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Monday, April 26, 2010

Vue 8 xStream

Vue 8 xStream


The Integrated Solution



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 Full version from $1,495
Vue 8 xStream offers professional CG artists a complete toolset for creating and rendering exceptionally rich and realistic natural environments in 3ds Max, Maya, LightWave, Cinema 4D and Softimage.
Access all the power of the world's leading 3D Digital Nature solution directly from within your favorite application. Create and edit beautifully detailed natural environments using your application's standard manipulators.
Render everything together inside 3ds Max, Maya, LightWave, Cinema 4D or Softimage, with full interaction between Vue and native elements, including 2-way mutual shadow casting, reflection, refraction and GI.

Vue 8 xStream works with:
3ds max
Cinema 4D
LightWave
Maya
Softimage


Vue 8 xStream provides a unique, unmatched solution for creating and integrating high quality natural scenery into any professional production pipeline, from architectural visualization to broadcast and film.

Vue 8 xStream Demo
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Using Vue 8 xStream inside 3ds Max - 10' presentation


Vue Showreel

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Check out amazing projects done by Vue artists around the world.




New in Vue 8

The release of Vue 8 marks e-on's on-going commitment to provide substantial, cutting-edge features and improvements to our valued users and customers who share our passion for Digital Nature. With this new release, all aspects of the program have been improved in the areas of natural scenery creation, precise artistic control, performance, immersive integration and content.


New Natural Scenery Creation Capabilities



Revolutionary 3D Terrain Sculpting Editor

Powerful 3D Sculpting Brushes



Create caves and overhangs
The Vue Terrain Editor is vastly improved with the addition of powerful 3D sculpting features for carving and molding terrain features and shapes. Paint overhangs, caves, and reliefs with the power and ease of 3D brush strokes.
The 3D sculpting brush contains several types of brush behaviors including the ability to sculpt, inflate, extrude, free form, invert, and smooth.
The intensity and tip profile of the 3D sculpting brushes can be adjusted by using falloff filters and bitmaps can be used to customize the shape and influence of the brush.
It is also now possible to reset 2D and 3D sculpting independently - this feature is available in the free Vue 8.4 update.

Localized Infinite and Procedural Terrain Scultping

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.


Automatic localized subdivision

Revolutionary Smart Subdivision Technology

Using innovative dynamic refinement techniques, sculpting actions refine the terrain mesh based on the localized application of the 3D sculpting brush, automatically adding polygons only where they are needed, thereby optimizing the mesh density and increasing overall performance.
Paint freely at any level of detail, the smart subdivision technology automatically selects the appropriate LOD for you. Paint with brushes that are the equivalent of millions of polygons in real-time!


Sculpt terrains in context

Scene Context Sculpting

The terrain editor now supports sculpting in context of the entire scene, allowing terrains to be edited and shaped around scene elements.
For example, the terrain mesh can be sculpted to add reliefs around architectural elements and scene objects that are located in and around the terrain.



Large Amplitude Micro Displacement Engine

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Separate Bump and Displacement Channels

Displacement can now be manipulated independently of the bump channel which delivers greater performance and more refined artistic control.
Displacement depth and scale is now accessible directly from the material editor and can use any procedural or texture map function as its input.

Cloned Displacement

The historical Vue method of using the bump channel to drive displacement is also preserved for those who wish to use this simplified but powerful displacement method.
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Cloned displacement combines the bump noise into a composite noise to drive the bump and displacement output in a unified fashion.

Displacement in any Direction

Displacement can be adjusted to move in any user defined direction - horizontal, vertical, along the normal, or any combination. In addition, the displacement magnitude is adjustable in all three X, Y, and Z dimensions.
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Normal Mapping

Vue 8 now supports the use of RGB normal maps to drive the bump channel. Normal maps can produce very finely detailed surface features and is widely used in CG and game applications.

Displacement Smoothing

High frequency artifacts can now be removed from displacement using displacement smoothing. The level of smoothing is fully range adjustable.


Atmospheres and Terrains

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Spectral 3 Atmospheres

Vue 8 extends the realism of clouds and atmospheres with the introduction of Spectral 3 atmospheres.
Spectral 3 improves the quality and realism of internal cloud shadows, shadows projected on clouds, shadows projected onto objects, as well as the quality of godrays.





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New Stratified Terrain Fractals

The addition of new Recursive Strata Terrain fractals optimize the creation of richly detailed stratified, terrain features.
These fractals are fully user adjustable and can be applied in combination with any Vue noise function to produce a wide variety of appearances.




New Material Control

A new material mapping option, “Relative to sea”, is now available for material altitudes. With this new option you can create materials that appear at certain altitudes, either relative to the sea, or absolute in world coordinates.
A new 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 now be fed into the Position and Size outputs of the object graphs.
These new material and function options are available in the free Vue 8.4 update.


Precise Artistic Control and Ease of Use Features


Re-Pose and Animate Rigged Meshes

Rigged and pre-animated mesh objects can now 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.

Easier Pose/Motion Handling

The new 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 - this feature is available in the free Vue 8.4 update.
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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.
These new material and function options are available in the free Vue 8.4 update.
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Improved Open GL Engine and Viewport Display

Thanks to the addition of a new shader-based OpenGL engine, Vue now takes advantage of higher-end graphics cards to produce better visual quality and performance.
This includes normal mapped display of EcoSystem instances, specular highlighting and improved camera mapping previews. Renders can now be displayed in the background of all views improving the ability to visualize scenery objects in context.

EcoSystem Display Improvements

Dynamic EcoSystems can be seen in previews by setting the number of instances to be displayed near the camera.
Additionally, the Global Ecosystem is now available as an proxy object in the World Browser, with the ability to hide and show the global EcoSystem instances using a mouse click. Through the use of this proxy object, individual color and alpha masks of the Global EcoSystem can now be generated.
The rendering of shaded EcoSystem billboards is improved to provide a more accurate coloring and reduce flickering when moving around the scene - this feature is available in the free Vue 8.4 update

Other Artistic Control Improvements

  • You can lock the render area to avoid accidental modifications - this feature is available in the free Vue 8.4 update
  • You can also lock browser collections - this feature is available in the free Vue 8.4 update
  • Planes are now visible from all sides - this feature is available in the free Vue 8.4 update
  • Accurate OpenGL previewing of materials mapped in World coordinates - this feature is available in the free Vue 8.4 update
  • GPU resources can be displayed in the status bar - this feature is available in the free Vue 8.4 update
  • It is now possible to hide all the layers in the World Browser - this feature is available in the free Vue 8.4 update
  • You can copy paste objects to hidden or locked layers - this feature is available in the free Vue 8.4 update
  • When deleting all objects from a layer, the layer is no longer deleted. You need to explicitly delete the layer - this feature is available in the free Vue 8.4 update
  • When installing the application, you can now easily restore the default installation folder - this feature is available in the free Vue 8.4 update
  • Direct access to the alpha channel from the material editor
  • When saving an image, format options are accessible via a button, and not prompted for each time
  • Material-specific control of anti-aliasing and sub-ray quality parameters
  • Improved object drop accuracy
  • Added a Python node to the function graph for creating user programmable functions
  • New planetary mapping node with ability to set the location of origin (latitude & longitude) including “global origin” in Options panel. Cloud maps are correctly centered and aligned according to this setting.
  • New reference system for more precise control of parent-child object relationships
  • Default to ease-in ease-out for orientation keyframes
  • Added adjustable separator in animation timeline window to change the width of the animated items list
  • Material preview terrain option which displays a material mapped onto a small terrain object
  • Name of loaded atmosphere appears on Atmosphere Editor caption
  • Name of edited function added to Function Editor caption


Improved Performance

Faster Rendering

Thanks to massive improvements in the rendering architecture and memory handling, overall rendering performance has been increased by up to 20%, especially when rendering refractive materials and boolean/metablob operations*.
* The quality of preset render settings in Vue 8 is increased compared to Vue 7,
so render times may not appear shorter.

