of view to the render camera with the push of a button).

    You can switch back and forth between Perspective view and Main Camera, and you can create new "Point of view" cameras based on the current Perspective View.


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    Real-World Sun Position

    VUE Infinite 2016 can position the sun exactly as it would be in real-life, based on time of day, date and location on Earth. You can pinpoint the location on a map, select from a set of predefined locations, or indicate the exact coordinates (and store them in the list of presets).



    Time-Saving Tools and Helpers

    Diagnosis Tools

    In order to easily detect rendering bottlenecks and optimize your render times, VUE features the ability to generate diagnosis information on your renders. This includes, for each pixel in the image:

    • Total rendering time of the pixel,
    • Number of anti-aliasing rays,
    • Number of texture anti-aliasing samples,
    • Total number of sub-rays in the pixel,
    • Total number of shadow rays,
    • Max recursion depth reached by a sub-ray, and
    • Number of final gather samples for that pixel.

    This diagnosis information is available in separate render passes that can be viewed directly in the render output window. You can switch between the Color, Alpha, Z-Depth and Diagnosis passes instantly using the icons in the render output window.

    Diagnosis passes are generated on demand (they add a slight overhead to the rendering process). They are a very valuable asset to better understand the overall rendering process.

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    Multi-Materials

    Multi-materials let you change in one single operation all the materials of any given object. Multi-materials can be saved for future use. They can also be copy-pasted or drag-dropped between the different objects of your scenes.

    Color Map and Filter Editors

    The Color Map and Filter editors allow you to move groups of keypoints, change the hue, saturation and luminosity values of groups of keypoints or the entire color map. You can also invert filters and color maps, copy-paste groups of keyframes, etc.

    Auto Saving and Scene Snapshots

    Ever wished you could revert to the state your scene was a few minutes ago, but forgot to save? Ever worked hours on a scene without saving and lost all your work after a system fault? Auto-saving is your answer!

    e-on has developed a unique and innovative technology that automatically saves your scenes in the background, while you work, without slowing you down in your flow!

    VUE will automatically create backup files of your scene as you work, and the Snapshot option lets you instantaneously create a backup of your scene just by clicking a button.

    Using this, you can instantly revert to a previous version of your scene to cancel undesired changes (beyond the Undo/Redo limit).

    Interactive Texture Placement

    With the texture placement tool, you can interactively position, rotate and scale the texture maps that are applied to your objects.

    Texture Resizing

    An option in the World Browser lets you easily resize unnecessarily large texture maps. The process is non- destructive, so you can easily restore the original texture maps anytime if needed.

    You can also limit the resolution of imported texture maps when importing content from another application.


    Bitmap File Access

    You can easily replace any texture file with another file simply by renaming the filename in Library tab of the World Browser. As an example, you can use this to work with low resolution textures, and replace them with high resolution verions just before rendering simply by changing the filename.



    Dumping Textures

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    Improved thin translucent materials

    All texture maps of a project can easily be dumped to the folder of your choice, and automatically relinked from there. This is very useful when sharing big assets among co-workers. Also, this option can be useful to speed up network rendering when all bitmap assets are collected in a unique network location.

    Viewing Textures

    Double-clicking on a texture map in the World Browser pops up a full resolution image, using the external bitmap application of your choice. Missing textures are identified as broken links.

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    Smart Drop in Action

    Drop and SmartDrop Tools

    While the standard drop function simply drops an object onto the surface below it, the SmartDrop tool attempts to place the dropped object in a natural way. For example, a box dropped onto a sloping terrain will be tilted so that it follows the slope.

    The Interactive Alignment Tool

    With this handy tool you can interactively align objects on either one, two or three axes simultaneously, while previewing the results in the display windows.

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    Quick Array in Action

    The Quick Array Tool

    This powerful tool lets you create multiple duplicates of an object by interactively transforming a single copy. All subsequent instances will automatically inherit the transforms in either extrapolated or interpolated modes.

    The Scatter/Replicate Tool

    Use this tool to quickly generate multiple instances of an object, with precise control over distance, size and rotation, or to randomly scatter instances over a specified area with user-defined size and orientation variations.

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    The Quick Color Selection Tool

    Click and hold the mouse button to instantly select a desired color. Use the preset color swatches to easily save and re-use your most used colors.

