VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)
  • VUE 2015 xStream - EDUCATION (Software)

VUE 2015 xStream - EDUCATION

Betriebssystem:
Hybrid Win/Mac
Sprache:
Englisch
Lizenztyp:
Vollversion

Verfügbarkeit: lieferbar

Hersteller e-on software hat den Verkauf von Education Artikeln eingestellt. Privatpersonen wie Schüler, Studenten oder Dozenten können keine Einzelplatz Versionen mehr kaufen. Einzig und allein CLASSROOM Lizenzen (30+) können von Schulen, Universitäten oder Institutionen erworben werden.

Dieser ist ein reiner Download-Artikel. Es erfolgt kein Box-Versand. Als Download wird bei dem Produkt lediglich der Lieferweg bezeichnet. Nach der Bestellung betreuen wir Sie und müssen manuell eine Lizenz erstellen. Bitte seien Sie nicht überrascht, wenn der Download-Link und die Serien-Nummer nicht Abends oder am Wochenende nach der Bestellung sofort generiert wird. Sie erhalten alles per E-Mail.

Kurzübersicht

VUE 2015 xStream bietet ein komplettes Toolset für Schüler, Lehrer und Studenten, um außergewöhnlich detaillierte und natürliche wirkende Umgebungen zu erzeugen. Nutzen Sie die Stärke der weltweit führenden 3D-Umgebungssoftware direkt in Ihrer 3D-Applikation.


Ideal geeignet für: VFX Studios, Animatoren, Architekten, Matte Painters und CG Students

- Es gibt technisch keinen Unterschied zur Vollversion.
- Dürfen nicht kommerziell genutzt werden.
- Die Lizenz ist 1 Jahr gültig.


Preis

Lieferzeit: 1-2 Tage

145,00 €
Inkl. 19% MwSt., zzgl. Versandkosten
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Anpassbarer Arbeitsbereich

Das VUE Layout lässt sich exakt ihren Bedürfnissen anpassen. Panels können abgekoppelt werden und auf einen zweiten Monitor gelegt werden. Häufig benuzte Dialoge können ins Interface eingebaut werden, um sie sofort zur Verfügung zu haben. Unterschiedliche Einstellungen der Programmoberfläche können gespeichert und bei Bedarf wieder geladen werden.

Import/Export

Objekte, Kamera Pfade und ganze Szenen lassen sich im Alembic Format (.ABC) importieren und exportieren. Die Zusammenarbeit mit ZBrush kann über GoZ (ZBrush Plugin) erfolgen. Materialien können im PTEX Standard exportiert werden.

Geographische Daten

Neben DEM Dateien können nun auch geographische Daten im DTED, SDTS/DDF und im GeoTIFF Dateiformat importiert werden.

Export von VUE Szenen nach LumenRT

Neuer Content Browser

15 neue Wolken Presets

Non-Photorealistic Rendering Styles

  • Non-Photorealistic Rendering (NPR) engine creates stylized artwork by interpreting renders as an artist would
  • 40 NPR preset artistic styles including paint, chalk, halftoning, etc
  • Create custom render styles by combining line and shading styles

Clouds and Atmosphere

  • Drive cloud colors (volumetric color and ambient contribution from sun and sky) using a function graph
  • Modulate Spectral clouds sharpness using a function graph
  • Auto-scale clouds with altitude for easier manipulation
  • 15 new cloud presets
  • Material groups let you associate multiple layers with common overall alpha and environment presence
  • New dedicated shader for infinitely thin glass materials

Faster Previewing

  • The Render Scene Preview starts sooner thanks to optimized incremental scene preparation
  • It also renders up to 8 times faster!

