Vue 10 Infinite
ist die effizienteste und fortschrittlichste Standalone Lösung um natürliche 3D Umgebungen zu erstellen, zu animieren und zu rendern.Vue 10 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.
Mit Vue 10 Infinite erzeugen Sie sehr schnell Bäume und Pflanzen, die sich im Wind bewegen, volumetrische Himmel und detaillierte Oberflächen in voll animierten Szenen. Mit der EcoSystems™ Technology können Sie Ihre Szene automatisch mit unendlich vielen animierten Pflanzen, Bäumen und Objekten versehen.
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Release 10 of Vue adds a number of important new features including:
Following is the complete feature list of Vue10 Infinite. "NEW!" indicates a new feature based on a comparison with Vue 9 Infinite.
Lighting
- Global Illumination.
- Global Radiosity.
- Fast in-depth computation of reciprocal object lighting for accurate indoor lighting.
- Radiosity engine optimized for: Indoor or infinite scenery.
- Global ambiance.
- Ambient occlusion with user definable occlusion range.
- HDRI support.
- Image based lighting.
- Background and environment mapping.
- Sub-Surface Scattering: Absorption.
- Sub-Surface Scattering: Multiple Internal Scattering.
- Easy GI single slider Global Illumination render quality setting.
- Illumination baking.
- Illumination baking quality adjustable on a global or per object basis (adjustable map resolution and quality boost).
- Adjustment of Global light intensity.
- Indirect lighting can be ignored on specific objects.
- Influence of specific lights can be ignored from the Radiosity solution.
- Advanced control over the indirect lighting engine.
- Show illumination samples in final render.
- Separate map option for background, IBL and global reflection map channels.
- Shadow and volumetric light optimization for dramatic increase in rendering speed.
- Light gels with realistic projection modes.
- Adjustable light shadow density, negative lights.
- Enable diffuse and highlight on a per-light basis.
- Custom light intensity vs. distance profiles.
- Lights can affect specific objects only.
- Variable light color based on distance to light.
- Area light panel for soft, natural lighting.
- Light emitting objects.
- One-click conversion of objects into light sources.
- Fast, fake caustics in the shadows of transparent materials. Caustics realistically depend on the Index of Refraction.
- Accurate computation of caustics in the shadows of transparent objects.
- Realistic optional "spreading" of the light spectrum in caustics (rainbow-prism effect).
- Per-light adjustment of the quality of soft shadows.
- Complete lens flare system.
- Controllable lens flares per light.
- Lens flare editor.
- Lens flare reflections editor.
- Polygonal reflections.
- Point light, Quadratic point light, Spotlight, Quadratic spotlight, Directional light.
- Lens Glare effect simulates internal lens diffusion.
- Lights can be disabled with a single click.
- Accurate accounting of backlight when computing GI.
NEW!
Improved handling of highlights in GI by better accounting for the interaction of illumination with bumps at the surface of objects.
Atmosphere
- Atmosphere presets: Over 160.
- Ultra-realistic spectral atmosphere model.
- Choice of 4 different types of atmosphere models.
- Volumetric clouds, lights, materials (visible rays, with optional dust).
- Spectral Volume Cloud layers for extremely realistic cloudscapes.
- Extremely detailed Spectral 3 cloud system (for cloud layers and MetaClouds).
- Realistic cloud shadowing on objects as well as internal shadowing.
- Automatic detail refining for very close-up clouds.
- Cloud anisotropy setting for advanced control of internal light scattering.
- Fast indirect lighting in Spectral clouds.
- Create spherical cloud layers at the surface of your planets.
- Import real-world cloud density data to recreate existing cloudscapes.
- Add tornadoes using your favorite paint tool.
- Use animated planetary cloud density maps.
- God rays in clouds.
- Fly through clouds.
- Cloud layers near ground simulate fog.
- Realistic "peaking" of mountains through clouds.
- Create multiple layers of overlapping clouds.
- Efficient model for cross-shadowing of objects on clouds.
- MetaClouds individual cloud formations.
- Library of MetaCloud models.
- Predefined cloud shapes: Over 140.
- Unlimited cloud layers.
- Customize the shape of MetaClouds.
NEW!
Customize the shape an look of full cloud layers through outputs in the Function Editor.NEW!
Control cloud layers altitude to make them “go over” or circle certain objects.- Stars, rainbows, ice rings.
NEW!
Custom “deep space” star maps.NEW!
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.
NEW!
Extract cloud layers portions.NEW!
Extracted cloud portions can be moved to different locations in the scene uisng standard manipulation gizmos.NEW!
Extracted cloud portions can be saved for future use.- Button to randomize cloud patterns.
- Support for planets with arbitrarily large atmospheres.
EcoSystems
- EcoSystem patented technology to easily distribute millions of objects in scenes.
- Use preset EcoSystem materials to automatically populate your scenes with millions of objects.
- Create EcoSystems from multiple objects.
- Create entire forests of trees.
- Create forests of trees blowing in the wind.
- Scatter millions of animated objects.
- Mix EcoSystems with standard materials.
- Mix several EcoSystems together depending on environment (slope, altitude.
- Automatic placement of EcoSystem population according to a user defined SmartGraph density function (that can depend on position, altitude, slope.
- Advanced coloring control to vary the colors of the population over the EcoSystem.
- Accurate control over the orientation of the EcoSystem population.
- Accurate control over the size and variation in size of the EcoSystem population.
- Automatic decay of EcoSystem density near foreign objects.
- Optional size reduction and color decay at low EcoSystem densities.
- EcoPainter technology: paint instances directly onto objects.
- Add, remove and resize EcoSystem instances interactively.
- Select individual instances or groups of instances and move/rotate/resize them interactively.
- Paint size, color or density of EcoSystems using a pressure sensitive tablet.
- Convert EcoSystem instances to real objects for editing, move them back to the EcoSystem later.
- Paint EcoSystems as individual material layers or on a global basis.
- Paint EcoSystems using standard EcoSystem population rules.
- Adjust the population rules of the Global EcoSystem: Optional.
- Layered EcoSystems to control individual EcoSystem populations.
- Control "affinity" between EcoSystem layers.
- Refresh dynamic EcoSystem population previews anytime with Preview button.
- Paint EcoSystems from all sides, in any view.
- Dynamic EcoSystem population technology for potentially unlimited populations.
- Dynamic EcoSystem density adjustments for improved control of density on slopes.
- Easily control the intensity of the coloring applied to EcoSystem populations.
- Control the intensity of the EcoSystem coloring through the function graph.
- Multi-processor EcoSystem population.
- Ability to drag multiple objects from a browser into the EcoSystem population.
- EcoSystem 4 technology.
- Advanced flicker reduction algorithms.
- Advanced memory management algorithmsfor large dynamic EcoSystem populations.
- Render animated dynamic EcoSystem populations with smooth density variations.
NEW!
Individually control the phase (animation offset) of animated elements in your EcoSystem populations.NEW!
Automatic addition of variations of animation phase to SoliGrowth based EcoSystems.NEW!
Control the animation phase of any type of animated object, including pre-animated meshes.NEW!
Control animation phase on a per SolidGrowth instance basis through the function graph.NEW!