    Catmull-Clark Subdivision

    For improved compatibility with other applications, VUE Infinite 2016 features Catmull-Clark and Loop subdivision options. You can manually set the level of subdivision for both realtime display and render time.

    These subdivision algorithms, together with improved normal mapping, ensure total compatibility with other applications such as 3ds Max, MudBox, ZBrush, etc.


    Other Interface Features in VUE Infinite 2016

    • Faster and more reactive Render Scene Preview (starts faster and renders faster)
    • Reorganize the layout of the interface to better suite your workflow (e.g. detach panels and drag them to a secondary screen)
    • Fast content browser with large previews, recently used items, favorite items and quick search field
    • Save, load and share interface docking presets with other users
    • Resize the Render Stack to fit the selected render
    • Colored axis coordinate (X,Y,Z) input fields helps you to immediately visualize the directions of the coordinates of the selected object
    • Improved Material Editor tabs: directly see which channels (Color & Alpha, Bumps, Highlights, Transparency, etc.) are used in current material
    • New and updated navigation shortcut triggers to other 3D application standards
    • Edit multiple nodes in the Function Editor in one go
    • A new Welcome dialog shows your most recent files, Template scenes, and other useful links
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    The New Content Browser

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    Import & Export

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    VUE provides maximum exchange compatibility with other applications, using an extensive set of import/export filters for both 3D and 2D content.

    VUE also lets you export any native element such as trees, terrains, skies, and even complete scenes, to other 3D applications, using dedicated polygon reduction and UV unwrapping tools.



    Importing and Exporting From VUE Infinite 2016

    VUE Infinite 2016 now lets you export almost every single assets of your scenes: Plants, Rocks, Terrains, in a wide variety of file formats, such as Alembic, 3ds, Collada and more.

    As every software imports assets differently, VUE Infinite 2016 includes many custom tailored export presets depending on where you're exporting to, e.g to 3ds Max, Maya, Unity, Cinema4D and more. Of course you can also fine tune your exports settings to your specific needs.



    Intelligent Import Filters

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    Import 3D content from almost any program. VUE's advanced import filters will retain accurate texturing and mapping information so that your models can be readily used (supports multiple UV layers (up to 4 layers)).

    You can choose to automatically simplify the geometry of imported meshes to quickly setup scenes involving complex models, then instantly switch back to full mesh resolution for final rendering.

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    2D content can be imported in a variety of formats, including High Dynamic Range (HDR) images.

    Auto-Sense Dynamic Import Update

    Imported objects and materials can be dynamically updated. If you modify an object in another application, VUE will automatically update that object in the scene.

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    Max Animated Mesh Import

    VUE contains special import plugins for 3ds Max that convert static and animated objects created in this program into native VUE objects, and creates motion files that can be applied to other characters.

    Vector Data Import

    Postscript, encapsulated postscript and Adobe Illustrator data can be imported to be used as base shapes in the 3D text editor.

    Collada File Import

    VUE supports the open-standard Collada file format and is able to import Collada objects with full texturing information as well as rigging and animation.

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    MDD file format

    VUE fully supports importing of MDD format. The MDD file format packs together an exact copy of the geometry of an animated object for each frame of the animation. This is ideal for importing animated geometry, as it preserves the exact geometry of the source application accross the entire animation.



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    Extensive Object and Scene Export

    VUE lets you export content to other 3D applications in a wide variety of industry standard file formats such as Alembic, Collada, Autodesk 3DS, Wavefront OBJ, LightWave LWO, Cinema 4D C4D, and AutoCAD DXF.

    Export rocks, terrains, plants, skies, and even full scenes. Complex geometries are automatically unwrapped with minimum distortion and exported complete with all UV mapping and texturing information. You can adjust the level of detail of for both geometry and texture maps.

    Skies can be exported as skydomes or skycubes. Exported skies can include illumination data in HDR image format.

    Basic object animation information (motion, scale and orientation) can be exported as 3DS or LightWave MOT/LWS.

    Custom import/export filters can also be created with Python scripting.

    Still Images and Animation Export

    Rendered images can be saved in all major graphic formats, including HDR and 48 bit color images. In addition to all standard video formats, animations can be exported in After Effects file format for a smooth transition to the compositing phase.

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    Atmosphere exported as a cubic map


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    3D Import Filters

    ABC: Alembic (Supports Ogawa and HDF5)

    3DS: 3D Studio™ object file format, Conversion of Max animated objects to VUE format (using the included plugins)

    3DMF: 3D Metafile object file format.