New Content Browser

  • Handle large numbers of files swiftly
  • Display large previews of your items, instantly change the size of previews
  • Show collections as individual tabs or as a hierarchy of folders
  • Easily find content using the quick search field to search inside a specific collection
  • Identify recently used items through a dedicated tab
  • Highlight your favorite items and view them all in the Favorites tab

Other Integration Features

  • Define horizontal and vertical film offsets for pixel-perfect matching of cameras with other 3D apps
  • New command line parameters for RenderNodes: -output_suffix and -auto_tile_suffix
  • Handle network renderign of files over 4GB in size
  • Export VUE scenes to LumenRT
  • FBX Geometrie-Import
  • FBX & CHAN Kamera-Import/-Export
  • Punkt-Positions-Layer /li>
  • OpenEXR 2.0 Multi-Layer
  • Perspektivenkamera
  • Ökosystem Verklumpung
  • Licht Portale
  • Reale Sonnenposition
  • Tiefere Interoperabilität
  • Und vieles mehr ...
  • PlantFactory

    Vereinfachte Darstellung von PlantFactory Parametern.











    Vue 2014













































     

    Vue-11.5-xStream_e-on-software_Landschaftsgestaltung

     

    Vue Elemente innerhalb Ihrer Anwendung bearbeiten

    Proxy Geometrie wird durch Vue 2015 xStream innerhalb der Host-Anwendung dynamisch erstellt, so dass Sie die Standard-Manipulatoren Ihrer Anwendung benutzen können, um jedes Element der Vue-Umgebung individuell zu verschieben, zu drehen oder zu skalieren. Sie können alle Standard-Tools Ihrer Anwendung benutzen (z. B. Ausrichtung, Scripting oder sogar Vue Elementen Fell Hinzufügen), und Sie können Vue Elemente mit systemeigenen Objekten dynamisch interagieren lassen (z. B. Kollisionserkennung, etc). Eine Animation von Vue Elementen kann entweder mit Vue durchgeführt werden (z. B. Wind-Effekte) oder mit den Animations-Tools der Host-Anwendung. Beide Arten von Animationen werden natürlich nahtlos zusammengefügt. Mit Vue 2015 xStream für 3ds Max, Softimage und Cinema 4D können Sie sogar EcoSysteme interaktiv malen (auf Vue Objekte oder systemeigene Objekte), direkt durch die Ansichtsfenster der Host-Anwendung*. * Diese Funktion ist derzeit nur in 3ds Max, Softimage und Cinema 4D verfügbar. Lightwave- und Maya-Unterstützung sind geplant, aber die Entwicklung durch Newtek / Autodesk steht noch aus.

    Integriertes Rendern Kompatibilität

    Eine Einzellizenz von Vue 2015 xStream kann mit allen kompatiblen Anwendungen und Renderern auf Ihrem System installiert werden, ohne dass irgendwelche Lizenzen für Extra Renderer gekauft werden müssen (anders als im Falle von Vue 6 xStream). Vue 2015 xStream für Maya ist kompatibel mit MentalRay, V-Ray und Maya Software-Renderer. Vue 2015 xStream für 3ds Max ist kompatibel mit MentalRay und V-Ray. Vue 2015 xStream für Softimage ist kompatibel mit MentalRay. Vue 2015 xStream für Lightwave und Cinema 4D ist kompatibel mit dem systemeigenen Renderer.

    Das Render-Verfahren

    Beim Rendern startet Vue xStream seine eigene Render-Engine, die parallel zum systemeigenen Renderer arbeitet. Dies stellt sicher, dass das Vue Element später so aussehen wird, als sei es in Vue gerendert worden, und es beschleunigt auch das Rendern von polygonlastigen Elementen wie Terrains und EcoSystem. Dies ist aber ein völlig durchschaubarer Ablauf. Es ist nicht nötig, sich mit dem xStream Renderer zu befassen. Parameter wie Render-Auflösung und Anti-Aliasing-Qualität müssen nur für den systemeigenen Renderer eingestellt werden. Falls erforderlich, können Sie diese Einstellungen einfach überschreiben.