When loading an EcoSystem layer, the layer is automatically added to the underlying material instead of being loaded with a transparent sub-material.NEW!
EcoSystems can be populated along a spline.NEW!
Areas defined by Splines can be populated with EcoSystems.NEW!
Splines can be used as EcoSystem masks.NEW!
EcoSystem instances can be controlled based on the EcoSystem density so that instances can automatically lean out on low density areas.
Vegetation
- Ultra-realistic SolidGrowth vegetation: 170+ species.
- Compatible with modified plant species.
- Easy-to-Use Plant Editor for plant customization.
- Instantly create variations of existing plants.
- Plant Editor and Leaf Editor let you modify existing plants or create entirely new plant species.
- Create and save new plant species as stand-alone files for future use in your scenes.
- Support for SolidGrowth HD extremely detailed plant species.
Terrains
- Solid3D real-time terrain modeling.
- Sculpt terrains in all directions.
- Create overhangs and grottoes.
- Sculpt, inflate, free form and smooth brushes.
- Pinch, Plateau, Flatten and UniSlope brushes.
- User definable brush tip profile.
- Automatic subdivision of terrain geometry when sculpting.
- Adaptive subdivision adds polygons only where needed.
- Edit terrains in context (view entire scene in editor).
- Option to view terrain clipping planes in editor.
- Option to display the terrain with a shiny surface to enhance details.
- Constrain painting and effects to clipping zone.
- Option to display the terrain in wireframe mode to view polygons.
- Create edition "zones" to modify procedural terrains locally.
- Create nested "zones" to build massive detail where needed.
- Convert a zone of a procedural terrain into another terrain.
- Zone extraction optionally creates a void in the source terrain.
- Paint material distributions at the surface of terrains.
- Paint material distributions with unlimited number of materials.
- Use material masks to constrain painting to existing distribution masks.
- Material distribution masks independent from material mapping mode.
- Import, view and edit distribution maps in the Terrain Editor.
- Terrain effects optionally affect material distribution map.
- Preset terrain styles: 8.
- Erosion types: 9.
- Geological algorithms: 12.
- Glaciation, alluvium and dissolve erosion effects.
- High definition data in standard terrains.
- Procedural terrains with infinite details.
- Infinite procedural terrains.
- Planetary terrain rendering.
- Flat, spherical and planetary procedural terrains.
- Switch between flat, spherical and planetary terrains (geometry may be affected).
- Combine image data with procedural functions using dedicated blending nodes.
- Ability to switch from one form of terrain to another easily.
- Skin terrains.
- Symmetrical terrains.
- Extract parts of procedural terrains into new terrains.
- View bitmap textures in terrain editor to sculpt from photo references.
- Pressure-sensitive tablet editing of terrains.
- Reset 2D and 3D painting independently.
- Customizable brush shape for terrain editing.
- Control distribution of materials on terrains from within the procedural terrain altitude function.
- Control procedural terrain altitudes based on relationships with other objects.
- The altitude of procedural terrains can be dynamically affected by other objects.
- Realistic procedural terrains thanks to dedicated natural effects noise nodes.
- Infinite and local procedural terrain style presets to easily create each-time-different terrains of the given style.
- Library of procedural terrain presets with associated materials.
- Create your own procedural terrain style presets.
- Efficient displacement mapping of infinitely detailed procedural terrains.
- Procedural terrain preview in function editor.
- Multi-processor procedural terrain construction.
- Stratified terrains thanks to the recursive strata filters.
- Rocky mountain fractal.
- Full user control over Rocky mountain fractal patterns.
- Rocky mountain fractal can be used to drive material distributions.
- Decal and Smear terrain brushes.
- Retopologize terrains to optimize sculpting over vertical areas like cliffs.
- Lock material masks to prevent sculpting in the locked areas.
- Create standalone masks (not associated to a material) for precise sculpting/painting.
- Global Freeze mask can be used in combination with other masks.
- Extend terrain canvas option adds "more terrain" around your terrains.
- Automatic Terrain Zone creation when extending the canvas (to preserve the sculpting).
- Contextual terrain brushes influenced by slope, altitude and orientation.
- Create custom terrain brushes.
- Organize your brushes and create libraries of your favorite ones.
- Preset brush settings can be easily overriden.
- Easily access your preset brushes with a single click.
- Optiomized sculpting automatically selects between 2D and 3D effects.
- Ability to restrict sculpting to 2D only.
- Terrain altitudes are consistent with actual terrain size.
- Randomize terrain fractals with a click of a button.
- Terrain Editor displays real-world units.
NEW!
Vector-quantization node to create procedural terrains with terraces.NEW!
New Strata3D node ideal for creating realistic canyon walls and stratified rock formations.NEW!
Custom 3D brush that lets you define a specific direction for the displacement applied to the terrain surface.NEW!
Preview altitude, slope or orientation constraints direclty in the terrain editor.NEW!
Brushes can act only on certain levels of details, while leaving others untouched.NEW!
Undo brush affects 3D painting in terrain editor.NEW!
Non airbrush mode for 3D painting works like 2D effects.NEW!
Brush map images can be inverted in the terrain editor.NEW!
Terrain altitude color map can be mapped to the visible range of altitudes.NEW!
Terrain effect buttons can be set to repeat a given number of times automatically.NEW!
Optionaly enable/disable mask rotation when painting in Terrain Editor.NEW!
Publishing parameters will refresh terrain geometry automatically.NEW!
Level of Detail (LOD) is manually adjustable the for swifter painting in 3D.NEW!
Limit the maximum amount of painting in the terrain editor.NEW!
Terrain alpha maps can be exported from within the Terrain Editor.NEW!
Built in Road construction tool allows you to directly draw a road path on your terrains.NEW!
Road are automatically textured with an asphalt material.NEW!
Roads automatically carves or raises the terrain surface to adjust it to your path.NEW!
Cyclic Noises and Fractals to generate patterns that repeat seamlessly, in space or time.NEW!
The cycle rate of Cyclic Noises and Fractals can be controlled along each axis.NEW!
Fully additive material layering system to preserve the orginal alpha presence of layers.NEW!
New material layering system lets you paint multiple layers simultaneously and painting one layer no longer affects underlying layers.NEW!
Layers are combined in the function graph using a 'Layer Painting' metanode.
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 billboards that always face the camera (with a 'force vertical' option).
- HyperBlob technology.
- Apply standard displacement mapping to HyperBlobs.
- User defined level of subdivision on HyperBlobs with automatic intermediate LOD computation according to distance.
- Automatic “shaving” technology to delete all disconnected parts from the HyperBlob.
- Optional smart Catmull-Clark subdivision of quad-based geometry.
- Optional generic Loop subdivision of polygonal meshes.
- Control realtime preview and render time level of Catmull-Clark / Loop subdivision.
- Automatic mesh subdivision can be limited to a user defined value.
NEW!
Spline editable objects that can be used for EcoSystem effects, terrain effects, roads and object creation.NEW!
Comprehensive spline toolkit that allows you to add, delete or move spline points or configure tangents.NEW!
Splines can be automatically aligned at the surface of terrains.NEW!
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.NEW!
Splines can engrave or emboss the surface of a terrain following a predefined path (e.g. to create road beds or raised highways).NEW!