Displacement Rendering

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The new displacement engine delivers speed improvements ranging from 50% to 150% faster compared to Vue 7. LOD subdivision calculations have now been normalized across all lighting models (both direct and indirect) reducing the memory requirements and increasing performance dramatically when rendering displaced objects.
The total amount of memory allocated to displacement mapping can be set in the options panel.
The rendering of displacement on standard terrains is greatly improved and no longer contingent upon the resolution of the terrain - this feature is available in the free Vue 8.4 update

Other Performance Improvements

  • The quality of indirect lighting is increased in Preview mode - this feature is available in the free Vue 8.4 update
  • The behavior of the Full Quality Near Camera option is optimized to allow faster high quality previewing - this feature is available in the free Vue 8.4 update
  • The size of the render buckets is automatically adjusted to maximize use of all cores on small renders - this feature is available in the free Vue 8.4 update
  • The speed of handling of complicated group hierarchies is significantly increased - this feature is available in the free Vue 8.4 update
  • Default views are automatically resized to adjust according to internal units - this feature is available in the free Vue 8.4 update
  • Added dual destination render option - display to screen while rendering to disk
  • When rendering to disk, image can be saved at user defined intervals
  • Added the ability to generate a detailed log file for network renders


Deeper Immersive Interoperability

Integrated xStream Interface

Vue features are now directly accessible using icons within the host application interface (Max, Maya, Softimage, and Cinema 4D).
Most Vue dialogs are now non-modal which allows access to the host application even with the Vue dialogs open. This is particularly useful e.g. when painting EcoSystems.

Support for V-Ray in Max and Maya

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Vue 8 xStream is compatible with the popular renderer V-Ray from chaos group, both inside of 3ds Max and Maya.
xStream for Max and Maya handles cross-shadowing, reflections, refractions and global illumination with V-Ray just as it does with Mental Ray.

Easier Light Matching

In Vue 8 xStream, it is now possible to adjust Vue and native lights independently. You have 3 options for matching Vue and native lights: auto (like in Vue 7), ignore light in Vue and manual (the Vue light and its native counterpart are edited independently).
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The shadow density is now automatically matched to that of the host application (Max, Maya, Softimage, and Cinema 4D only).
It is also possible manually control (via a dedicated setting) the brightness of Vue's radiosity to better match that of the host application.

Render Time Consistency

With Vue 8 xStream, the render settings of the host application can be automatically adjusted to match the Vue settings. As a result, render times in the host application are more consistent with those achieved in Vue stand-alone.

Sample Scenes

The Extras disk of Vue 8 includes sample scenes showing similar xStream setups in the supported host applications:
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Other xStream Enhancements

  • Direct access to the sea level via xStream interface.
  • Improved previewing of procedural terrains in host application.

General Import/Export Improvements

  • Max->Vue Exporter: convert unrigged objects to standard meshes - this feature is available in the free Vue 8.4 update
  • Improved terrain exports - this feature is available in the free Vue 8.4 update
  • 32 bit floating point EXR image format support (import and export)
  • Improved object exports, particularly with Solidgrowth™ vegetation
  • Support for Poser 8 (standalone mode)


Content Additions


A number of new content items have been added or extended which take advantage of the new Vue 8 features including:
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  • TerrainScapes material library for creating a variety of terrain landscapes
  • Metanode-based displacement materials for creating rocks and stones
  • Metanode-driven color functions and materials for terrain and rock colors
  • Metanode-adjustable sand, grass, and soil materials
  • Terrain Countour Mapping material with associated Python program for producing altitude legends
  • Finite and infinite procedural terrain presets utlizing the new Strata fractal filter


Also New from Vue 7.5

For users who decided to skip release 7.5 and upgrade directly from Vue 7 to Vue 8, the next page is a reminder of the new features added in Vue 7.5 that are also part of Vue 8 (and new to Vue 7 users).
If you already own Vue 7.5 or are very familiar with its features, you may like to skip that page.


Also New from 7.5

If you are still using Vue 7 and didn't upgrade to 7.5, the features introduced in release 7.5 and described on this page will also be new to you*.
All upgrades are included free of charge with maintenance.



Planetary Rendering

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Infinite Procedural Terrains

Vue 8 supports truly infinite procedural terrains that extend forever. You can move the camera as far as you like, the terrain continues; you will just uncover new parts of it!

Spherical and Planetary Terrains

Vue 8 can render entire planets! Simply create a procedural terrain and Vue will easily convert it into a planet.
There are now 3 types of infinite procedural terrains:
  • flat terrains, ideal for close-ups,
  • spherical terrains, ideal for mid-range shots,
  • and planetary terrains, ideal for long-distance shots of entire planets.
You can easily switch between the different types of infinite terrains, although the terrain geometry may be modified in the process.
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Easy Planetary Navigation

The trickiest aspect of planetary creation is the ability to work in a coordinate system that is not easily understood. For instance, how would you line up trees at the surface of a planet?
Thanks to the new spherical abstraction gizmos, it's incredibly easy to move around or align elements at the surface of a planet. Vue dynamically unwraps the surface of your planet so you can continue to work in your views as if the terrain were flat. Just line up objects and Vue will automatically move and rotate them so they fit neatly where they should be at the surface of the planet!

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Real-World Spherical Clouds

Vue 8 features the ability to 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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Cloud Masks

Generate color and alpha masks of your clouds using the multi-pass renderer.
Cloud colors are automatically adjusted to produce the expected result when used in combination with the cloud mask.


Improved OpenGL Display



Realtime OpenGL Display

Realistic Sun Shadows

The sun now 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.

Colored EcoSystem Billboards

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


Animated EcoSystem Populations

On top of creating EcoSystems with populations of animated elements, it is now 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.






Camera Mapping


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Vue 8 makes it easy to create camera mappings. Render an image, then project this image back through the camera onto a simplified verion 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.

Other New Features

  • Save/reload complete object graphs.
  • Save individual G-buffer channels.


Overview




Creating and Editing Vue Environments

Vue 8 xStream operates as a fully integrated plug-in for 3ds Max, Maya, LightWave, Cinema 4D and Softimage. It adds all of Vue's dedicated environment creation tools to your application's interface.
Using these tools, you can create complete, hyper-realistic 3D environments without leaving your favorite application.
This includes (among others) the ability to create atmospheric effects, build procedural terrains, grow SolidGrowth trees or even populate entire forests.

Edit Vue Elements inside your Application

Proxy geometry is dynamically created by Vue 8 xStream inside the host application so that you can use your application's standard manipulators to move, rotate or resize each element of the Vue environment individually.
You can use all standard tools of your application (such as alignment, scripting or even add fur to Vue elements), and you can make Vue elements interract dynamically with native objects (e.g. collision detection, etc).
Animation of Vue items can be done either through Vue (e.g. for wind effects), or using the host application's animation tools. Both types of animation are naturally combined seamlessly.
Vue 8 xStream for 3ds Max, Softimage and Cinema 4D will even let you paint EcoSystems interactively (on Vue objects or on native objects), directly through the host application's viewports*.