    Vue-11.5-xStream_e-on-software_Landschaftsgestaltung

    Rendering-Flexibilität

    Mit Vue 2015 xStream können Sie ganz einfach das Rendering des Vue Himmels und/oder von atmosphärischen Effekten (z. B. bei der Verwendung von MentalRay oder V-Ray Sun&Sky) deaktivieren. Sie können sogar das Rendering von Vue Content insgesamt deaktivieren, zum Beispiel, wenn Sie Tests auf dem Host-Anwendungsteil der Szene ausführen möchten. Wenn das Rendering des gesamten Vue Contents deaktiviert ist, wird das Vue xStream Plug-In gar nicht erst geladen. Die atmosphärischen Effekte von Vue können (abhängig von der Umsetzung des Plug-In) neben anderen volumetrischen Plug-Ins, die in der Host-Anwendung laufen, gerendert werden. Zum Beispiel ist ein Rendering bei gleichzeitigem Betrieb von LightWave HyperVoxels oder Maya Fluids möglich.

    G-Puffer und Multi-Pass-Rendering

    Vue 2015 xStream bietet leistungsstarke g-Puffer und Multi-Pass-Rendering-Funktionen für noch größere Flexibilität bei der Nachbearbeitung.

     

    Render-Zeiten

    Die Render-Einstellungen der Host-Anwendung können automatisch angepasst werden, um sie auf die Vue-Einstellungen abzustimmen. Das Resultat ist eine Übereinstimmung der Render-Zeiten in der Host-Anwendung mit den Zeiten, die im Vue Standalone erreicht werden.

    Anzeige

    Für jedes Element in der Umgebung erzeugt Vue ein 3D-Proxy in der Host-Anwendung. Diese Proxies werden wie jedes andere systemeigene Objekt mit der Anwendungsfunktion OpenGL oder Direct3D-Engine angezeigt. Sie können die Detailgenauigkeit von Proxies ändern, um die Bildwiederholfrequenz von sehr großen Vue Szenen zu beschleunigen.

     

    Dateiverwaltung

    Standalone-Vue Szenen werden in Vue Format gespeichert. Kombinierte Szenen werden entweder im systemeigenen Format Ihrer 3D-Anwendung gespeichert oder können in systemeigene/Vue Szenen aufgeteilt werden. In diesem Fall wird die systemeigene Szene auf die Vue Szene verweisen. Animierte oder neu posierte Poser Figuren sowie Poser Objekte, die mit dem Poser Shader tree gerendert wurden, können nicht mit der Vue Szene geladen werden.

    Vue 10 xStream

    Atmosphere


    • Atmosphere presets: Over 160.
    • Ultra-realistic spectral atmosphere model.
    • Spectral Atmospheres can use Photometric Lighting.
    • Photometric Atmospheres lighting intensity matches real life sun.
    • Included Photometric Atmosphere presets: 4.
    • Convert any existing Spectral atmosphere into a photometric atmosphere.
    • Vue automatically adjusts atmospheric settings when switching between non-photometric and photometric models.
    • Choice of 4 different types of atmosphere models.
    • Volumetric clouds, lights, materials (visible rays, with optional dust).
    • Spectral Volume Cloud layers for extremely realistic cloudscapes.
    • Extremely detailed Spectral 3 cloud system (for cloud layers and MetaClouds).
    • NEW! Auto-scale clouds with altitude.

    • NEW! Link Volumetric color of clouds to a function graph.

    • NEW! Link Ambient color contribution from sun and sky to a function graph.

    • NEW! Modulate Spectral clouds sharpness global setting with a user-defined function.

    • NEW! Use local coordinates on cloud modulation.