Automatic path finder that calculates the optimum route in between your spline keys based on a realistic slope.NEW!
user definable distance in between each spline key created with the path finder.NEW!
Built in Road Construction toolkit.NEW!
Standalone Rock library: 70+ Species.NEW!
Rock templates create a unique rock variation each time you generate a new rock.NEW!
Rock technology compatible with the EcoSystem technology.NEW!
Rock library availble directly in the EcoSystem population list.NEW!
Rock library availble directly in the Ecopainter tool.NEW!
Each rock type used in an EcoSystem automatically generates variations.
Rendering
- Advanced radiosity algorithms that dramatically reduce low frequency blotches.
- Generate high-quality indoor and outdoor renders.
- Bucket rendering for lower memory requirements and improved spatial coherence when rendering.
- Indirect lighting calculation can be easily re-used between "tweak" renders.
- Option to update the Indirect lighting "on demand" only.
- One-click displacement mapping.
- Dynamic render-time displacement to handle extremely large "displaced" polygon counts.
- Optional dynamic geometry smoothing to avoid sharp polygonal edges.
- Automatic camera exposure option compensates for the h3 variations in illumination between noon and sunset.
- Natural film response.
- Post-render exposure control.
- Use an image or animation as a backdrop for your renders.
NEW!
Option to apply the effect of the atmosphere to the Camera Backdrop.- Rendering Presets: OpenGL, preview, final, broadcast, superior, ultra, user settings.
- Render size limitation: Limited by memory only.
- HDTV render preset.
- Pictures larger than screen resolution can be rendered to screen.
- Custom render size.
- Option to lock custom aspect ratios when selecting render resolution.
- Navigation inside the rendered picture using pan controls.
- Alpha and Z depth directly computed during the render process.
- Ray-traced depth of field.
- Realistic Hybrid 2.5D depth of field.
NEW!
FastHybrid depth of field technology.NEW!
FastHybrid depth of field technology allows hidden object become visible through the blur.- Ray-traced [soft] shadows.
- Advanced soft shadow computation to produce perfectly smooth soft shadows.
- Ray-traced [blurry] reflections and refractions.
- Blurry reflection and refraction settings for each material independently.
- Fake [blurry] reflections using reflection maps.
- AccuShadows shadow mapping technology for faster [soft] shadows.
- Multi pass rendering (separates renders into the different rendering components - shadow, diffuse, ambient, etc.
- Multi pass rendering components rendered in High Dynamic Range.
- Create separate pictures for Diffuse, Specular, Shadows, Ambient, Refractions, Reflections, Background, Indirect Lighting, Post-process.
- Per layer, per object or per material multi-pass masks (fully anti-aliased): Color and alpha.
NEW!
Velocity pass in rendering buffer.- Create a separate color and alpha mask of clouds.
- Generate color and alpha masks for Global EcoSystem instances.
- Create layers for additional render information such as Z depth, object ID, material ID, global alpha mask, normal vectors.
- Export all channels and masks into a convenient Photoshop PSD multi-channel, multi-mask file.
- Export multi-pass renders as a EXR 32 bit files with each pass stored in high dynamic range format.
- Full support of G-Buffer compositing information.
- Store all anti-aliasing and rendering channel samples on separate G-Buffer layers.
- Render occluded objects (on a per object or global basis) to render hidden parts of the scene.
- Render export as RLA or RPF for advanced compositing options.
- Exclude ground from Alpha map option.
- Objects can be easily hidden from render.
- Hide objects from render and disable lights by clicking their icon in World Browser: Optional.
- Global and per-material reflection maps.
- Rendering in unlimited color depth.
- Optional details in render information panel.
- Panoramic rendering with adjustable rotation angle.
- Spherical panoramic rendering.
- Multi-processor panoramic rendering.
- Rendering in all views (including orthogonal rendering).
- Render in views can be set to a different quality than normal rendering.
- Stand alone renderer handles rendering while you work on the scene.
- Network rendering of animations.
- Network rendering of pictures.
- Rendering across hybrid network of computers (OS X and Windows).
- Fail-safe HyperVue network rendering.
- Interactive Network Rendering.
- Advanced Caching technology to optimize responsiveness of network rendering.
- Number of render nodes (RenderCow) licenses included in product: 5.
- Maximum number of render nodes: Unlimited (through RenderCow pack expansions).
- SmartCow automatic node detection and activation.
- Hotplug render nodes to add/remove nodes during render: MacOS X and Windows.
- NewCow automatic updating of render nodes.
- Customizable command-line render launching sequence.
- RenderNode optional stand alone renderer for integration in large render farms.
- RenderCows can be configured to use any number of cores.
- Render area can be temporarily disabled.
- You can lock the render area to avoid accidental modifications.
- Render blow-up option.
- Geometry anti-aliasing.
- User definable geometry anti-aliasing: Up to 1024 rays/pixel.
- HyperMipMap material anti-aliasing (including procedural materials).
- User definable anti-aliasing strategies to optimize speed vs. Smoothness.
NEW!
GPU anti-aliasing accelerates AA of thin polygon meshes.- Advanced render memory management algorithms to allow the rendering of very large images.
- Post processing to adjust color, contrast, saturation, gamma.
- Ability to load/save independent post-processing settings.
- Create custom render effects using user-defined python callbacks.
- Ability to resume an interrupted render.
- Generate detailed network rendering logs.
- Real-life camera aberrations (cushioning and barreling).
- Abort rendering on mouse-click in render area: Optional.
- Easy-to-use camera mapping for retro projection of renders onto simplified geometry.
- The total amount of RAM allocated to displacement mapping is adjustable.
- Images can be saved to disk at regular (user definable) intervals during render.
- Dual destination render option (e.g. display to screen while rendering to disk).
- Generate detailed log files during network rendering.
- Generate render diagnosis buffers to optimize your renders and avoid bottlenecks: Optional.
- Display per-pixel render time, number of sub-rays, anti-aliasing samples, shadow rays, recursion, final gather samples, etc.
- Render displacement on arbitrarily large terrains.
- Improved rendering of indirect lighting in preview mode.
- Automatic adjustment of render buckets to optimize rendering of small images on multi-core systems.
- Full input, output and display gamma control.
- Customize input gamma on a per-texture basis.
- Easily override default output gamma.
- Quick calibration tool to easily adjust the display gamma setting.
- Anti-aliased Z-depth buffer: Optional.
- Accurate accounting of cloud radiosity in indirect illumination.
- Relighting technology allows real-time adjustment of lights after rendering.
- Adjust contribution of sunlight without re-rendering.
NEW!
Adjust contribution of the Atmosphere without re-rendering.- Advanced adaptive precision computation for the rendering of skymaps.
- Render algorithms for thin translucent and backlit materials with realistic shadows.
- Advanced flicker reduction algorithms.
- Advanced shadowing algorithms help remove undesired shadow artifacts on terrains and meshes.
- Advanced bicubic interpolation algorithms produce smooth gradients.
- Efficient Pause and Resume Render options with the stand alone Batch Renderer.
NEW!
Optional addition of an information strip under the rendered picture.NEW!
Frame labeling can display information such as scene file name, render time, author, etc.NEW!