* This feature is currently only available in 3ds Max, Softimage and Cinema 4D. LightWave and Maya support is planned, but is still pending development by Newtek/Autodesk.
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Full Support of All Vue Elements


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You can create Vue environments directly in the host application, or you can load ready-made environments that were designed on a stand-alone version of Vue (Vue 8 Infinite, or Vue 8 xStream running in stand-alone mode - xStream can run either as a plug-in or as a stand-alone application).
All components of the Vue environments are supported by Vue 8 xStream, including complete EcoSystems, all types of atmospheres, cameras, lighting, all plants, all terrain types and all procedural materials.
Animated scenes are also supported, including wind animations for plants and EcoSystems, atmosphere and cloud animations, and all animated materials.
All imported meshes included in the Vue scene will be loaded as well.
Lights are automatically converted into their Maya/Max/LightWave/Cinema/Softimage counterparts, and the atmosphere is converted into a special environment shader.



Integrated Rendering

Compatibility

A single license of Vue 8 xStream can be used with all compatible applications and renderers installed on your system, without requiring the purchase of any Extra Renderer licenses (unlike what was the case with Vue 6 xStream).
  • Vue 8 xStream for Maya works with MentalRay, V-Ray and Maya software renderer.
  • Vue 8 xStream for Max works with MentalRay and V-Ray.
  • Vue 8 xStream for Softimage works with MentalRay.
  • Vue 8 xStream for LightWave and Cinema 4D works with the native renderer.

The Render Process


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Max car rendered in a Vue environment
Upon rendering, xStream kicks-in its own render engine, which works in parallel to the native renderer. This assures that the Vue elements will look exactly as if they were rendered inside Vue, and also helps speeding up the rendering of polygon-heavy elements such as terrains and EcoSystems.
However, this is a completely transparent process. There is no need to deal with the xStream renderer. Parameters such as render resolution and anti-aliasing quality need only to be set for the native renderer. If necessary, you can override these settings easily.

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Maya sphere in Vue environment

Why Two Renderers?

Wouldn't it be more simple to convert Vue environments to polygons and have the native renderer render everything?
Unfortunately, this is not possible:

  • Vue environments easily comprise billions of polygons. Plants are unique and sway in the wind. None of the native renderers would be able to handle this level of complexity.



  • The Vue renderer features unique technologies specifically designed to improve the render quality of natural elements (procedural rendering, advanced shading algorithms, etc).


  • These technologies are simply not available in other renderers.
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    Integration with MentalRay and V-Ray

    Vue 8 xStream is compatible with MentalRay for Max, Maya and Softimage and V-Ray for Max and Maya. This compatibility extends to specific technologies, such as Mental Ray Sun&Sky, V-Ray Sun&Sky, Mental Ray Photometric Lights or Mental Ray Distributed Bucket Rendering.
    Vue 8 xStream will automatically adjust its settings to match the effects of these features, whenever they are used.

    Rendering Flexibility

    Vue 8 xStream lets you easily disable the rendering of the Vue sky and/or atmospheric effects (e.g. when using mr or V-Ray Sun&Sky). You can even disable the rendering of Vue content altogether, for instance if you want to perform tests on the host-application-part of the scene. If the entire Vue content is disabled from render, the Vue xStream plug-in won't be loaded altogether.
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    Vue atmospheric effects can be rendered alongside other volumetric plug-ins running in the host application (contingent upon the implementation of the plug-in). For instance, rendering alongside LightWave HyperVoxels or Maya Fluids is possible.

    G-buffer and Multi-Pass Rendering

    Vue 8 xStream offers powerful g-buffer and multi-pass rendering features, for even greater post-processing flexibility.



    Workflow

    Integrated Interface

    Vue features are directly accessible from the host application interface, via menu commands or icons (Max, Maya, Softimage, and Cinema 4D).
    All Vue dialogs are non-modal, allowing access to the host application even with the Vue dialogs open. This is particularly useful e.g. when painting EcoSystems.
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    Matching Scene Scales

    Vue 8 xStream automatically matches its unit system so that the sizing of Vue elements matches that of the host application. This ensures that a one foot-large cube in Vue also measures exactly one foot in the host application.
    It is also possible to customize the scaling ratio between Vue and the host application.

    Matching Lights

    You can adjust Vue and native lights independently using one of 3 options: automatic, ignore light in Vue and manual (the Vue light and its native counterpart are edited independently).
    The shadow density is automatically matched to that of the host application (Max, Maya, Softimage, and Cinema 4D only).
    If needed, it is also possible to manually control (via a dedicated setting) the brightness of Vue's radiosity to better match that of the host application.
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    Render Times

    The render settings of the host application can be automatically adjusted to match the Vue settings. As a result, render times in the host application are consistent with those achieved in Vue standalone.

    Display

    For each element in the environment, Vue generates a 3D proxy in the host application. These proxies are displayed, like any other native object, using the application's OpenGL or Direct3D engine.
    You can change the level of detail of proxies to speed up the refresh rate of very large Vue scenes.

    File Management

    Stand-alone Vue scenes are saved in Vue format. Combined scenes are saved either in the native format of your 3D application, or can be split as native/Vue scenes. In this case, the native scene will reference the Vue scene.
    Animated or re-posed Poser figures, as well as Poser objects rendered
    using the Poser shader tree cannot be loaded with the Vue scene.


    Terrains



    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.
    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

    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.

    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.

    Scene Context Sculpting



    Sculpt terrains in context
    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.






    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!




    Render Infinitely Detailed Procedural Terrains


    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


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    Terrain interface (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.
    Click to follow link
    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.


    Create Planetary and Spherical Terrains

    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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    Vegetation



    Innovative SolidGrowth™  4 Plant Technology

    SolidGrowth is e-on's unique vegetation synthesis and rendering technology.
    Widely recognized as the most efficient and realistic vegetation system around, the fourth iteration of SolidGrowth features powerful flicker-reducing algorithms capable of render 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 8 contains a library of over 160 plant species (grass, shrubs, trees and underwater plants). Many more SolidGrowth 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 species: each plant will look slightly different, yet the overall characteristics of the species will be preserved.

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    Variations of the same species
    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, orplant 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.


    EcoSystem Generation III



    Revolutionary EcoSystem™ Generation III

    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 this third generation of EcoSystem, this ground-breaking technology has been improved again: the revolution marches on!
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    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.
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    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.
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    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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    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 EcoSystem Populations

    On top of creating EcoSystems with populations of animated elements, it is now 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.


    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.
    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.
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    Free Paint

    You can paint over any number of selected objects, even the entire scene. While you paint in any view, the instances are automatically dropped 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.

    4 Painting Tools

    Using the Ecosystem painter brush tools, instances can be applied individually or painted on in airbrush fashion.
    The coloring and scaling brush interactively modifies the size and/or colors of an EcoSystem while the eraser tool allows instances to be removed.
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    The Instance Selector

    The instance selector tool 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.



    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 new 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.

    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.


    Atmospheres



    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.




    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


    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.
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    Spectral Cloud Layers

    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!
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    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.
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    Illumination of Clouds

    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

    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.

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    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.





    Cloud Mask

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    Environment Mapping Model: HDRI Rendering


    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.


    Natural Elements



    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.



    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.