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






    Terrains


    • Solid3D real-time terrain modeling.
    • Sculpt terrains in all directions.
    • Create overhangs and grottoes.
    • Sculpt, inflate, free form and smooth brushes.
    • Pinch, Plateau, Flatten and UniSlope brushes.
    • User definable brush tip profile.
    • Automatic subdivision of terrain geometry when sculpting.
    • Adaptive subdivision adds polygons only where needed.
    • Edit terrains in context (view entire scene in editor).
    • Option to view terrain clipping planes in editor.
    • Option to display the terrain with a shiny surface to enhance details.
    • Constrain painting and effects to clipping zone.
    • Option to display the terrain in wireframe mode to view polygons.
    • Create edition "zones" to modify procedural terrains locally.
    • Create nested "zones" to build massive detail where needed.
    • Convert a zone of a procedural terrain into another terrain.
    • Zone extraction optionally creates a void in the source terrain.
    • Paint material distributions at the surface of terrains.
    • Paint material distributions with unlimited number of materials.
    • Use material masks to constrain painting to existing distribution masks.
    • Material distribution masks independent from material mapping mode.
    • Import, view and edit distribution maps in the Terrain Editor.
    • Terrain effects optionally affect material distribution map.
    • Preset terrain styles: 8.
    • Erosion types: 9.
    • Geological algorithms: 12.
    • Glaciation, alluvium and dissolve erosion effects.
    • High definition data in standard terrains.
    • Procedural terrains with infinite details.
    • Infinite procedural terrains.
    • Planetary terrain rendering.
    • Flat, spherical and planetary procedural terrains.
    • Switch between flat, spherical and planetary terrains (geometry may be affected).
    • Combine image data with procedural functions using dedicated blending nodes.
    • Ability to switch from one form of terrain to another easily.
    • Skin terrains.
    • Symmetrical terrains.
    • Extract parts of procedural terrains into new terrains.
    • View bitmap textures in terrain editor to sculpt from photo references.
    • Pressure-sensitive tablet editing of terrains.
    • Reset 2D and 3D painting independently.
    • Customizable brush shape for terrain editing.
    • Control distribution of materials on terrains from within the procedural terrain altitude function.
    • Control procedural terrain altitudes based on relationships with other objects.
    • The altitude of procedural terrains can be dynamically affected by other objects.
    • Realistic procedural terrains thanks to dedicated natural effects noise nodes.
    • Infinite and local procedural terrain style presets to easily create each-time-different terrains of the given style.
    • Library of procedural terrain presets with associated materials.
    • Create your own procedural terrain style presets.
    • Efficient displacement mapping of infinitely detailed procedural terrains.
    • NEW! Displacement mapping optimizations for dramatic increase in detail quality when using high amplitude displacement.

    • Procedural terrain preview in function editor.
    • Multi-processor procedural terrain construction.
    • Stratified terrains thanks to the recursive strata filters.
    • Rocky mountain fractal.
    • Full user control over Rocky mountain fractal patterns.
    • Rocky mountain fractal can be used to drive material distributions.
    • Decal and Smear terrain brushes.
    • Retopologize terrains to optimize sculpting over vertical areas like cliffs.
    • Lock material masks to prevent sculpting in the locked areas.
    • Create standalone masks (not associated to a material) for precise sculpting/painting.
    • Global Freeze mask can be used in combination with other masks.
    • Extend terrain canvas option adds "more terrain" around your terrains.
    • Automatic Terrain Zone creation when extending the canvas (to preserve the sculpting).
    • Contextual terrain brushes influenced by slope, altitude and orientation.
    • Create custom terrain brushes.
    • Organize your brushes and create libraries of your favorite ones.
    • Preset brush settings can be easily overriden.
    • Easily access your preset brushes with a single click.
    • Optiomized sculpting automatically selects between 2D and 3D effects.
    • Ability to restrict sculpting to 2D only.
    • Terrain altitudes are consistent with actual terrain size.
    • Randomize terrain fractals with a click of a button.
    • Terrain Editor displays real-world units.
    • Vector-quantization node to create procedural terrains with terraces.
    • New Strata3D node ideal for creating realistic canyon walls and stratified rock formations.
    • Custom 3D brush that lets you define a specific direction for the displacement applied to the terrain surface.
    • Preview altitude, slope or orientation constraints direclty in the terrain editor.
    • Undo brush affects 3D painting in terrain editor.
    • Non airbrush mode for 3D painting works like 2D effects.
    • Brush map images can be inverted in the terrain editor.
    • Terrain altitude color map can be mapped to the visible range of altitudes.
    • Terrain effect buttons can be set to repeat a given number of times automatically.
    • Optionaly enable/disable mask rotation when painting in Terrain Editor.
    • Publishing parameters will refresh terrain geometry automatically.
    • Level of Detail (LOD) is manually adjustable the for swifter painting in 3D.
    • Limit the maximum amount of painting in the terrain editor.
    • Built in Road construction tool allows you to directly draw a road path on your terrains.
    • Road are automatically textured with an asphalt material.
    • Roads automatically carves or raises the terrain surface to adjust it to your path.
    • Cyclic Noises and Fractals to generate patterns that repeat seamlessly, in space or time.
    • The cycle rate of Cyclic Noises and Fractals can be controlled along each axis.
    • Fully additive material layering system to preserve the orginal alpha presence of layers.
    • New material layering system lets you paint multiple layers simultaneously and painting one layer no longer affects underlying layers.
    • Layers are combined in the function graph using a 'Layer Painting' metanode.
    • Terrain Fractal 2 node.
    • Terrain Fractal 2 automatically improves variability of shapes with improved rough areas simulating rocks and cliffs.
    • Optional Stratification can be applied to Terrain Fractal 2 node to benefit from the Terrain Fractl 2 node internal values.
    • The presence of material layers (alpha channel) can be previewed in the terrain editor.
    • The presence of material layers (alpha channel) can be used as a painting mask.
    • A second UV Channel for 3D sculpted terrains allows precise control UV perturbation.
    • Easily change the height of Infinite procedural terrains in the Terrain Editor.