Mixed materials alpha channel can be edited.NEW!
Edge-based anti-aliasing to complement the previous color-based anti-aliasing scheme.NEW!
Edge-based anti-aliasing can be individually used and fine tuned using its Quality slider.NEW!
Dramatic changes in the structure of internal scene processing allows for faster rendering: Up to 30% faster.NEW!
Improved statistical samples distribution allows for a quicker Depth of Field and Motion Blur computation.NEW!
Physical Water shading engine.NEW!
Set absorption and scattering parameters for body of water.NEW!
Physical water shader produces photoreal underwater caustics.NEW!
Underwater caustics focus can be adjusted to make them appear at maximum sharpness at specific depth.NEW!
Easily create visible shafts for underwater lights.NEW!
Physical transparency model that accurately reproduces how light interacts with particles of matter inside transparent materials.NEW!
When rendering in radiosity, Vue warns you if there are luminous materials in the scene.NEW!
Point lights can create dark shadows even in Environment Mapping mode.
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.
- 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.
- Layered material system.
- Add names and comments to SmartGraph nodes.
- Individual access to identical material zones.
- Change material settings for several materials simultaneously.
- Stack layers according to alpha, slope, altitude and orientation.
- Alpha (non refractive) transparency channel.
- Color and alpha map editor.
- Rendering of Poser characters using the Poser shading tree.
- 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.
- 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.
- 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.
- 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.
NEW!
Interactive texture placement tool that allows the accurate positionning of textures onto objects.NEW!
Interactive texture placement tool allows scaling and rotation of textures maps onto objects.NEW!
Right-Clicking on the EcoSystem list allows access to the materials used by the species.NEW!
Ability to create matte shadow materials.NEW!
Ability to create reflection materials.NEW!
Matte Shadow and Reflection materials generate all necessary information for compositing of shadows and reflections on real world footage.NEW!
Materials can be made visible only to primary and shadow Rays (i.e. no reflections/refractions).NEW!
Altitude node handles Object height unit.NEW!
Select the mapping mode for all Projected Texture Maps independantly from general material mapping mode.NEW!
Select the mapping mode for Projected Animation Map nodes independantly from general material mapping mode.NEW!
Improved mapping of materials in world and parametric coordinates and in OpenGL preview.NEW!
Bake the environment mapping result into a material layer of the Terrain Editor, to touch it up using the painting brushes.NEW!
Control the strength of normal maps.NEW!
Dynamic rock templates contain unique, parametrically defined materials that are completely user controllable.NEW!
Easily adjustable Color, bump, highlights, and EcoSystem variations in Parametric Rock materials.NEW!
Image combiner node allows to combine several projected texture maps.NEW!
New Image Sampler and Multi-Image Sampler nodes.
Animation
- Animation output resolution: Limited by memory only.
- Camera animation.
- Animate objects, materials, atmospheres, clouds, waves.
- Import animated Poser characters.
- Intuitive Animation wizard for easy animation setup.
- OpenGL rendering of animations for quick proofing.
- Dynamic Motion Reaction™ easy secondary movement setup.
- Option to ignore time spline when computing motion (e.g. to look forward even when moving back).
- Customizable Dynamic Motion Reaction effects.
- Easy setup of cloud movement using direction and speed of movement controls.
- Rigged Mesh support.
NEW!
Control animation phase on pre-animated mesh EcoSystems through the function graph.- Full support for Inverse Kinematics.
- Animated post-processing effects.
- Camera switcher lets you switch cameras during render (ideal for storyboarding).
- Spin and vibration effects.
- Twinkling stars.
- Automatic synchronization of cameras and lights: With 3DS Max, Cinema 4D, Maya, LightWave & Softimage XSI.
- Synchronization data incorporated into scene for easy retrieval.
- Save synchronization data to file for manual loading into Vue.
- Animation export as AfterEffects.
- Import motion tracking information.
- Dynamic Motion blur anti-aliasing reduction.
- Timeline with animation preview.
- Easily change the duration of an entire animation.
- Allow clipping of time slider to animation duration.
- Animation properties in the Timeline.
- Spline time control.
- Field interlacing, non-square pixels, flicker reduction.
- Enhanced time spline editor.
- Indirect lighting evaluation mode that reduces pulsation effects.
- Automatic keyframe creation.
- Auto-keyframing can be disabled.
- Copy-pasting of animation keyframes.
- Keyframes can be created for single properties only.
- Ability to add property keyframes by double-clicking in the property timeline.
- Ability to add property keyframes by double-clicking in the animation curves.
- Graph display of animated parameter values in Timeline.
- Accurate control over tangents and tension of animated parameters curves.
- High precision animation curve control.
- Access to individual coordinates in animation graph.
- Step, linear and smooth interpolation modes.
- Automatic ease-in/ease-out keyframe option.
- Animate rotation using quaternions or Euler angles.
- Action safe and title safe frames and field grids (user configurable).
- Motion-blur on animated mesh deformations.
- Fast Hybrid 2.5D™ motion blur.
- Accurate dithered motion blur.
- Adjustable and animatable amount of motion blur.
- Separate animation channel for camera exposure.
- Automatic simulation of breeze on plants.
- Strong wind effects defined on individual plants or groups of plants.
- Advanced breeze customization with OpenGL preview.
- Animated wind intensity and direction.
- Omni and directional ventilators for local modifications of plants.
- Ventilators can be made to influence EcoSystems.
- Plant geometry key framing for spectacular animated life cycles.
- Ability to mark objects as never becoming animated.
- Object linking and tracking - forward dynamics.
- "Scene graph" approach allows advanced relationships between objects.
- Access and control object properties using SmartGraph.
- Save and reload entire object graphs in a single file.
- Object graphs can express dimensions in real-world units.
- Object graph parameters can be published for access at top interface level.
- Direct access to published object graph parameters at top interface level.
- Published object graph parameters can be animated directly in the TimeLine.
- Option to show materials in the Timeline.
- Published material parameters can be animated directly in the TimeLine.
- Loose forward dynamics for "real world" linking and tracking.
- "PID" and "Delay" controllers in SmartGraph for improved realism in object interactions.
- Option to output temporary images when network rendering an animation as independent frames.
- Optional display of time code on frames (on a separate layer when rendering as multi-pass).
- Automatically hide time code when rendering to final or better.
- Option to disable or customize padding of frame files.
- Time display as: SMPTE, frame #, time.
- Optional automatic illumination baking of meshes.
- Motion blur on tree deformation.
- Separate animation range and render range.
- EcoSystem populations can be made to evolve over time.
- Create custom rigged mesh animations.
- Animate cloud layers using the standard animation tools.
NEW!
Control animation phase on EcoSystems made of any kind of animated objects.NEW!
Compatible with MDD animated file format.NEW!
Refreshing of MDD Geometry can be disabled to avoid slowdowns while scrubbing through the animation.
User Interface
- Productive, uncluttered interface layout.
- Neutral interface with stylized design.
- Customizable interface colors via presets.
- Fully customizable interface colors.
- Automatic adjustment of interface shortcuts and colors to mimic other 3D applications in your toolkit.
- Adjustable panning, rotation, etc shortcuts in editors.
- Re-posing of Poser meshes directly inside Vue.
