e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite
  • e-onsoftware Vue 2016 Infinite

VUE 2016 Infinite

Hybrid Win/Mac

Verfügbarkeit: lieferbar

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.


Vue 2016 Infinite ist die effizienteste und fortschrittlichste Standalone Lösung um natürliche 3D Umgebungen zu erstellen, zu animieren und zu rendern. Vue 2016 Infinite ist die High-End Lösung für Illustratoren, Special-Effects-Studios, Architekten und professionelle 3D-Grafiker. Die Software ist auf Produktivität, Geschwindigkeit und auf Kompatibilität mit bereits vorhandenen Softwarepaketen ausgelegt.

* Pflichtfelder

ab: 570,00 €
Inkl. 19% MwSt., zzgl. Versandkosten

Bitte konfigurieren Sie das Produkt

günstigste Konfiguration

ab: 570,00 €
Inkl. 19% MwSt., zzgl. Versandkosten
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Specifically designed for professionals, it combines a multitude of cutting-edge features that easily integrate with your workflow.

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

Convert Tool - Render With Any Renderer

With the Conversion tool in VUE 2016, VUE scenes can be rendered with any non-natively supported renderer such as RenderMan, Arnold, Octane, VRayRT, etc.

VUE 2016 enables you to convert your entire scenes to native assets*. This process bakes the entire scene and converts all EcoSystem instances to the appropriate native format.

You can then freely share your scenes, and render them with any renderer, without requiring VUE 2016 to be installed.

This is particularly useful when you don't render with any of the natively supported renderers, or want to use an outsourced renderfarm that does not currently support VUE 2016.

Any VUE asset that was converted can be reverted to its VUE original form at any time.

Memory Saving Technologies

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

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

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

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

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

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

PlantFactory Preset Variations

PlantFactory 2015 introduced the concept of Presets. PlantFactory 2016 now introduces the concept of Preset Variations. Preset Variations allow you to immediately include subtle differences to your plant (change the number of buds on a blooming flower, or its petal colors for instance).

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

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

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

Customizable Workspace

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

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

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.


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

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.


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

  • Kleine Einzelteile in EcoSystem
  • Integration von Pflanzen Factory
  • FBX Geometrie-Import
  • FBX & CHAN Kamera-Import/-Export
  • Punkt-Positions-Layer /li>
  • OpenEXR 2.0 Multi-Layer
  • Tiefere Interoperabilität
  • Perspektivenkamera
  • Reale Sonnenposition
  • Und vieles mehr ...
  • PlantFactory

    Vereinfachte Darstellung von PlantFactory Parametern.

    Vue 2014



    Erstellen von Naturszenen



    EcoParticles - Das Particle System von Vue


    In Version 11 bekommt Vue Particles. Aber es handelt sich nicht um Standard-Particles, sondern vielmehr um ein ganz neues Konzept von Partikeln:

    Abgesehen von all den üblichen Funktionen, was Particles so machen können, haben die neuen Vue Partikel hier eine ganze Menge mehr zu bieten. Statt einfache Emitter zu erstellen, aus denen Partikel herauswachsen, hat e-on software eine völlig neue Handhabung der Partikel entwickelt, die speziell für Digital Nature geeignet ist, nämlich die EcoParticles.

    Diese neue Technologie ist bestens geeignet, um animierten Regen, Schnee, Wasserfälle, Explosionen, Feuer, Rauch, Tornados, fallende Blätter, Insektenschwärme und vieles andere mehr zu erstellen.

    EcoParticles als EcoSysteme

    EcoParticles können jedem Material hinzugefügt, genau wie eine normale Material-Ebene des EcoSystems. Aber mit EcoParticles erhalten Sie genauere Kontrolle über die Art und Weise, wie sich die Partikel im Laufe der Zeit entwickeln werden. Sie können die Merkmale von Geschwindigkeit, Richtung und Kollisionen sowie die Lebensdauer der Particles bestimmen und sie äußeren Einflüssen aussetzen.

    Zusätzlich zu diesen neuen physikalischen Einstellungen werden alle klassischen Konfigurationsparameter von EcoSystem für Objekte der Particle-Population genutzt.

    EcoParticle Effektoren

    Effektoren sind spezielle Objekte, die die EcoParticles in der Szene beeinflussen. Effekte wie Tornados, Flackern, Anziehung usw. werden auf diese Weise einfach erstellt.

    Physikalisch korrekt

    EcoParticles können fallen, kollidieren, hüpfen, mit Kräften und miteinander interagieren. EcoParticles reagieren auf natürliche Phänomene mithilfe verschiedener physikalischer Parameter wie Masse, Geschwindigkeit, Schwerkraft, Kollision, Windeinfluss, Elastizität, Verbundensein uvm.