    Rock Your World

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    Vue includes several ways of creating rocks and stones. The Vue rock object produces unique rock instances and is ideal for low to medium density rock formations.
    Eco-Rock materials are EcoSystems composed of rock objects which can be used to build large eco populations of stones and pebbles. Ideal for stone-filled beaches or rocky shorelines.
    Rock ground materials include a number of Vue materials which can produce bump or displacement-driven rock and stone distributions. Ideal for large, high density stone distributions covering a wide area.


    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.






    Create Your Own Natural Elements and Objects

    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


    Vue offers a multitude of lighting options to create stunning outdoor and indoor scenery including cutting edge global illumination and radiosity 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

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


    Life-Like Indirect Lighting

    Vue’s GI and radiosity 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.
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    Global Illumination Engine

    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

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

    Radiosity Engine

    Vue’s radiosity 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.


    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


    Based on a solid ray-tracing foundation, Vue’s render engine 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.


    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.
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    Anti-Aliasing and Depth of Field

    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’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.
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    Flicker-Free Plant Rendering Technology

    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.


    Flexible Rendering Options

    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.

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    360 degrees render
    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.

    Panoramic and Spherical Rendering

    Vue offers both standard and spherical panoramic rendering with an adjustable angle up to 360 degrees.

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    Camera aberration sample
    This is especially useful for creating and exporting environment HDR images and backgrounds.

    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.

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    MentalRay and V-RayCompatibility

    Vue 8 xStream is fully compatible with MentalRay's specific technologies, such as Sun&Sky, Photometric Lights, Distributed Bucket Rendering, etc.
    Vue 8 xStream is fully compatible with V-Ray's specific Sun and Sky technologies.
    Vue 8 xStream will automatically adjust it's settings to match the effects of these features, whenever they are used in 3ds Max, Maya or Softimage.

    Rendering Flexibility

    Vue 8 xStream lets you easily disable the rendering of the Vue sky and/or atmospheric effects (e.g. when using MentalRay or V-Ray Sun&Sky). You can even disable the rendering of Vue content altogether, for instance when performing tests on the host-application-part of the scene.
    The interaction of Vue atmospheric effects with other volumetric plug-ins running in the host application is greatly improved.

    Matching Scene Scales

    Vue 8 xStream automatically matches it's unit system so that the sizing of Vue elements matches that of the host application. This ensures that a one foot-large cube in Vue also measures exactly one foot in the host application.
    It is also possible to customize the scaling ratio between Vue and the host application.

    Matching Lights

    You can adjust Vue and native lights independently using one of 3 options: automatic, ignore light in Vue and manual (the Vue light and its native counterpart are edited independently).
    The shadow density is automatically matched to that of the host application (Max, Maya, Softimage, and Cinema 4D only).
    If needed, it is also possible to manually control (via a dedicated setting) the brightness of Vue's radiosity to better match that of the host application.

    Render Times

    The render settings of the host application can be automatically adjusted to match the Vue settings. As a result, render times in the host application are consistent with those achieved in Vue standalone.


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


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


    Compositing & Synchronization


    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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    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

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    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



  • Individual masks



  • Layer masks



  • Object masks



  • Cloud mask



  • Material masks



  • Global Ecosystem masks



  • Multi-layer Photoshop export

    Multi-Layer Photoshop Export

    For ultimate workflow convenience, multi-pass renders can be exported as a Photoshop PSD file. Vue 8 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.



    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



  • Get in Synch

    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.
    Vue synchronizes with the following 3D applications:
    • Autodesk Maya 5 and later
    • Autodesk 3DS Max 6 and later
    • Maxon Cinema 4D R8 and later
    • NewTek LightWave 8 and later
    • Autodesk Softimage 4.2 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.
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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

    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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    Vue in the movies




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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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    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).

    Re-Pose and Animate Rigged Meshes

    Rigged and pre-animated mesh objects can now 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.

    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


    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.
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    Global Wind and Breeze

    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

    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.
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    Motion-Blur on Wind Deformation

    Vue 8 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

    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.
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    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

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


    Materials


    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


    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

    Vue’s material editor offers extended control over the creation of complex materials through a material mixing and layering system:
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    • 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.

    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.


    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.
    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.
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    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.

    Time Dependent Nodes

    Using time-dependent noise functions, you can animate not only materials but also procedural terrains. For instance, Vue 8 comes with a dedicated Open Ocean procedural function, which makes it easy to create rolling ocean waves with adjustable wind parameters.

    Click to follow link
    Time dependent node

    Controlling Materials from the "Outside"

    With the "Scene Graph" approach of Vue 8, it is now 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.

    MetaNodes

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


    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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    Interface & Workflow


    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.


    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.
    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.

    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.

    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. 

    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.

    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.
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    Realtime OpenGL Display




    Realtime OpenGL Display


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    Customize Vue using Python Scripting

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


    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

    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.

    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.

    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. You can also use the old style of interface, if you prefer.

    Visual Browsers

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

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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.

    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.

    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.

    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.
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    Import & Export


    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.


    Intelligent Import Filters

    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.
    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.
    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.

    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.


    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 Discreet 3DS, Wavefront OBJ, LightWave LWO, Cinema 4D C4D, and AutoCAD DXF.
    Export rocks, terrains, plants, skies, or even entire scenes (Note: EcoSystems cannot be exported). 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



    3D Import Filters

    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.
    DEM: USGS Digital Elevation Model. 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.
    OBJ: Wavefront™ object file format (with automatic MTL library conversion).
    PZ3, PZZ: Smith Micro™ Poser® static/animated scene import (requires Poser 4, 5, 6, 7 or Pro).
    RAW: Raw geometry file format.
    SHD: Shade™ 6 object file format.
    SKP: SketchUp™ object file format (up to v7, Win32 only).
    TGA: 16 bit RG encoded Targa altitude map.
    WML: VRML object file format.


    3D Export Filters

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    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.
    SHD: Shade™ object file format.

    Note: entire scenes can be exported as 3DS or LightWave LWS files only. Object animation
    information (motion, scale and orientation) can be exported as 3DS or LightWave MOT/LWS files.


    2D Import/Export Filters

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    BMP: standard Windows bitmap, uncompressed.
    EXR: 32 bit floating point EXR image format
    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.
    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.


    Vector data import

    PS: Postscript.
    EPS: Encapsulated Postscript.
    AI: Adobe Illustrator 3.2


    Animation Export Filters

    Click to follow link
    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.

    Animated Texture Map Import Filters

    MOV: QuickTime movie format (Macintosh only).
    AVI: Audio Video Interleaved animation format (Windows only).


    Feature List

    Following is the complete feature list of Vue 8 xStream. "NEW!" indicates a new feature based on a comparison with Vue 7 xStream.


    Lighting

    • Global Illumination.
    • Global Radiosity.
    • 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.
    • Image based lighting.
    • Background and environment mapping.
    • Sub-Surface Scattering: Absorption.
    • Sub-Surface Scattering: Multiple Internal Scattering.
    • Easy GI single slider Global Illumination render quality setting.
    • 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.
    • 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.
    • Lens Glare effect simulates internal lens diffusion.
    • Automatic synchronization of light position, color, orientation and intensity between Vue and host application.
    • Use host application tools to adjust lights of Vue environment.
    • Automatic synchronization of all types of lights, including area lights.
    • Perfect blending of your 3D objects with Vue environment when rendering GI.
    • Lights can be disabled with a single click.