- Direct re-posing of rigged meshes.
- Access polygon mesh options for Rigged meshes.
- Rig mesh reposing can use Inverse Kinematics solver.
- Support for mesh morphs.
- Select and manipulate bones directly in views.
- Manipulate bones numerically using the Skeleton editor.
- Support for wired helpers.
- Highly optimized mesh skinning for fast refresh during animation scrubbing.
- Efficient memory management: multiple instances of identical objects are stored only once in memory.
- Automatic object instantiation.
- Interactive alignment tool.
- Accurate alignment and drop operations.
- Quick color selection tool with customizable color presets.
- Custom previews can be used to represent saved items.
- Perspective camera view.
- Drag items (e.g. objects, materials...) into your scene from the non-modal browsers.
- Unified light editor.
- Place an image in the background of the OpenGL views for reference.
- Change axis conventions.
- Change order of rotations.
- Change the size of the animation preview in the Timeline.
- Merge scenes.
- Repeat last operation to create an array (extend or subdivide).
- Alt + move object creates a copy of the object.
- Customizable view navigation shortcuts.
- Gizmo object manipulators (optional).
- Adjustable gizmo size.
- Spherical abstraction gizmos.
- Dynamic spherical terrain unwrapping allows easy object placement.
- Local, global, camera and parent manipulation modes.
- Multiple object renaming.
- View option menu commands with optional shortcuts.
- Gizmo option menu commands with optional shortcuts.
- Animation option menu commands with optional shortcuts.
- Quick Render option menu commands with optional shortcuts.
- Fully multi-threaded interface for fast response.
- One view/4 view layout.
- Real-time scene preview.
- World Browser scene management.
- Organize objects in layers: Unlimited layers.
- Enhanced World Browser with direct access to materials, texture maps and imported objects for efficient management of complex projects.
- Display material hierarchies with direct access to sub-materials.
- Easy replacement of textures throughout the entire scene.
- Library tab in World Browser shows all objects used several times.
- Easily modify all instances of a reference object using the Library tab.
- Scatter-replicate tool.
- Scatter replicate tool creates variations of plants, terrains, rocks.
- Replication tool with configurable position/size/orientation offset.
- Random scattering and replication of objects.
- Automatic instantiation of scattered/replicated objects.
- Summary of materials to quickly access all materials in the scene.
- Resizable material summary.
- Drop button to easily set objects on the surface of underlying objects.
- Smart drop rests the dropped object on the surface of the underlying object.
- Undo-Redo: Multiple undo-redo.
NEW!
Centralized Undo-Redo include editor-specific operations.- Ability to reorganize the view panes.
- Resizable viewports.
- Dockable Timeline.
- Access to all G-Buffer channels and layers in interface.
- Save individual G-Buffer channels directly from the interface.
- Access to all render passes and masks.
- Access to vertical and horizontal camera fields of view.
- Trackball-type camera operations and advanced camera management grouped into Camera Control Center.
- Each camera possesses a target object for easier aiming and setting of focus point.
- Camera targets can be linked to other objects in the scene (e.g. to automatically keep that object in focus).
- All cameras can appear on screen.
- Camera group manager in World Browser.
- Resizable World Browser and Scene Preview.
- Sort objects by size, name or type.
- Lock or hide entire layers.
- Python scripting.
- Run Cornucopia3D third party Python scripts.
- Compatible with Python version: 2.7.
- Directly access frequently used scripts.
- Python console for direct input of Python commands.
- Python functions to add, modify and remove EcoSystem instances.
- Python nodes that can execute Python code inside graphs, with user definable inputs and outputs.
- Picture printing with user definable DPI resolution.
- User-definable startup scene.
- Consistent Real-world unit system throughout the entire application (Material Editor, Terrain Editor, Function Editor.
- Real units for object sizes.
- Display measurements as real-world units (metric or Imperial).
- Coherent display of real-world units.
- Set internal units to change the overall scale of scenes.
- Centered or relative to opposite corner object resizing.
- Mesh splitting by material.
- Object decimation for faster scene setup.
- Spotlight view through for accurate aiming (OpenGL only).
- Full-screen mode.
- List of default folders when searching for texture maps.
- Option to recursively search for texture maps in texture folders.
- Optional independent panning and zooming of views.
- Non-modal object editors.
- Objects can be locked or hidden individually in OpenGL views.
- Baking of objects to polygons (including Boolean operations).
- Incorporation of texture maps in scenes.
- User-definable keyboard shortcuts.
- "Only show active layer" preview option.
- Object replacement by other objects.
- When replacing plants, use the geometry of the replaced plants to generate the new plants.
- Automatic detection and creation of new browser collections.
- Ability to lock browser collections to avoid accidental modifications.
- Cloud layers can be easily hidden/restored.
- Linear and angular snapping grids when moving and rotating objects.
- Customizable linear and angular grid snapping when moving and rotating objects.
- Multiple scene file backup tool.
- Macro recording and playback to automate repetitive tasks.
- Easily access frequently used macros using Macro QuickLaunch dialog.
- Easily access recently created macros.
- Content files accessible from all system accounts.
- Easily change the location of your content folder after installation.
- Rename individual render passes (e.g. "Maple Tree 527" -> "Hero Tree").
- Disable/bypass Visual Browsers completely (e.g. when browsing images).
- Intelligent re-titling of files when saving under new filename.
- Use preset MetaNodes to easily assemble elaborate SmartGraph graphs.
- Group parts of SmartGraph graphs as MetaNodes.
- "Publish" specific MetaNode parameters for easy access from the level above.
- Build your own MetaNodes library of commonly used graph snippets.
- Create custom interfaces by publishing function graph parameters.
- Control published function graph parameters at top interface level.
- Ability to fix the altitude of the camera above the ground.
- Press "Ctrl" to slow down the controls in the Camera Control Center.
- Dedicated water editor to easily create and adjust infinite water planes.
- Go from still to stormy waters with a single slider.
- Easily add true displacement to the water surface.
- Customize the look of water surfaces using the MetaWater materials.
- Run several instances of Vue simultaneously.
- Support for 3Dconnexion tracking devices (SpaceNavigator, SpaceExplorer, etc).
- Automatic renaming of Standalone- and HyperVue-generated frames if overwriting.
- Automatic renaming of RenderNode-generated frames if overwriting.
- Global EcoSystem visible as proxy object in World Browser.
- Select and delete Global EcoSystem instances with one click.
- Format specific options accessible through a special button in Save file box, and no longer prompted for each time.
- Adjustable separator in Timeline to change width of animated items list.
- Material preview option which displays materials mapped onto a small terrain object.
- Name of atmosphere appears in Atmosphere editor caption.
- Name of edited function appears in Function editor caption.
- Visual motion browser lets you select rig poses or animations visually.
- Preview motions/poses before applying them.
- Typical motions directly accessible from skeleton rig editor.
- Customizable camera altitude locking (above terrains, above other objects, etc).
- Default views are automatically adjusted according to internal units.
- Automatic Smart-Saving technology that saves your scene in the background.
- User defined Auto-Save time intervals.
- Auto saved backup files are accessible directly through the application menu.
- Push-button scene snapshot technology.
NEW!