    Perfekt für Standbilder, Besser noch für Animationen Auch wenn die neue Technologie von EcoParticle tolle Effekte für Ihr Standbild-Rendering produziert, entfaltet sie sich erst so richtig bei der Animation!

    Sie können ganz einfach einstellen, wie Ihre EcoParticles sich im Laufe der Zeit mithilfe von Parametern wie Größenvariation, Wachstum, Deckkraftvariation, Geschwindigkeit, Strömung und sonstigen Parametern entwickeln. Zusätzlich können Sie festlegen, wie Ihre EcoParticles sterben, indem Sie ihre Lebensdauer festsetzen, oder Sie können sie sogar in eine andere Art von EcoParticle verwandeln.

    Jeder Lebensparameter von EcoParticle kann durch eine Funktionsgrafik angetrieben werden, um Ihre Effekte präzise zu steuern.

    Vue Infinite 11.5 wird mit einer kleinen Sammlung von EcoParticle Emitter-Voreinstellungen geliefert, um Ihnen den Einstieg in diese neue Technologie zu erleichtern.


    Vue Infinite 11.5 wird mit einer kleinen Sammlung von EcoParticle Emitter-Voreinstellungen geliefert, um Ihnen den Einstieg in diese neue Technologie zu erleichtern.



    Anpassbare EcoPainter Brushes

    Wie auch die Brushes des Terrain-Editors hat jetzt jeder EcoPainter Brush seinen eigenen Dialog, der alle einstellbaren Parameter anzeigt. Wenn Sie einen bestimmten Brush-Parameter direkt im Haupdialog des EcoPainters anzeigen möchten, ist dies mit einem Klick auf das entsprechende Publish-Symbol möglich.

    Integriertes Auswahl-Tool

    Das Auswahl-Tool von EcoSystem ist jetzt Bestandteil des EcoPainters. Sie können nun die Auswahl-Funktion dazu benutzen, um direkt im Painter-Dialog von EcoSystem die zu bearbeitenden Objekte zu definieren.


    Vue 11.5 Infinite




    Eine neue Handhabung von Materialien im Terrain-Editor kombiniert die Leistung von prozeduralen Materialien mit der Möglichkeit, Details manuell zu malen (dies ist auch kompatibel mit prozeduralen Terrain-Zonen).


    Material-Ebenen (Alpha-Kanal) können im Terrain-Editor in einer Vorschau angezeigt und als Mal-Maske benutzt werden.


    Um UV-Störung präzise zu steuern, gibt es jetzt für 3D-geformte Terrains einen zweiten UV-Kanal .

    Mehrfach benutzte Material-Ebenen

    Sie können Material-Ebenen in Ihrer gesamten Szene mehrfach benutzen. Nach der Freigabe zur mehrfachen Benutzung kann die Material-Ebene ganz einfach einem beliebigen anderen Material in der Szene zugeordnet werden.

    Etwaige Änderungen an dieser Ebene wirken sich auf alle Materialien aus, die diese Ebene auch benutzen, so können Sie zum Beispiel mehreren Materialien eine Schnee-Ebene hinzufügen und den Schnee auf allen Materialien gleichzeitig optimieren.

    Verbesserte Leistung

    Schnelleres Rendering

    Bedeutende interne Optimierungen der Rendering-Engine von Vue führen zu drastisch beschleunigtem Rendering, besonders bei sehr dichten Szenen von EcoSystem. Sie können nun eine Geschwindigkeitssteigerung von bis zu 30% genießen.

    Caching von Beleuchtung

    Diese neue Funktion erhöht drastisch Geschwindigkeit und Qualität des Renderings bei architektonischen Projekten.

    Anstatt für jeden Frame die indirekte Beleuchtung zu berechnen, wird diese einmal zu Beginn berechnet, in nachfolgenden Frames wieder verwendet und dynamisch verfeinert, sobald neue Teile der Szene aufgedeckt werden. Daraus ergibt sich eine höhere Qualität und eine stabilere indirekte Beleuchtung.


    Verbessertes Materialmanagement

    Der Übersichtsdialog “Material“ wurde überarbeitet, um eine bessere Anzeige und Bearbeitung der in der Szene enthaltenen Materialien zu ermöglichen. Die Material-Voransichten erscheinen auf mehreren Reihen, und die Größe der Voransichten kann nun geändert werden. Die Parameter Maßstab, Laden oder Editieren sind auch direkt im Übersichtsdialog “Material“ verfügbar .