    Materials


    • Material presets: Over 550.
    • Level(s) of material Edition: 4.
    • Basic material editor with possibility of importing images as textures and bump maps.
    • Advanced procedural material creation/mixing.
    • Advanced Material Editor.
    • SmartGraph function Editor.
    • Optimized Function Editor design improves efficiency while creating complex graphs.
    • Function Editor can be displayed horizontally or using the old vertical design.
    • Consistent unit system in Function Editor.
    • Function Editor displays real-world units.
    • Option to reset material to default with each creation.
    • Control all material parameters via function graphs.
    • Advanced SmartGraph input nodes: screen position, angle of incidence, distance to camera, distance on ray, depth in object, distance to object below, incident light angle, light direction, light color, reflected direction, etc.
    • Time dependent noises (including animated 'Open Ocean' water node).
    • Math nodes in the Function Editor: 48.
    • Browse material hierarchy inside material editor, with direct access to sub-materials and layers.
    • Sort Materials by names in the Material tab of the World Browser.
    • Layered material system.
    • Change material name and scale directly in the material editor when using layered materials.
    • Add names and comments to SmartGraph nodes.
    • Individual access to identical material zones.
    • Change material settings for several materials simultaneously.
    • Stack layers according to alpha, slope, altitude and orientation.
    • Alpha (non refractive) transparency channel.
    • Color and alpha map editor.
    • Rendering of Poser characters using the Poser shading tree.
    • Perfect blending of lighting and GI with Poser shading tree.
    • Optional texture mip-mapping.
    • Global control over the level of mip-mapping.
    • 16 bit texture support.
    • Materials can be mixed seamlessly.
    • Mixed material can be set to react to environment properties (slope, altitude and orientation.
    • Mixed materials can react to environment and alpha controls.
    • Material mapping modes (World and Object mapping): standard, cylindrical, spherical, parametric .
    • Easy access to all materials in scene.
    • Direct access to all materials inside multi-material objects.
    • Direct access to all texture maps and imported objects.
    • World Browser option to show only the materials of the selected objects.
    • World Browser option to show only the materials names.
    • World Browser option to hide materials of EcoSystem Specimens.
    • Rotoscoping (Use animations as texture maps).
    • Forbid animation option in Material Editor.
    • Detailed function output observer.
    • Detailed node previews in function editor.
    • Baking of procedural materials as texture maps.
    • Adjustable maximum ray depth and Total Internal Reflections.
    • Anti-aliasing can be disabled for given materials.
    • Receive shadows material option.
    • Shadow only material option.
    • Backlight option (for one-sided materials only) for realistic backlighting of opaque materials.
    • Mixed/Layered materials displayed as hierarchies in World Browser.
    • Material layers can be hidden/shown directly from the World Browser.
    • Volumetric materials.
    • Volumetric materials with internal volumetric color and shading.
    • Hypertextures.
    • Luminous and Glowing materials.
    • Easy highlighting of sub-materials and layers to visualize the influence of each material in the final render.
    • Ability to map textures only once, controllable independently for each axis.
    • Control materials based on the properties of other objects.
    • Highly realistic natural material effects thanks to dedicated noise and coloring nodes.
    • Easily control bump or displacement amplitude based on slope.
    • Option to re-evaluate contribution of materials based on displaced surfaces.
    • "Foam" output in Open Ocean node to easily control the distribution of foam on water surfaces.