Scene snapshots are no longer deleted automatically when the maximum number of auto-saved files is reached.NEW!
User-triggered scene snapshots are differentiated from Vue's AutoSave file in the “Revert to Snapshot” menu.- Non destructive texture resizing in the Link tab of the World Browser.
- Option to restore full size version of downsampled images.
- Option to dump all texture maps to a specific folder.
- Double-click texture map in World Browser to view at full resolution (using external viewer).
- Missing textures are identified as broken links.
- Automatic range adaptation in Function Graph.
- Slopes can be expressed in the -180°;180° range.
- Manually adjustable EcoSystem population threshold before triggering a warning.
- Freely move layers up and down in the World Browser (even if they are closed).
- Edit fields automatically expand to accomodate large numbers when editing.
- Edit fields display rounded values (but retain original values).
- Ruler indicating the scale in each viewport.
NEW!
Abitilty to orbit and pan the camera simultaneously.NEW!
When nothing is selected in the scene, orbiting is done around the object in front of the camera.NEW!
Brush picture is visible when painting with a pinned mask in Terrain Editor.NEW!
Move Infinite terrains using the manipulation gizmos.NEW!
Import settings are preserved when importing multiple objects of the same type.NEW!
“From main View” aspect ratio in render options to render to screen using the same aspect ratio as the main view.NEW!
Select the slot into which a material snapshot will be saved.NEW!
The scatter/replicate dialog now remembers previously entered parameters, which can easily be restored.NEW!
Save a render area as a full sized image, so that it can be easily overlayed in post.NEW!
Render area include alpha info if the format permits.NEW!
The aspect ratio can now be set on a per camera basis inside a single Vue scene.NEW!
When changing the aspect ration in an animated scene that contains cameras with various aspect rations, Vue will offer to automatically switch all cameras used in the animation to the new aspect ratio.NEW!
EcoPainter dialog can now be folded to a more compact version.NEW!
Easily replace any texture file with another file simply by renaming the filename in Library tab of the World Browser.NEW!
The RenderCow dialog shows the IP address it is using in the About menu.NEW!
Change the priority of pending batch rendering tasks.NEW!
Drag and drop bitmaps directly into the 4 views and in the material editor.NEW!
Object preview identifies pre-animated meshes by displaying a corresponding icon.NEW!
Render Stack with comparison tools.NEW!
Stacking of your renders is done automatically or on demand.NEW!
Stacked renders are stored with alpha, depth, G-Buffer, Multi-pass, relighting and diagnosis passes.NEW!
The size of the stack on your hard drive is fully controllable.NEW!
Interactively pan and zoom in and out of the render in the render display dialog- even as it is being computed.NEW!
Easily compare different versions of a render using the render comparison tool.NEW!
It is possible to Zoom in and out while comparing two renders.NEW!
Difference tool to show differences between 2 renders.NEW!
Difference Boost tool to dynamically exagerate differences.NEW!
Ability to create Lightweight Clones of your renders to compare different post-processing options.NEW!
Cloning process only duplicates all post-processing options (including Relighting information) while remaining non destructive for other buffers.NEW!
Move the render display dialog while Vue is rendering.NEW!
Replace multiple objects simultaneously.NEW!
Drag-drop objects into a scene drops the object at the position of the mouse cursor.
Real-Time Preview
- High-speed OpenGL real-time preview engine.
- Choice of 3 OpenGL engines: shader based, fixed pipeline and software provide optimal quality/compatibility options.
- Shader-based OpenGL engine maximizes efficiency and visual accuracy on high-end GPUs.
- Completely threaded OpenGL architecture makes the best of multi-core systems.
- Fully customizable OpenGL previewing options.
- Realistic OpenGL preview of plants, planets, lens-flares, texture map atmosphere... with instant and detailed feedback.
- Dual-resolution OpenGL preview for faster response.
- Preview specular highlights in real time.
- OpenGL preview of EcoSystem instances as billboards, boxes or full geometry.
- Preview EcoSystem instances as shaded billboards.
- Optimized previewing of EcoSystems billboards.
- User definable radius around the camera in which EcoSystem instances appear at full resolution.
- Dynamically populated EcoSystems around the camera can be viewed in viewports.
- Control minimum size and maximum number of dynamic EcoSystem instances previewed.
- Dynamic filtering of EcoSystem shaded billboards to improve accuracy and reduce flickering in realtime preview.
- Adjust EcoSystem display quality on individual population elements.
- Control displaying at full quality of EcoSystem instances near the camera on individual population elements.
- Limit overall EcoSystem instance preview quality with a single command for faster navigation in complex projects.
- Textured OpenGL preview.
- OpenGL Preview of Boolean operations.
- OpenGL Preview of Metablobs.
- Threaded previewing of procedural terrains with dynamic LOD.
- Normal Mapping accurately displayed in OpenGL Preview.
- Anti-aliased real-time OpenGL preview.
- Automatic selection of preview color based on procedural material color.
- Show objects as box, wireframe, shaded or smooth shaded.
- Axis preview in viewports.
- OpenGL and rendered plant preview in Plant Editor.
- Automatic caching of shaded billboard data for faster vegetation preview.
- Sky preview with clouds.
- Realistic MetaCloud preview.
- Realistic sun shadows.
- High accuracy of realtime OpenGL sun shadows.
- Colored EcoSystem instance preview.
- Dynamic plant display optimization.
- Decimated object preview for faster previewing.
- Minimum setting for preview frame rate (dynamic preview simplification to maintain frame rate).
- Control over OpenGL clipping planes.
- Selected objects appear with a red wireframe: Optional.
- Parts of selected objects that use the current material appear highlighted: Optional.
- Selection wireframe always appears on top of other objects that are in front: Optional.
- Selected objects are "ghosted" in red.
- Selection wireframe color is user definable.
- Highlighted material selection wireframe color is user definable.
- Bone highlight color is user definable.
- High quality texture and terrain previewing.
- Rendered images can be displayed in the background of all viewports.
- Camera mapping preview in real time preview.
- OpenGL viewports reflect camera exposure and gamma settings: Optional.
- Planes are visible from all sides in the OpenGL views.
- Accurate OpenGL display of materials in world coordinates.
- Status bar can display poly count, free system resources, and used GPU resources.
- Ability to hide all layers in the World Browser.
- Ability to copy-paste objects into hidden or locked layers.
- Manual deletion of empty layers in World Browser.
- Easily restore default installation folders at install time.
- Optimized Full Quality Near Camera option for faster high quality previewing.
- Optimized handling of complex group hierarchies.
- Adaptive grid level that changes scale with the level of zoom.
- More detailed grid display/division options.
- Gradual movement of the camera away from objects when using mousewheel.
- Mouse zoom towards point under pointer.
- Nudge step proportional to zooming level.
NEW!
Optional updating of animated mesh geometry when scrubbing animations.NEW!
Turn on and off various settings of the atmosphere preview (such as lens flares, planets, clouds, etc) directly via the application menu.NEW!
Set an animation preview to loop.
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!
Poser SDK to support Poser Pro 2012.- Option to limit the resolution of your character's bitmaps during import.
- Convert objects from Max into Vue format (requires 3DS Max).