    COB: TrueSpace™ object file format.

    DAE: Collada animated object file format.

    DTED, SDTS/DDF, GeoTIFF, DEM: Terrains are placed according to information in the file (ideal for importing multi-part DEMs).

    DXF: AutoCad™ object file format.

    LWO, LWO2: LightWave™ object file format.

    MDD: MDD file format (for importing animated geometry).

    OBJ: Wavefront™ object file format (with automatic MTL library conversion).

    PZ3, PZZ: Smith Micro™ Poser® static/animated scene import.

    RAW: Raw geometry file format.

    SHD: Shade™ 6 object file format.

    TGA: 16 bit RG encoded Targa altitude map.

    WML: VRML object file format.

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    3D Export Filters

    ABC: Alembic (Supports Ogawa and HDF5)

    DAE: Collada animated object file format.

    3DS: 3D Studio™ object file format.

    C4D: Cinema 4D™ object file format.

    COB: TrueSpace™ object file format.

    DXF: AutoCad™ object file format.

    LWO, MOT, LWS: LightWave™ file formats.

    OBJ: Wavefront™ object file format.

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    2D Import/Export Filters

    EXR: 32 bit floating point EXR image format

    BMP: standard Windows bitmap, uncompressed.

    PICT: standard Macintosh picture file format.

    JPG: Jpeg compressed picture file format.

    TGA: Targa picture file format.

    TIFF: Tagged Image File Format.

    GIF: Compuserve GIF color mapped bitmap.

    BUM: Poser bump map.

    DEM: USGS/SDTS Digital Elevation Model.

    IFF: Image File Format.

    PCX: PCX picture file format.

    PNG: Portable Network Graphics file format.

    PSD: Photoshop Image File Format (Multi-layer PSD when used for multi-pass renders).

    QTVR: QuickTime VR panorama. (Mac only)

    RLA: Run Length encoded version file format (stores partial G-Buffer information).

    RPF: Rich Pixel Format file format (stores all G-Buffer information).

    HDR: High Dynamic Range image format.

    OpenEXR: ILM's high dynamic range format.

    EPX: Piranesi EPix file format.

    VIM: VUE image file format.

    VUE skies can be exported as HDR sky-spheres or sky-cubes for use in other applications.

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    Vector data import

    PS: Postscript.

    EPS: Encapsulated Postscript.

    AI: Adobe Illustrator 3.2



    Animation Export Filters

    MOV: QuickTime movie format. (Note: Not supported by Windows 64 bit Editions)

    AVI: Audio Video Interleaved animation format.

    MA: Camera animation export (e.g. to After Effects).

    Mpeg1: moving picture expert group, Ver.1 animation format.

    Mpeg2: moving picture expert group, Ver.2 animation format.

    Independent Frame animation in all supported picture file formats.

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    Animated Texture Map Import Filters

    MOV: QuickTime movie format (Macintosh only).

    AVI: Audio Video Interleaved animation format (Windows only).



    Camera Tracking Import / Export

    VUE imports motion tracking information from MatchMover, Boujou and SynthEyes. Together with camera tracking information, you can also import the motion track points.



    Other Import and Export Features

    • Set specific export quality for all assets in your scene independantly or globally
    • Export textured assets as Collada
    • Choose to export all texture maps when exporting to Alembic
    • Import all objects included in an Alembic File, including instantiated objects
    • VUE will automatically detect and apply a global scale factor when importing scenes or assets coming from other software
    • Export your meshes' original maps with their UVs
    • Easily exchange geometry with ZBrush using GoZ (terrains as quads, other meshes as triangles)
    • Import and export scenes, objects or camera paths, and import synchronization data as Alembic (ABC) files
    • Import geo-located terrains as DTED, SDTS/DDF, and GeoTIFF (on top of DEM files)
    • Export Rocks and baked HyperBlobs to any standard 3D file format
    • Export VUE scenes to LumenRT
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    Compositing & Synchronization

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    VUE is designed to integrate seamlessly into the professional production pipeline. Great emphasis has been placed on creating a flexible and extensive toolset that lets you combine Vue’s natural scenery creation assets with other 3D and 2D applications.

    Whether you do character animation or architectural visualization, compositing or post-processing, you’ll quickly discover how easily VUE can fit in!