    Atmosphere

    • Atmosphere presets: Over 160.
    • Ultra-realistic spectral atmosphere model.
    • 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.
    • NEW! Extremely detailed Spectral 3 cloud system (for cloud layers and MetaClouds).
    • NEW! Realistic cloud shadowing on objects as well as internal shadowing.
    • NEW! Automatic detail refining for very close-up clouds.
    • NEW! Cloud anisotropy setting for advanced control of internal light scattering.
    • Fast indirect lighting in Spectral and Spectral 2 clouds.
    • NEW! Create spherical cloud layers at the surface of your planets.
    • NEW! Import real-world cloud density data to recreate existing cloudscapes.
    • NEW! Add tornadoes using your favorite paint tool.
    • God rays in clouds.
    • Fly through clouds.
    • Cloud layers near ground simulate fog.
    • Realistic "peaking" of mountains through clouds.
    • Create multiple layers of overlapping clouds.
    • NEW! 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.
    • Stars, rainbows, ice rings.
    • Individual lights can illuminate spectral cloud layers and MetaClouds.
    • Edit the Vue atmosphere directly from the interface of the host application.
    • Render host application scenes inside Vue atmospheres – including spectral atmospheres.

    EcoSystems

    • EcoSystem patented technology to easily distribute millions of objects in scenes.
    • Use preset EcoSystem materials to automatically populate your scenes with millions of objects.
    • Create EcoSystems from multiple objects.
    • Create entire forests of trees.
    • Create forests of trees blowing in the wind.
    • Scatter millions of animated objects.
    • Mix EcoSystems with standard materials.
    • Mix several EcoSystems together depending on environment (slope, altitude.
    • Automatic placement of EcoSystem population according to a user defined SmartGraph density function (that can depend on position, altitude, slope.
    • Advanced coloring control to vary the colors of the population over the EcoSystem.
    • Accurate control over the orientation of the EcoSystem population.
    • Accurate control over the size and variation in size of the EcoSystem population.
    • Automatic decay of EcoSystem density near foreign objects.
    • Optional size reduction and color decay at low EcoSystem densities.
    • EcoSystem 2 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.
    • Layered EcoSystems to control individual EcoSystem populations.
    • Control "affinity" between EcoSystem layers.
    • View EcoSystem instances directly inside the host application viewports: Billboards, bounding boxes or full geometry.
    • Paint EcoSystems from all sides, in any view.
    • EcoSystem 3 Technology dynamically populates EcoSystems for potentially unlimited populations.
    • Dynamic EcoSystem 3 density adjustments for improved control of density on slopes.
    • NEW! Multi-processor EcoSystem population.

    Vegetation

    • NEW! Ultra-realistic SolidGrowth vegetation: 170+ species.
    • Compatible with modified plant species.
    • Easy-to-Use Plant Editor for plant customization.
    • Instantly create variations of existing plants.
    • Plant Editor and Leaf Editor let you modify existing plants or create entirely new plant species.
    • Create and save new plant species as stand-alone files for future use in your scenes.
    • Support for new, extremely detailed plant species.

    Terrains

    • Solid3D real-time terrain modeling.
    • NEW! Sculpt terrains in all directions.
    • NEW! Create overhangs and grottoes.
    • NEW! Sculpt, inflate, free form and smooth brushes.
    • NEW! User definable brush tip profile.
    • NEW! Automatic subdivision of terrain geometry when sculpting.
    • NEW! Adaptive subdivision adds polygons only where needed.
    • NEW! Edit terrains in context (view entire scene in editor).
    • NEW! Option to view terrain clipping planes in editor.
    • NEW! Option to display the terrain with a shiny surface to enhance details.
    • NEW! Constrain painting and effects to clipping zone.
    • NEW! Option to display the terrain in wireframe mode to view polygons.
    • NEW! Create edition "zones" to modify procedural terrains locally.
    • NEW! Create nested "zones" to build massive detail where needed.
    • NEW! Paint material distributions at the surface of terrains.
    • NEW! Import, view and edit distribution maps in the Terrain Editor.
    • NEW! Terrain effects optionally affect material distribution map.
    • Preset terrain styles: 8.
    • NEW! Erosion types: 9.
    • Geological algorithms: 12.
    • Glaciation, alluvium and dissolve erosion effects.
    • High definition data in standard terrains.
    • Procedural terrains with infinite details.
    • NEW! Infinite procedural terrains.
    • NEW! Planetary terrain rendering.
    • NEW! Flat, spherical and planetary procedural terrains.
    • NEW! Switch between flat, spherical and planetary terrains (geometry may be affected).
    • Combine image data with procedural functions using dedicated blending nodes.
    • Ability to switch from one form of terrain to another easily.
    • Skin terrains.
    • Symmetrical terrains.
    • Pressure-sensitive tablet editing of terrains.
    • NEW! Reset 2D and 3D painting independently: With 8,4 update.
    • 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 new dedicated natural effects noise nodes.
    • Infinite and local procedural terrain style presets to easily create each-time-different terrains of the given style.
    • Library of procedural terrain presets with associated materials.
    • Create your own procedural terrain style presets.
    • Efficient displacement mapping of infinitely detailed procedural terrains.
    • Procedural terrain preview in function editor.
    • NEW! Multi-processor procedural terrain construction: In standalone mode.
    • NEW! Stratified terrains thanks to the recursive strata filters.

    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.
    • Optimized memory management 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 billboards that always face the camera (with a 'force vertical' option).

    Rendering

    • New 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.
    • 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.
    • Use an image or animation as a backdrop for your renders.
    • Rendering Presets: OpenGL, preview, final, broadcast, superior, ultra, user settings.
    • Render size limitation: Limited by memory only.
    • Pictures larger than screen resolution can be rendered to screen.
    • Custom render size.
    • 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.
    • 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.
    • 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.
    • NEW! Create a separate color and alpha mask of clouds.
    • NEW! 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.
    • 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.
    • NEW! Hide objects from render and disable lights by clicking their icon in World Browser: Optional.
    • Global and per-material reflection maps.
    • Rendering in unlimited color depth.
    • Optional details in render information panel.
    • Panoramic rendering with adjustable rotation angle.
    • Spherical panoramic rendering.
    • NEW! Multi-processor panoramic rendering: In standalone mode.
    • 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.
    • 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.
    • Customizable command-line render launching sequence.
    • RenderNode optional stand alone renderer for integration in large render farms.
    • Render area can be temporarily disabled.
    • NEW! You can lock the render area to avoid accidental modifications: With 8,4 update.
    • 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.
    • Improved anti-aliasing strategies produce much smoother results.
    • Optimized render memory management 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.
    • Control the rendering of Vue environments using the render settings of your 3D application.
    • Render Vue content inside your 3D application.
    • Render millions of EcoSystem plants or objects directly inside your 3D application.
    • Perfect blending of the objects of your 3D application with the Vue environment.
    • Mutual shadow casting of Vue objects on the objects of your 3D application, and vice-versa.
    • Vue objects reflect the objects of your 3D application, and vice-versa.
    • Perfect handling of transparency and refraction for the objects of your 3D application and Vue objects.
    • NEW! Rendering compatible with V-Ray: 3ds max and Maya.
    • Rendering compatible with MentalRay standalone render nodes.
    • Rendering compatible with MentalRay Distributed Bucket Rendering.
    • Generate detailed network rendering logs.
    • Real-life camera aberrations (cushioning and barreling).
    • Abort rendering on mouse-click in render area: Optional.
    • Render in all compatible renderers with a single license.
    • Option to disable the rendering of Vue sky and/or atmosphere (e.g. when using mr Sun&Sky).
    • Option to easily include/remove the Vue scene from a host application render.
    • Render Vue atmosphere and elements alongside other host application volumetric plug-ins.
    • Compatible with mr Daylight, mr Sun&Sky and mr Photographic Exposure.
    • NEW! Compatible with V-Ray Sun and Sky.
    • NEW! Easy-to-use camera mapping for retro projection of renders onto simplified geometry.
    • NEW! The total amount of RAM allocated to displacement mapping is adjustable.
    • NEW! Images can be saved to disk at regular (user definable) intervals during render.
    • NEW! Dual destination render option (e.g. display to screen while rendering to disk).
    • NEW! Generate detailed log files during network rendering.
    • NEW! Host application render settings can be automatically adjusted to match those of Vue.
    • NEW! Render displacement on arbitrarily large terrains: With 8,4 update.
    • NEW! Improved rendering of indirect lighting in preview mode: With 8,4 update.
    • NEW! Automatic adjustment of render buckets to optimize rendering of small images on multi-core systems: With 8,4 update.