- Unrigged objects are exported from Max as standard Vue meshes.
- Compatible with Cornucopia3D cost-effective locked content.
- Cornucopia3D items are identified in the Visual Browsers using a small icon.
- Cornucopia3D content display options in Visual Browsers: "All", "Best Selection" or "None".
- Import options dialog to control imported object position and sizing.
- When loading objects, option to automatically drop them to the ground.
- Motion tracking import: MatchMover (RZML, RZ3), Boujou & SynthEyes (MS).
- 2D Import: BMP, BUM, DEM, EXR, GIF, HDR, IFF, Jpeg, PCX, Pict, PNG, PSD, RLA, RPF, TGA, TGD, Tiff, Vistapro DEM.
- Animated 2D import: Sequence of pictures, MOV (Macintosh only), AVI (Windows only).
- Vector data import: Postscript and Illustrator up to 3.2.
- Exposure and contrast controls in HDRI images.
NEW!
Textured model imports as: 3DS, 3DMF, COB, DAE, DEM, DXF, LWO, OBJ, PZ3, PZZ, RAW, SHD, VRML, MDD.- Textured and animated Collada file import.
- Support for rigged Collada meshes.
NEW!
Daz Collada import supports morph targets.- Collada IK information is automatically imported when converting characters to Vue's rigged mesh format.
- 2D Export: Tiff, TGA, Pict, BMP, GIF, EPX, PSD, Jpeg, PNG, PCX, IFF, RLA, RPF.
- Export high dynamic range images (including skydomes).
- Export 48 bit color images.
- High Dynamic Range 2D Export: HDR, EXR.
- 32 bit resolution, floating point EXR import and export.
- Embed alpha information in Tiff and PNG formats.
- Object export (with textures).
- Optimized object and texture map exports.
- Textured object export as: 3DS, C4D, COB, DXF, LWO, OBJ, SHD.
- Scene export: 3DS, LWS.
- Sky exports as sky-boxes or sky-domes.
- Camera animation export (e.g. to After Effects): Maya MA.
- Object animation export (motion, orientation, size): 3DS, MOT.
- User-definable mesh and texture map resolution for exports.
- Automatic re-importing of externally modified texture maps and 3D objects.
- Objects can be marked as not being exportable.
- Advanced unwrap algorithms for low-distortion UV mapping.
- Advanced vertex merging algorithms allow fast and smooth exporting of terrain meshes.
NEW!
Multiple UV layers support: up to 4 layers.NEW!
Multiple UV layers can be accessed via the function graph.NEW!
Save a deformed mesh (without animation) by simply selecting and saving the sub-object.NEW!
Import a 2D vector graphic file to create Vue splines.NEW!
Automatic creation of multiple splines if the imoprted 2D vector graphic defines multiple curves.
System Resource Management
- Robust threading architecture.
- Texture virtualization allows rendering with extremely high resolution texture maps.
- Geometry virtualization allows rendering of polygon-intensive objects.
- "Purge Memory" command to cleanup memory and reduce fragmentation.
- Automatic memory monitoring system attempts to preserve scene integrity after memory allocation failures.
- Optional compatibility mode minimizes hardware compatibility issues.
- Degraded display mode (dynamic simplification of OpenGL preview when resources become critically low).
- Optional limit on OpenGL polygon count.
- Automatic suspension of mesh simplification, Boolean/Metablob preview and background draw threads when system resources become critically low.
- Automatic software updating (optional).
- Video-board compatibility checking.
- Automatic checking of OpenGL driver compatibility.
- Option to clear OpenGL data before rendering.
- Embedded error-reporting feature to help reduce time-to-fix.
- User definable maximum video board memory usage.
NEW!
Automatic configuration of OpenGL options for optimized previewing on your video board / driver.NEW!
Updates are downloaded in the background.NEW!
OpenGL monitoring system that will continuously check OpenGL activity and video resource usage, and will attempt to intercept any OpenGL driver issues before they happen.NEW!
OpenGL monitoring system automatically backs up your scene before issueing a warning when the system detects that the OpenGL driver is misbehaving.- Updates are downloaded in the background.
Miscellaneous
- Multi-processor rendering: Unlimited number of CPUs.
- Hundreds of preset atmospheres, objects, materials.
- Terrainscapes preset terrain material library.
- 64 bit version optimized for Windows and Mac OS X Cocoa.
- Floating licenses: With optional License Server.
- Licenses can be used as floating licenses when installed in the optional License Server.
- License Server can run as a service.
- Automatic detection of License Server.
- License valid for commercial use.
NEW!
RenderNodes can be set to only render a portion of a picture.NEW!
Adjust the time after which the beep sounds when rendering completes.NEW!
Improved accuracy of the evaluation of remaining render time in HyperVue.NEW!
Automatic activation system avoids juggling with multiple forms and serial numbers - requires an internet connection during activation.NEW!
Automatic activation system requires an e-on user account.- Inline help: PDF Manual.
- Documentation: 700 page manual.
- Media: 1 Application CD + 1 Extras DVD.

Mit Vue können Sie auch alle Elemente wie Bäume, Gelände, Himmel, und sogar komplette Szenen, zu anderen 3D-Anwendungen, unter Verwendung der dedizierten Polygon-Reduktion und UV Auspacken Tools exportieren.
Intelligente Import-FilterImportieren Sie 3D-Inhalte aus fast jedem Programm. Vue`s fortschrittlicher Importfilter behalten genaue Texturierung und Mapping-Informationen, so dass Ihre Modelle problemlos verwendet werden können. Sie können wählen ob Sie automatische Vereinfachung der Geometrie, der importierten Maschen zur schnellen Einrichtung von Szenen mit komplexen Modellen, dann sofort zurück zum Full-Mesh-Auflösung für finale Rendering zu wechseln. 2D-Inhalte können in einer Vielzahl von Formaten, einschließlich High Dynamic Range (HDR) Bilder importiert werden. Auto-Sense Dynamic Update ImportImportierte Objekte und Materialien können dynamisch aktualisiert werden. Wenn Sie ein Objekt in einer anderen Anwendung ändern, wird automatisch das Objekt in der Szene aktualisiert. Max Animiertes Mesh ImportVue enthält spezielle Import-Plugins für 3ds Max, dass konvertieren statischer und animierter Objekte in diesem Programm kann in Vue-Objekte erstellt werden, die auf andere Charaktere angewendet werden können. Vector Data ImportPostscript, Encapsulated PostScript und Adobe Illustrator-Daten können importiert, um als Basis Shapes im 3D-Text-Editor verwendet werden. | ![]() |
Collada-Datei-ImportVue unterstützt den Open-Standard Collada-Format und kann Collada-Objekte mit Texturierung sowie Rigging und Animation importiert werden. Umfangreicher Object Scene ExportVue ermöglicht den Export von Inhalten zu anderen 3D-Anwendungen in einer Vielzahl von Standard-Dateiformaten wie Discreet 3DS, Wavefront OBJ, LWO LightWave, Cinema 4D C4D und AutoCAD DXF. | ![]() |
Standbilder und Animation ExportGerenderten Bilder können in alle wichtigen Grafikformate, darunter HDR und 48 Bit Farbtiefe Bilder gespeichert werden. Neben allen gängigen Video-Formate können Animationen in After Effects Dateiformat für einen reibungslosen Übergang zu der Phase Compositing exportiert werden. | ![]() |
3D-Import-Filter
| ![]() |
3D-Export-Filter
| ![]() |
2D Import / Export-Filter
| ![]() |
Vector Datenimport
- PS: Postscript.