    Speed Up Your Workflow with Camera Mapping

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    Camera Mapping

    VUE makes it easy to create camera mappings. Render an image, then project this image back through the camera onto a simplified version of your scene.

    Camera mapping is ideal, for instance, to create animated matte paintings without having to carry the cost of rendering the animation with full geometry.





    Composite any Scene Element with Multi-Pass Rendering

    VUE + Nuke Workflow Tutorial.


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    Multi-pass Rendering in Action

    VUE provides extensive multi-pass rendering options. Virtually every rendering element, every layer, every material and every single object can be assigned a separate pass.

    All masks (including the cloud mask and Ecosystem masks) are generated with color and corresponding opacity and are fully anti-aliased. 

    When the render is complete, you can immediately view and save each separate element directly from the render preview window, or save them all together as a multi-layer Photoshop file.

    Supported multi-pass channels include:

    • Rendering components
    • Post process
    • Atmosphere gain
    • Atmosphere filter
    • Indirect lighting
    • Background
    • Reflections
    • Refractions
    • Ambient
    • Shadows
    • Specular
    • Diffuse
    • Extra components
    • Z depth
    • XY normal
    • XYZ normal
    • UVW coordinates
    • Diffuse lighting
    • Specular lighting
    • Material color
    • Object ID
    • Material ID
    • Global alpha mask
    • Distance to camera plane
    • Screen space velocity
    • World point position
    • Individual masks
    • Layer masks
    • Object masks
    • Material masks
    • Cloud mask
    • Global Ecosystem masks
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    Multi-Layer Photoshop Export

    For ultimate workflow convenience, multi-pass renders can be exported as a Photoshop PSD file. VUE will automatically create separate Photoshop layers for each rendering component, and create individual channels for the different masks.

    Layer/Pass Identification

    You can rename each individual render pass. This makes it a lot easier to locate a particular pass in the multitude of passes that can potentially be created.

    HDR Multi-Pass Rendering

    VUE generates all multi-pass renders in High Dynamic Range, including all object, cloud and layer masks, rendering components, shadows, reflections, atmospheric contributions, etc.

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    Multi-pass renders can be exported as EXR 32 bit files with each pass stored in high dynamic range format.

    Matte Shadow/Reflection Materials

    VUE features the ability to create matte shadow or reflection materials that generate all information required for efficient compositing of shadows and reflections on real-world footage.

    World Point Position (or XYZ) Pass

    VUE Infinite 2016 adds a WPP pass to the extensive list of channels that VUE can generate for added compositing flexibility.

    The WPP Pass is a common technique used by compositors in multiple ways (re-lighting scenes directly in Nuke or After Effects, creating quick atmospheric effects such as ground fog, etc.).



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    G-Buffer Rendering

    Industry standard G-buffer information can be generated and saved in RLA or RPF formats for compositing in dedicated applications such as Combustion, Avid, Flame and After Effects.

    For increased compositing flexibility, the global or object-based "render occluded" option renders parts of the scene that are hidden behind opaque objects.

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    Supported G-buffer channels include:

    • Z depth
    • Material ID
    • Layer ID
    • UV coordinates
    • Normals
    • Non-clamped colors
    • Sub-pixel coverage
    • Render ID
    • Color
    • Transparency
    • Velocity
    • Sub-pixel weight
    • Sub-pixel mask

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    Get in Synch

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    Synchronization Plugins

    VUE includes a set of synchronization plugins that enable perfect matching of camera motion and focal length, as well as lights, between major 3D applications and VUE. 

    The synchronization file generated by the 3D applications can be saved and retrieved later for use in VUE or moved to another system.

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    Motion Import in Action

    VUE synchronizes with the following 3D applications:

    • Autodesk Maya 6 and later
    • Autodesk 3DS Max 7 and later
    • Maxon Cinema 4D R9.5 and later
    • NewTek LightWave 9 and later
    • Autodesk Softimage (XSI) 5 and later

    Camera Tracking Import

    VUE imports motion tracking information from MatchMover, Boujou and SynthEyes. Together with camera tracking information, you can also import the motion track points.




    Other Integration Features in VUE Infinite 2016

    • Import and export scenes, objects or camera paths, and import synchronization data as Alembic (ABC) files
    • Option to apply exposure (camera + automatic exposure) to applicable multi-pass layers