    Materialebenen können innerhalb des Material-Registers des World Browsers einfach ausgeblendet/eingeblendet werden. Diese Option kann nützlich sein, wenn Sie zum Beispiel die genauen Auswirkungen der Umgebungs-Einstellungen auf die bearbeitete Ebene sehen möchten.

    Im Material-Editor können Sie nun zwischen Materialebenen wechseln, ohne deren ursprüngliche Umgebungs-Einstellungen zu verlieren.

    Die Funktion Farbe-Input/-Output in den Nach-Rendern-Optionen

    Ein neuer Farbkanal-Editor steht bei den Nach-Rendern-Optionen zur Verfügung. Sie können die Kurve für alle Farbkanäle einzeln (oder gleichzeitig) anpassen, ohne dass Sie ein anderes Bildbearbeitungsprogramm benötigen.

    Verbessertes Kameramanagement

    Sie können sämtliche Kamera-Eigenschaften (inklusive Animation Keyframes) vollständig sperren. Dies ist besonders praktisch, um jegliche Manipulation zu vermeiden, die Ihre Kamera-Animation ändern könnte.

    Einzelne Kameras können als .VOB-Dateien gespeichert/geladen werden.

    Rendering mit RenderNode GI Prepass-only

    Die RenderNodes von Vue Infinite 11.5 können so eingestellt werden, dass sie nur den GI Prepass rendern und diesen für eine spätere Verwendung speichern. Dies ermöglicht einen großen Zeitgewinn beim Netzwerk-Rendering, wenn die GI-Lösung in Ihrer Szene sich nicht verändert. Rendern Sie es auf einem Knoten und übertragen Sie es anschließend auf alle Knoten. Unnötig, für jeden Knoten die GI-Lösung neu zu berechnen!

    Unterstützung der Retina-Anzeige

    Vue 11.5 Infinite ist nun mit der Retina-Anzeigentechnologie von Apple kompatibel.

    Verbesserter Aktivierungsvorgang bei Version .5

    Es ist nun möglich, das Vue 11.5 Upgrade direkt von der Vue 11-Schnittstelle aus zu aktivieren. Dies vermeidet den Aufwand, das Produkt zu downloaden und vollständig zu installieren, wenn Sie Vue 11.0 bereits besitzen.


    • 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).
    • Auto-scale clouds with altitude.
    • Link Volumetric color of clouds to a function graph.
    • Link Ambient color contribution from sun and sky to a function graph.
    • Modulate Spectral clouds sharpness global setting with a user-defined function.
    • Use local coordinates on cloud modulation.
    • 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.
    • NEW! Optional automatic sun softness computation, based on atmosphere parameters.
    • NEW! “Improve Low Quality Consistency” parameter to better preview your atmosphere looks while rendering at a lower resolution.


    • 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.
    • 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.
    • NEW! Updated Terrain styles in Terrain Editor.
    • NEW! HeightField terrain technology.
    • NEW! HeightField nodes (Erosion, Slope, Convexity, Blur, Terrace and Auto-mapping).
    • NEW! Heightfield hydrological and thermal erosion presets (Generic, Mountains, Young mountains, Scattered Rock, Rivers, Very Eroded, Flow Channels etc: 9.
    • NEW! Access HeightField Erosion presets as terrain presets in the Terrain Editor.
    • NEW! Layout nodes (Area demarcation, Spline Proximity etc).
    • NEW! Drive terain material presence with the Heightfield terrain's graph output, directly from within the Terrain Editor.
    • NEW! Terrain presets included in content: 42.


    • 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).
    • Render thin, one-sided surfaces (e.g. window glass), with reflectivity depending on the viewing angle BUT without refraction.
    • Double-sided materials let you define two different materials: one per side of each face.
    • Set the minimal reflectivity of a material at a given viewing angle.
    • Grouped Materials allow you to store many materials (layers) in one single material file.
    • Add global alpha and environment properties to Grouped Materials.

    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.
    • NEW! Default OpenGL engine set to Shader 4.