    Materials

    • NEW! 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.
    • 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).
    • Browse material hierarchy inside material editor, with direct access to sub-materials and layers.
    • Layered material system.
    • 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: In standalone mode.
    • Perfect blending of lighting and GI with Poser shading tree: In standalone mode.
    • 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.
    • 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.
    • Rotoscoping (Use animations as texture maps).
    • 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.
    • 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.
    • Vue procedural materials and EcoSystems render perfectly inside your 3D application.
    • 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.
    • NEW! Separate bump and displacement channels.
    • NEW! Constrained displacement (horizontal, vertical, etc).
    • NEW! Ability to control the direction of displacement through the material graph.
    • NEW! Displacement smoothing to eliminate noisy displacement artifacts.
    • NEW! Normal mapping.
    • NEW! Recursive strata and constrained strata filters for stratified effects.
    • NEW! Direct access to the alpha channel in the Advanced Material editor.
    • NEW! Per material texture anti-aliasing quality boost.
    • NEW! Per material simplification of sub-ray effect calculation.
    • NEW! Planetary mapping node with ability to set location of origin (latitude and longitude).
    • NEW! Material mapping can be absolute, relative to sea, by object or by material: With 8,4 update.
    • NEW! Sea level input node in graphs: With 8,4 update.
    • NEW! External dependency inputs can provide dimensions in real-world units: With 8,4 update.
    • NEW! Multi-materials let you change all the materials of an object in one single operation: With 8,4 update.
    • NEW! Drag-drop and copy-paste multi-materials between objects: With 8,4 update.
    • NEW! Move groups of keypoints in the color map and filter editors: With 8,4 update.
    • NEW! Invert entire color maps or filters: With 8,4 update.
    • NEW! Copy paste keypoints in color maps or filters: With 8,4 update.
    • NEW! Control the hue, saturation and brightness of entire color maps or groups of keypoints: With 8,4 update.

    Animation

    • Animation output resolution: Limited by memory only.
    • Camera animation.
    • Animate objects, materials, atmospheres, clouds, waves.
    • Import animated Poser characters: In standalone mode.
    • 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.
    • 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.
    • Advanced flicker reduction options.
    • 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.
    • 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.
    • NEW! Save and reload entire object graphs in a single file.
    • NEW! Object graphs can express dimensions in real-world units: With 8,4 update.
    • 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.
    • Use the animation tools of your 3D application to move around the Vue environment.
    • NEW! EcoSystem populations can be made to evolve over time.
    • NEW! Create custom rigged mesh animations.

    User Interface

    • Productive, uncluttered interface layout.
    • Flat interface design (with optional standard Vue 5-style interface).
    • Customizable interface colors.
    • Automatic adjustment of interface shortcuts and colors to mimic other 3D applications in your toolkit.
    • Re-posing of Poser meshes directly inside Vue: In standalone mode.
    • NEW! Direct re-posing of rigged meshes.
    • NEW! Support for mesh morphs.
    • NEW! Select and manipulate bones directly in views.
    • NEW! Manipulate bones numerically using the Skeleton editor.
    • NEW! Support for wired helpers.
    • NEW! 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.
    • Custom previews can be used to represent saved items.
    • Perspective camera view.
    • 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.
    • NEW! Spherical abstraction gizmos.
    • NEW! 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.
    • World Browser scene management.
    • 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.
    • Summary of materials to quickly access all materials in the scene.
    • Resizable 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.
    • Ability to reorganize the view panes.
    • Resizable viewports.
    • Dockable Timeline.
    • Access to all G-Buffer channels and layers in interface.
    • NEW! 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.
    • 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.
    • Python scripting.
    • Run Cornucopia3D third party Python scripts.
    • Directly access frequently used scripts.
    • Python console for direct input of Python commands.
    • Python functions to add, modify and remove EcoSystem instances.
    • NEW! 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.
    • 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.
    • "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.
    • NEW! Ability to lock browser collections to avoid accidental modifications: With 8,4 update.
    • 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.
    • Ability to fix the altitude of the camera above the ground.
    • 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 new MetaWater materials.
    • Automatic scale matching between Vue and host application elements.
    • Vue interface fully integrated in the host application.
    • NEW! Vue commands accessible via icons in interface (Max, Maya, Cinema 4D and Softimage).
    • NEW! Non-modal dialogs in host application.
    • Manipulate Vue elements using host application manipulators.
    • Animate Vue elements using host application tools (including scripting tools).
    • Create and edit Vue objects, plants, terrains, etc. directly from the host application.
    • Switch from host application to Vue standalone for editing Vue scene, then update Vue scene in host application when done.
    • View Vue elements in host application using OpenGL or Direct3D.
    • Have Vue elements interact with host application elements (e.g. add 3DS Max fur to a Vue terrain).
    • Simplified customization of integrated Vue xStream render quality settings.
    • NEW! Interactively paint EcoSystems on objects (including host application objects) using host application tools: 3DS Max, Cinema4D and Softimage XSI.
    • NEW! Optionally adjust lights in Vue and host application independently.
    • NEW! Automatic matching of shadow density between Vue and the host applications (Max, Maya, Cinema 4D and Softimage).
    • NEW! Ability to adjust brightness of Vue radiosity to better match that of host application.
    • Run several instances of Vue simultaneously.
    • Support for 3Dconnexion tracking devices (SpaceNavigator, SpaceExplorer, etc).
    • NEW! Automatic renaming of Standalone- and HyperVue-generated frames if overwriting.
    • NEW! Automatic renaming of RenderNode-generated frames if overwriting.
    • NEW! Global EcoSystem visible as proxy object in World Browser: In standalone mode.
    • NEW! Select and delete Global EcoSystem instances with one click: In standalone mode.
    • NEW! Format specific options accessible through a special button in Save file box, and no longer prompted for each time.
    • NEW! Adjustable separator in Timeline to change width of animated items list.
    • NEW! Material preview option which displays materials mapped onto a small terrain object.
    • NEW! Name of atmosphere appears in Atmosphere editor caption.
    • NEW! Name of edited function appears in Function editor caption.
    • NEW! Access sea level directly through the xStream interface.
    • NEW! High fidelity procedural terrain previewing in host application.
    • NEW! Visual motion browser lets you select rig poses or animations visually: With 8,4 update.
    • NEW! Preview motions/poses before applying them: With 8,4 update.
    • NEW! Typical motions directly accessible from skeleton rig editor: With 8,4 update.
    • NEW! Default views are automatically adjusted according to internal units: With 8,4 update.