    • Separate bump and displacement channels.
    • Constrained displacement (horizontal, vertical, etc).
    • Ability to control the direction of displacement through the material graph.
    • Displacement smoothing to eliminate noisy displacement artifacts.
    • Normal mapping.
    • Recursive strata and constrained strata filters for stratified effects.
    • Direct access to the alpha channel in the Advanced Material editor.
    • Per material texture anti-aliasing quality boost.
    • Per material simplification of sub-ray effect calculation.
    • Planetary mapping node with ability to set location of origin (latitude and longitude).
    • Material mapping can be absolute, relative to sea, by object or by material.
    • Sea level input node in graphs.
    • External dependency inputs can provide dimensions in real-world units.
    • Multi-materials let you change all the materials of an object in one single operation.
    • Drag-drop and copy-paste multi-materials between objects.
    • Move groups of keypoints in the color map and filter editors.
    • Invert entire color maps or filters.
    • Copy paste keypoints in color maps or filters.
    • Control the hue, saturation and brightness of entire color maps or groups of keypoints.
    • Improved HLS node that outputs steamlined data with other image editing applications.
    • Assign colors to graph nodes for improved readability.
    • Mixed materials can be used as layers.
    • Button to randomize material fractals.
    • Altitude node produces altitudes in the range of -1 to 1 on each object.
    • Material Editor displays real-world units.
    • Interactive texture placement tool that allows the accurate positionning of textures onto objects.
    • Interactive texture placement tool allows scaling and rotation of textures maps onto objects.
    • Right-Clicking on the EcoSystem list allows access to the materials used by the species.
    • Altitude node handles Object height unit.
    • Select the mapping mode for all Projected Texture Maps independantly from general material mapping mode.
    • Select the mapping mode for Projected Animation Map nodes independantly from general material mapping mode.
    • Improved mapping of materials in world and parametric coordinates and in OpenGL preview.
    • Bake the environment mapping result into a material layer of the Terrain Editor, to touch it up using the painting brushes.
    • Control the strength of normal maps.
    • Dynamic rock templates contain unique, parametrically defined materials that are completely user controllable.
    • Easily adjustable Color, bump, highlights, and EcoSystem variations in Parametric Rock materials.
    • Rock convexity material node allows for precise customization of the rock based on its inherent geometry.
    • Image combiner node allows to combine several projected texture maps.
    • Image Sampler and Multi-Image Sampler nodes.
    • Terrain Color Pattern node produces smooth and rough variation of colors similar to the distribution of rocks on a sedimentary soil.
    • Material layers can be shared throughout the scene.
    • Shared materials can be easily associated to any other material in the scene to easily create global effects such as a layer of snow.
    • Modifications applied to a shared material layer are automaticaly carried over to all materials that share this layer.
    • Switching Material layers keeps the original environment settings.
    • Natural Grain color production mode automatically produces realistic color variations for terrains, ground and other natural elements of the scene.
    • Access more Natural Grain parameters from the Color Production output in the Function Editor.
    • Set Reflective Materials to be more or less sensitive to the light's angle of incidence (e.g. to create metallic car paint).
    • NEW! Render thin, one-sided surfaces (e.g. window glass), with reflectivity depending on the viewing angle BUT without refraction.