    • 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.
    • 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).
    • 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.
    • Import geometry from Zbrush using the GoZ standard.
    • Export any goemetry as tris from VUE directly to Zbrush using the GoZ standard.
    • Export terrains as quads from VUE directly to Zbrush using the GoZ standard.
    • Import scenes, objects, camera paths and synchronization data as Alembic (ABC) files.
    • Exort scenes, objects and camera paths as Alembic (ABC) files.
    • Alembic supported version: Up to 1.5.3.
    • Export geometry and materials as Ptex (PTX).
    • Ptex supported version: Up to 2.0.42.
    • Multi-threaded map export dramatically speed up the export process.
    • Import geo-located terrains as DTED, SDTS/DDF, and GeoTIFF.
    • Export VUE scenes to LumenRT.
    • NEW! Maximum supported Poser version: Poser Pro 11 (SR1) and Poser Pro GameDev In standalone mode.
    • NEW! Import all objects included in an Alembic File.
    • NEW! Import instantiated objects from Alembic.
    • NEW! Automatic detection of global scale factor (from file format and source software) when importing scenes or assets.
    • NEW! Export original maps for meshes with Uvs.
    • NEW! OpenGL export preview directly from within VUE's interface (to check how your geometry/materials will look like in your target application): In standalone mode.
    • NEW! Render an Export Preview.
    • NEW! Export EcoSystem populations as Alembic.
    • NEW! Export EcoSystem populations as FBX, including texture maps.
    • NEW! Set specific export quality per EcoSystem Specimen.
    • NEW! Export textured objects as FBX.
    • NEW! Export objects as Collada.
    • NEW! Export full scenes as FBX (including EcoSystem populations and sky maps).
    • NEW! Export full scenes as Alembic (including EcoSystem populations).
    • NEW! Optional export of texture maps available when exporting in Alembic.
    • NEW! Convert VUE intgrated scenes to native objects: In 3dsMax, Maya and Cinema4D.
    • NEW! Customize geometry and material map options when converting to native objects: In 3dsMax, Maya and Cinema4D.
    • NEW! Convert EcoSystems to native objects: In 3dsMax, Maya and Cinema4D.
    • NEW! Revert converted assets to VUE objects: In 3dsMax, Maya and Cinema4D.


    • 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.


    • 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.


    • 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.
    • 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.
    • NEW! Compatible with MacOS 10.12 (Sierra).
    • NEW! Download Extra Content on the fly from the Sample Scene/Object browser.
    • NEW! Content provided with the software is stored in system-wide folder instead of User specific location (usefull when multiple users use the same computer).
    • NEW! PDF Manual: 1190 pages .
    • NEW! Media: Application: ∼1.2 GB zip file - Extra Content downloadable on the fly.

    Export Preview

    VUE 2016 allows you to preview your exports (in OpenGL) to check how your geometry/materials will look like in your target application, without leaving the VUE interface. A precious time saver! You can preview only selected assets or the full scene at once.

    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 (supports multiple UV layers (up to 4 layers)). You can choose to automatically simplify the geometry of imported meshes to quickly setup scenes involving complex models, then instantly switch back to full mesh resolution for final rendering. 2D content can be imported in a variety of formats, including High Dynamic Range (HDR) images.

    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.

    2D Import/Export Filters

    • PTXWalt Disney Animation's Ptex standard
    • EXR: 32 bit floating point EXR image format
    • BMP: standard Windows bitmap, uncompressed.
    • PICT: standard Macintosh picture file format.
    • JPG: Jpeg compressed picture file format.
    • TGA: Targa picture file format.
    • TIFF: Tagged Image File Format.
    • GIF: Compuserve GIF color mapped bitmap.
    • BUM: Poser bump map.
    • DEM: USGS/SDTS Digital Elevation Model.
    • IFF: Image File Format.
    • PCX: PCX picture file format.
    • PNG: Portable Network Graphics file format.
    • PSD: Photoshop Image File Format (Multi-layer PSD when used for multi-pass renders).
    • QTVR: QuickTime VR panorama. (Mac only)
    • RLA: Run Length encoded version file format (stores partial G-Buffer information).
    • RPF: Rich Pixel Format file format (stores all G-Buffer information).
    • HDR: High Dynamic Range image format.
    • OpenEXR: ILM's high dynamic range format.
    • EPX: Piranesi EPix file format.
    • VIM: VUE image file format.
    • VUE skies can be exported as HDR sky-spheres or sky-cubes for use in other applications.

    Animated Texture Map Import Filters

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

    Camera Tracking Import / Export

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

    Import / Export Cameras as FBX or CHAN

    In addition to the comprehensive list of synchro plugins and Camera Tracking import, Camera motion can now be imported and exported as .FBX as well as Nuke .CHAN files.

    Vector data import

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

    Recommended System Specs

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


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

    Macintosh - MacIntel architecture only

    • Cinema 4D: 64 bit version: Cinema 4D R13 to R18
    • LightWave 3D: 64 bit version: LightWave 3D 9.6 to 2015
    • Maya: 64 bit version: Maya 2011 to 2017

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

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