    Real-Time Preview

    • High-speed OpenGL real-time preview engine: In standalone mode.
    • NEW! Choice of 3 OpenGL engines: shader based, fixed pipeline and software provide optimal quality/compatibility options: In standalone mode.
    • NEW! Shader-based OpenGL engine maximizes efficiency and visual accuracy on high-end GPUs: In standalone mode.
    • Completely threaded OpenGL architecture makes the best of multi-core systems: In standalone mode.
    • Fully customizable OpenGL previewing options: In standalone mode.
    • Realistic OpenGL preview of plants, planets, lens-flares, texture map atmosphere... with instant and detailed feedback: In standalone mode.
    • Dual-resolution OpenGL preview for faster response: In standalone mode.
    • NEW! Preview specular highlights in real time: In standalone mode.
    • OpenGL preview of EcoSystem instances as billboards, boxes or full geometry: In standalone mode.
    • NEW! Preview EcoSystem instances as shaded billboards: In standalone mode.
    • User definable radius around the camera in which EcoSystem instances appear at full resolution: In standalone mode.
    • NEW! Dynamically populated EcoSystems around the camera can be viewed in viewports: In standalone mode.
    • NEW! Control minimum size and maximum number of dynamic EcoSystem instances previewed: In standalone mode.
    • NEW! Dynamic filtering of EcoSystem shaded billboards to improve accuracy and reduce flickering in realtime preview: In standalone mode, with 8,4 update.
    • Textured OpenGL preview: In standalone mode.
    • OpenGL and Wireframe preview modes: In standalone mode.
    • OpenGL Preview of Boolean operations: In standalone mode.
    • OpenGL Preview of Metablobs: In standalone mode.
    • Threaded previewing of procedural terrains with dynamic LOD: In standalone mode.
    • Anti-aliased real-time OpenGL preview: In standalone mode.
    • Automatic selection of preview color based on procedural material color: In standalone mode.
    • Show objects as box, wireframe, shaded or smooth shaded: In standalone mode.
    • Axis preview in viewports: In standalone mode.
    • OpenGL and rendered plant preview in Plant Editor: In standalone mode.
    • NEW! Sky preview with clouds: In standalone mode.
    • NEW! Realistic MetaCloud preview: In standalone mode.
    • NEW! Realistic sun shadows: In standalone mode.
    • NEW! Colored EcoSystem instance preview: In standalone mode.
    • NEW! Dynamic plant display optimization: In standalone mode.
    • Decimated object preview for faster previewing: In standalone mode.
    • Minimum setting for preview frame rate (dynamic preview simplification to maintain frame rate): In standalone mode.
    • Control over OpenGL clipping planes: In standalone mode.
    • NEW! Selected objects appear with a red wireframe: In standalone mode.
    • NEW! Parts of selected objects that use the current material appear highlighted: In standalone mode.
    • NEW! Selection wireframe always appears on top of other objects that are in front: In standalone mode.
    • Selected objects are "ghosted" in red: In standalone mode.
    • NEW! Selection wireframe color is user definable: In standalone mode.
    • NEW! Highlighted material selection wireframe color is user definable: In standalone mode.
    • NEW! Bone highlight color is user definable: In standalone mode.
    • High quality texture and terrain previewing: In standalone mode.
    • View the Vue environment inside the viewports of your 3D application: In standalone mode.
    • NEW! Rendered images can be displayed in the background of all viewports: In standalone mode.
    • NEW! Camera mapping preview in real time preview: In standalone mode.
    • NEW! Planes are visible from all sides in the OpenGL views: With 8,4 update.
    • NEW! Accurate OpenGL display of materials in world coordinates: With 8,4 update.
    • NEW! Status bar can display poly count, free system resources, and used GPU resources: With 8,4 update.
    • NEW! Ability to hide all layers in the World Browser: With 8,4 update.
    • NEW! Ability to copy-paste objects into hidden or locked layers: With 8,4 update.
    • NEW! When deleting all objects from a layer, the layer is no longer deleted. You need to do this explicitly: With 8,4 update.
    • NEW! Easily restore default installation folders at install time: With 8,4 update.
    • NEW! Optimized Full Quality Near Camera option for faster high quality previewing: With 8,4 update.
    • NEW! Optimized handling of complex group hierarchies: With 8,4 update.

    Import/Export

    • Static Poser scene import: In standalone mode.
    • Support for Poser dynamic clothes and hair: In standalone mode.
    • Animated Poser scene import: In standalone mode.
    • NEW! Support for Poser 8: In standalone mode.
    • Convert objects from Max into Vue format (requires 3DS Max).
    • NEW! Unrigged objects are now exported from Max as standard Vue meshes: With 8,4 update.
    • Compatible with Cornucopia3D cost-effective copy-protected 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).
    • 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, SKP, VRML.
    • Textured and animated Collada file import.
    • NEW! Support for rigged Collada meshes.
    • NEW! Support for Sketchup 7 (Win 32 only).
    • 2D Export: Tiff, TGA, Pict, BMP, GIF, EPX, PSD, Jpeg, PNG, PCX, IFF, RLA, RPF.
    • Export high dynamic range images (including skydomes).
    • Export 48 bit color images.
    • High Dynamic Range 2D Export: HDR, EXR.
    • NEW! 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, SHD.
    • Scene export: 3DS, LWS.
    • Sky exports as sky-boxes or sky-domes.
    • 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.
    • NEW! Optimized terrain exports: With 8,4 update.

    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.
    • NEW! User definable maximum video board memory usage.

    Miscellaneous

    • Multi-processor rendering: Unlimited number of CPUs.
    • Hundreds of preset atmospheres, objects, materials.
    • NEW! Terrainscapes preset terrain material library.
    • NEW! Optimized for PowerPC and Intel Macs: Mac Intel only.
    • 64 bit version optimized for Windows XP64 and Vista 64.
    • 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.
    • NEW! Sample scene showing a similar setup of a building in the different host applications.
    • Inline help: PDF Manual.
    • NEW! Documentation: 668 page manual.
    • NEW! Media: 1 Application CD + 1 Extras DVD.



    Compare Versions of Vue
    Compare Vue 8 xStream with:

        Vue 6 xStream    Vue 7 xStream
    Vue 7.5 xStream
     


    Requirements & Pricing

    Minimum System Requirements

    Macintosh
    • Mac OS X v10.5 and 10.6,
    • 2GHz Intel processor or faster,
    • 1GB of free RAM,
    • 200 MB of free Hard Disk space,
    • 1024x768 in 65K colors/16 bits (24+ bits recommended).
    Windows
    • Windows XP/Vista/Windows 7 32/64,
    • 2GHz Pentium IV or better processor,
    • 1GB of free RAM,
    • 200 MB of free Hard Disk space,
    • 1024x768 in 65K colors/16 bits (24+ bits recommended).
    An OpenGL accelerated video board is not required, but is a big plus.


    Recommended System Specs

    • Windows 64 bit (XP, Vista or Windows 7), Mac OS X v10.6
    • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro),
    • 4GB+ 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

    The following boards will perform using the new Shader engine. Other boards may not perform using the Shader engine, but will perform using the older fixed-pipeline one. In any case, Vue can perform in software OpenGL regardless of the video boards.