    • NEW! Double-sided materials let you define two different materials: one per side of each face.

    • NEW! Set the minimal reflectivity of a material at a given viewing angle.

    • NEW! Grouped Materials allow you to store many materials (layers) in one single material file.

    • NEW! Add global alpha and environment properties to Grouped Materials.

    Real-Time Preview


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

    Import/Export


    • Static Poser scene import.
    • Support for Poser dynamic clothes and hair.
    • Animated Poser scene import.
    • Support for multiple Poser SDKs: up to Smith Micro's Poser 8 and Poser Pro SDKs.
    • NEW! Maximum supported Poser version: Poser Pro 2014 (SR2) In standalone mode.

    • Poser SDK to support Poser Pro 2012.
    • Option to limit the resolution of your character's bitmaps during import.
    • Compatible with Cornucopia3D cost-effective locked content.
    • Cornucopia3D items are identified in the Visual Browsers using a small icon.
    • Cornucopia3D content display options in Visual Browsers: "All", "Best Selection" or "None".
    • Import options dialog to control imported object position and sizing.
    • When loading objects, option to automatically drop them to the ground.
    • Import and Export Camera data as FBX.
    • Import and Export Camera data as Nuke .CHAN.
    • 2D Import: BMP, BUM, DEM, GIF, HDR, Jpeg, Pict, PNG, PSD, TGA, TGD, Tiff, Vistapro DEM.
    • Animated 2D import: Sequence of pictures, MOV (Macintosh only), AVI (Windows only).
    • NEW! Use FFMPEG library to load/save animations.

    • Vector data import: Postscript and Illustrator up to 3.2.
    • Textured model imports as: 3DS, 3DMF, COB, DAE, DEM, DXF, LWO, OBJ, PZ3, PZZ, RAW, SHD, VRML.
    • Textured and animated Collada file import.
    • Support for rigged Collada meshes.
    • Daz Collada import supports morph targets.
    • Collada IK information is automatically imported when converting characters to Vue's rigged mesh format.
    • 2D Export: Tiff, TGA, Pict, BMP, GIF, Jpeg, PNG, BUM.
    • Export high dynamic range images (including skydomes).
    • Export 48 bit color images.
    • Textured model imports as: 3DS, 3DMF, COB, DAE, DEM, DXF, LWO, OBJ, PZ3, PZZ, RAW, SHD, VRML, MDD, FBX (Ascii and Binary).
    • Import Plant Factory 3D Plants as: .TPF, .VOB, .FBX.
    • High Dynamic Range 2D Export: HDR.
    • 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.
    • Sky exports as sky-boxes or sky-domes.
    • Multi-threaded sky map export dramatically speed up the export process.
    • User-definable mesh and texture map resolution for exports.
    • Automatic re-importing of externally modified texture maps and 3D objects.
    • Advanced unwrap algorithms for low-distortion UV mapping.
    • Advanced vertex merging algorithms allow fast and smooth exporting of terrain meshes.
    • Multiple UV layers support: up to 4 layers.
    • Multiple UV layers can be accessed via the function graph.
    • Save a deformed mesh (without animation) by simply selecting and saving the sub-object.
    • Import a 2D vector graphic file to create Vue splines.
    • Automatic creation of multiple splines if the imoprted 2D vector graphic defines multiple curves.
    • NEW! Import geometry from Zbrush using the GoZ standard.

    • NEW! Export any goemetry as tris from VUE directly to Zbrush using the GoZ standard.

    • NEW! Export terrains as quads from VUE directly to Zbrush using the GoZ standard.

    • NEW! Import scenes, objects, camera paths and synchronization data as Alembic (ABC) files.