     Windows:

    • All boards with NVidia Quadro, GeForce8/9 and GT200 chips,
    • ATI FirePro V8000 series with up-to-date drivers (i.e. not on original CD)
    Boards with ATI Radeon 4800 series with updated drivers will work, but can suffer small performance issues. New ATI 5800 series remain untested at this point.

     Macintosh:

    • All boards with NVidia GeForce and GT200 chips,
    • All boards with ATI Radeon HD and 4800 series (10.5.6+ required).
    Boards that are not on this list may work with Vue, but haven't been extensively tested. 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.



    Recommended chips:

       Windows:

    • nVidia GT260/275/280.
    • nVidia QuadroFX 1800/3800 (5800 untested but should work fast and stable).
    • ATI FirePro V8000 series with up-to-date drivers (i.e. not on original CD).
    •  Macintosh:

    • nVidia GT series.
    • ATI HD 2600 and 4000 series.

    Not recommended:

       Windows:

    • All ATI Radeon prior to 4000 series.
    • ATI 9000 series, X series, and HD series might work, but with fewer options, and you may experience severe slowdowns.
    • ATI FireGL 5000 series.
    •  Macintosh:

    • Intel-based GPUs and nVidia 7300 board will not work with Vue (with hw acceleration).


    Supported Applications

     Windows

    • 3DSMax (and 3DSMax Design)
      • 32bit version: 3DSMax 7 to 2010*
      • 64bit version: 3DSMax 9 to 2010*
    • Cinema 4D
      • 32bit version: Cinema 4D R9.6 to R11.5
      • 64bit version: Cinema 4D R9.6 to R11.5
    • LightWave 3D
      • 32bit version: LightWave 3D 9.3 to 9.6
      • 64bit version: LightWave 3D 9.3 to 9.6
    • Maya
      • 32bit version: Maya 6 to 2010
      • 64bit version: Maya 8 to 2010
    • Softimage|XSI
      • 32bit version: XSI 5.1 to Softimage 2010
      • 64bit version: XSI 5.1 to Softimage 2010
      (*) If using 3ds Max 2009, SP1 is highly suggested.

     Macintosh

    • Cinema 4D
      • Universal Binary version (32bit*): Cinema 4D R10 to R11.5
    • LightWave 3D
      • Universal Binary version (32bit*): LightWave 3D 9.3 to 9.6
    • Maya
      • Universal Binary version (32bit*): Maya 8.5 to 2010 (2009 and 2010 is MacIntel only)
      (*) If the host application supports 64bit, you need to launch it in 32bit mode to allow the loading of the xStream integration plug-in.


    Known Issues

    - potential crash when editing procedural terrain after conversion from standard mode.
    - non refreshed procedural terrain settings after conversion from standard mode.
    - broken procedural terrain zero edges button after conversion from standard mode.
    - missing cloud material files "Planetary Cloud Base.mat" and "Planetary Clouds.mat" (see updates page for download link)
    - missing cloud bitmap file "planet_clouds_8k.jpg" (see updates page for download link)
    - potential memory leak when using subsurface scattering.
    - potential corruption of scene materials when reusing stored materials within advanced material editor.
    - invalid renders when using 100% translucency anisotropy amount.



    Availability and Pricing

    Vue 8 xStream is available in English.
    Vue 8 xStream is optimized for Intel Macs only (32 bit), and for Windows XP/Vista/7 32 and 64 bit.


    US/Canada

    Europe

    UK

    Others
    Vue 8 xStream


    US$1,495

    1,250

    £1,132

    US$1,495


    US$1,495

    US$1,495

    US$1,495

    US$1,495
    Vue 8 xStream + Standard Maintenance


    US$1,790

    1,496

    £1,356

    US$1,790


    US$1,790

    US$1,790

    US$1,790

    US$1,790
    Vue 8 xStream + Premium Maintenance


    US$2,290

    1,914

    £1,734

    US$2,290


    US$2,290

    US$2,290

    US$2,290

    US$2,290

      » Sidegrades From Vue 8 Infinite
    Vue 8 xStream - Vue 8 infinite Sidegrade


    US$645

    539

    £488

    US$645


    US$645

    US$645

    US$645

    US$645
    Vue 8 xStream - Vue 8 infinite Sidegrade + Standard Maintenance


    US$940

    785

    £712

    US$940


    US$940

    US$940

    US$940

    US$940
    Vue 8 xStream - Vue 8 infinite Sidegrade + Premium Maintenance


    US$1,440

    1,204

    £1,090

    US$1,440


    US$1,440

    US$1,440

    US$1,440

    US$1,440

      » Upgrades / Sidegrades From Vue 7
    Vue 8 xStream - Vue 7.x xStream Upgrade


    US$495

    413

    £375

    US$495


    US$495

    US$495

    US$495

    US$495
    Vue 8 xStream - Vue 7.x xStream Upgrade + Standard Maintenance


    US$790

    660

    £598

    US$790


    US$790

    US$790

    US$790

    US$790
    Vue 8 xStream - Vue 7.x xStream Upgrade + Premium Maintenance


    US$1,290

    1,078

    £977

    US$1,290


    US$1,290

    US$1,290

    US$1,290

    US$1,290
    Vue 8 xStream - Vue 7.x infinite Sidegrade


    US$895

    748

    £678

    US$895


    US$895

    US$895

    US$895

    US$895
    Vue 8 xStream - Vue 7.x infinite Sidegrade + Standard Maintenance


    US$1,190

    994

    £901

    US$1,190


    US$1,190

    US$1,190

    US$1,190

    US$1,190
    Vue 8 xStream - Vue 7.x infinite Sidegrade + Premium Maintenance


    US$1,690

    1,413

    £1,280

    US$1,690


    US$1,690

    US$1,690

    US$1,690

    US$1,690

      » Upgrades / Sidegrades From Vue 6
    Vue 8 xStream - Vue 6 xStream Sidegrade


    US$745

    622

    £564

    US$745


    US$745

    US$745

    US$745

    US$745
    Vue 8 xStream - Vue 6 xStream Sidegrade + Standard Maintenance


    US$1,040

    869

    £787

    US$1,040


    US$1,040

    US$1,040

    US$1,040

    US$1,040
    Vue 8 xStream - Vue 6 xStream Sidegrade + Premium Maintenance


    US$1,540

    1,287

    £1,166

    US$1,540


    US$1,540

    US$1,540

    US$1,540

    US$1,540
    Vue 8 xStream - Vue 6 Infinite Sidegrade


    US$1,345

    1,124

    £1,018

    US$1,345


    US$1,345

    US$1,345

    US$1,345

    US$1,345
    Vue 8 xStream - Vue 6 Infinite Sidegrade + Standard Maintenance


    US$1,640

    1,371

    £1,242

    US$1,640


    US$1,640

    US$1,640

    US$1,640

    US$1,640
    Vue 8 xStream - Vue 6 Infinite Sidegrade + Premium Maintenance


    US$2,140

    1,789

    £1,621

    US$2,140


    US$2,140

    US$2,140

    US$2,140

    US$2,140

      » Network Rendering Licenses for Vue 8 xStream
    Vue 8 xStream RenderNode License


    US$149

    US$149

    US$149

    US$149
    Vue 8 xStream RenderNode License - Upgrade from Vue 7 xStream Rendernode


    US$59

    US$59

    US$59

    US$59
    +5 Rendercow Pack for Vue 8 xStream


    US$199

    US$199

    US$199

    US$199
    +25 Rendercow Pack for Vue 8 xStream


    US$799

    US$799

    US$799

    US$799




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