    • NEW! Exort scenes, objects and camera paths as Alembic (ABC) files.

    • NEW! Alembic supported version: Up to 1.5.3.

    • NEW! Export geometry and materials as Ptex (PTX).

    • NEW! Ptex supported version: Up to 2.0.42.

    • NEW! Multi-threaded map export dramatically speed up the export process.

    • NEW! Import geo-located terrains as DTED, SDTS/DDF, and GeoTIFF.

    • NEW! Export VUE scenes to LumenRT.

    Vegetation


    • Ultra-realistic SolidGrowth vegetation: 70+ species.
    • Compatible with modified plant species.
    • Easy-to-Use Plant Editor for plant customization.
    • Instantly create variations of existing plants.
    • Plant Editor and Leaf Editor let you modify existing plants or create entirely new plant species.
    • Create and save new plant species as stand-alone files for future use in your scenes.
    • Support for SolidGrowth HD extremely detailed plant species.
    • Ultra-realistic SolidGrowth vegetation: 175+ species.
    • Health and Seasonality paramters for Plant Factory vegetation are animatable directly within the Plant Editor.
    • Changing Health and Seasonality on TPF plants automatically creates Keyframes in the animation timeline.

    Modeling


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

    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.
    • Automatic software updating (optional).
    • Video-board compatibility checking.
    • Automatic checking of OpenGL driver compatibility.
    • Embedded error-reporting feature to help reduce time-to-fix.
    • User definable maximum video board memory usage.
    • Automatic configuration of OpenGL options for optimized previewing on your video board / driver.
    • OpenGL monitoring system that will continuously check OpenGL activity and video resource usage, and will attempt to intercept any OpenGL driver issues before they happen.
    • OpenGL monitoring system automatically backs up your scene before issueing a warning when the system detects that the OpenGL driver is misbehaving.
    • Updates are downloaded in the background.

    Miscellaneous


    • Multi-processor rendering: Respectively 4/8 CPUs on 32/64 bit OS.
    • Hundreds of preset atmospheres, objects, materials.
    • Terrainscapes preset terrain material library.
    • 64 bit version optimized for Windows and Mac OS X Cocoa.
    • Floating licenses: With optional License Server.
    • Licenses can be used as floating licenses when installed in the optional License Server.
    • License Server can run as a service.
    • Automatic detection of License Server.
    • License valid for commercial use.
    • Sample scene showing a similar setup of a building in the different host applications.
    • RenderNodes can be set to only render a portion of a picture.
    • Rendernodes can be set to render the GI Prepass only.
    • Rendernodes can load a pre-computed GI Prepass.
    • The scene render size can be overwritten directly via a RenderNode command line.
    • Sample scene showing a similar setup of a building in the different host applications.
    • Adjust the time after which the beep sounds when rendering completes.
    • Improved accuracy of the evaluation of remaining render time in HyperVue.
    • Automatic activation system avoids juggling with multiple forms and serial numbers - requires an internet connection during activation.
    • Automatic activation system requires a Cornucopia3D account.
    • NEW! Compatible with MacOS 10.10 (Yosemite).

    • Inline help: Online Wiki or included PDF Manual.
    • Direct access to Wiki or PDF using Help key (set your preference between Wiki and PDF in User Preferences).
    • Documentation: 900 page PDF manual.
    • Media: Application: ∼930MB zip file - Extras Disk: ∼2.1GB zip file.

    Recommended System Specs

    • Windows 64 bit (Windows 7 or Windows 8), Mac OS X v10.10
    • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro), AVX compliant (windows)
    • 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)

    Windows

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

    Macintosh:

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

    Macintosh - MacIntel architecture only

    • Cinema 4D: 64 bit version: Cinema 4D R12 to R16
    • LightWave 3D: 64 bit version: LightWave 3D 9.6 to 2015
    • Maya: 64 bit version: Maya 2011 to 2015

    In any case, Vue can perform in software OpenGL regardless of the video board. 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.

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