- EPS: Encapsulated Postscript.
- AI: Adobe Illustrator 3,2
Animation Export-Filter
Animated Texture Map Import-Filter
| ![]() |
Minimum System Requirements
Vue is a 32 & 64 bits application, designed for the Windows® 32/64 bits XP, Vista and Windows 7 and Intel Mac OS X platforms.
Like all 3D packages, it is highly demanding in terms of computer power. Although the application is totally multi-threaded to ensure the smoothest possible response, you have to realize that there is a lot going on when you work in Vue.
Please note that using Vue on a system carrying the below specification may result in slow response time and longer render times!
Please read further on for recommended minimal specification for an optimal Vue experience.
Macintosh
- Mac OS X v10.5+ 32/64,
- 2GHz Intel processor or faster,
- 1GB of free RAM,
- 200 MB of free Hard Disk space,
- 1200x768 in 65K colors/16 bits (24+ bits recommended).
Windows
- Windows XP/Vista/Windows 7 32/64,
- 2GHz Pentium IV or better processor,
- 1GB of free RAM,
- 200 MB of free Hard Disk space,
- 1200x768 in 65K colors/16 bits (24+ bits recommended).
Recommended System Spaces
- Windows 64 bit (XP, Vista or Windows 7), Mac OS X v10.6
- Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro),
- 4GB+ of RAM,
- 4GB+ of free Hard Disk space (on the drive hosting the OS),
- An OpenGL accelerated video board (see below for optimal compatibility)
Native Cocoa
Starting from version 9, Vue for the Macintosh platform was rewritten from the ground up to reap maximum benefits of Apple's latest Mac OS X operating systems.
Vue will run natively on the Mac in 64 bit. On top of the added benefit of accessing more memory, performance is also dramatically improved with anoverall boost of up to 3 times faster over previous Carbon 32 versions!
Supported Applications
Vue 10 Infonite now includes an automatic configuration tool that will set all OpenGL options just after install, for optimized previewing on your video board / driver.
The following boards/chips will perform using the new Shader engine:
Brand |
Model |
Required Driver Version WIN |
Supported OS |
Limitations |
| nVidia | geforce 8800GT | ForceWare 190.38 +(3) | WIN | Windows only |
| nVidia | geforce 9800GT | ForceWare 190.38 +(3) | WIN MAC | Shaded Billboards not supported on Mac |
| nVidia | GTX 260 -> 280 | ForceWare 190.38 +(3) | WIN MAC | Shaded Billboards not supported on Mac |
| nVidia | GTX 460 -> 480 | ForceWare 190.38 +(3) | WIN MAC | Shaded Billboards not supported on Mac |
| nVidia | GTX 500 Series | ForceWare 190.38 +(3) | WIN MAC | Shaded Billboards not supported on Mac |
| nVidia | Quadro FX 1800 -> 5800 | ForceWare 190.38 +(3) | WIN MAC | Shaded Billboards not supported on Mac |
| nVidia | Quadro 4000 -> 6000 | ForceWare 190.38 +(3) | WIN MAC | Shaded Billboards not supported on Mac |
| nVidia | Quadro 600 & 2000 (GF100 based) | Any | WIN | Windows only |
| ATI | Radeon HD 26xx | Any | MAC | Mac only |
| ATI | Radeon 48xx | Catalyst 9-3, 9-4, 9-5 & 10.12 (1) | WIN MAC | Shaded Billboards not supported on Mac |
| ATI | Radeon (HD) 5700 -> 58xx | Catalyst 9.12 + | WIN MAC | May display some minor glitches, Shaded Billboards not supported on Mac (2) |
| ATI | Radeon 6000 Series | Any | WIN MAC | May display some minor glitches, Shaded Billboards not supported on Mac (2) |
| ATI | FirePro V8700 | Catalyst 9-3, 9-4 & 9-5 | WIN | Windows only |
| ATI | FirePro V4800/5800/7800/8800 | Any | WIN | Windows only. May display some minor glitches (2) |
(1) Requires a Vue 10 build superior to 9005724. Resizing editors, or really heavy scenes may generate some instability.
(2) Support for Shaded Billboards on Windows requires a Vue 10 build superior to 9005724.
(3) Warning!
Do not install Nvidia Drivers 270.61. These drivers weren't certified with Vue and may present severe OpenGL issues!Other boards (such as the nVidia GeForce 210/220/240, 300 and 300M series, 6000 and 7000 series...) may not perform using the Shader engine, but will perform using the older fixed-pipeline one.
Older boards such as Voodoo, Rage Pro, Radeon 8000 up until Geforce FX chips included, all Intel video boards, and all unrecognized boards will run in software OpenGL mode only.
Due to recent changes in the Mac OS 10.6 OpenGL implementation, which resulted in a massive slowdown of OpenGL intensive applications, Shaded Billboards are not supported at all on Mac.
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.
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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Not recommended Chips
Windows:
- All ATI Radeon prior to 4000 series.
- ATI 9000 series, X series, and HD series might work, but with fewer options, and you may experience severe slowdowns.
- ATI FireGL 5000 series.
Macintosh:
- Intel-based GPUs and nVidia 7300 board will
not work with Vue
(with hw acceleration).
Poser SDKs
There are four Poser™ SDKs that you can choose from:
Poser SDK from February 2010
(default): This one worked fine in earlier builds of Vue 8. However, this SDK does not support Poser Pro, may introduce rendering artefacts when using the Poser Shader Tree, and Dynamic Clothes may have some issues. Some content may not load properly with this SDK.Poser SDK from March 2010
: This one fixes the greenish skin tones of Poser figure imports (also known as the Hulk Syndrome). Some content may not load properly with this SDK.Poser SDK from May 2010
: This one adds support of Poser Pro and fixes many of the clothing problems. Some content may not load properly with this SDK.Poser SDK from August 2011
: This SDK adds support of Poser 9 and Poser Pro 2012. This SDK used on Mac will only work in 64 bit. It will work in both 32 and 64 bit on Windows.
You might need to experiment with these to find out which one works best for you.
Fragen zu Vue 10 Infinite
- Von Lutz at 17.12.10 20:12
- Guten tag
habe die Vue8.4 infinite Version für Mac da Vue 9 meine VGA Karte NVIDIA 8800GT bisher nur unter Win akzeptiert
muß ich auf die Win Version umsteigen . Ich möchte wenn später wieder möglich auf Mac OSX umsteigen. kann ich ein Dual Update erhalten MAC OSX / WIN ?
und kann ich das update übehaupt installieren ? ( meine 8.4 er Version ist eine MAC Version)
vor dem Kauf möchte ich wissen ob ein Vue 9 infinite update so auf meinem MAC mit Win7 64 installierbar ist ?
- Hallo,
die Versionen sind ja Hybrid, solange sie das Vue 9 nicht auf beiden Systemen gleichzeitig installieren, also erstmal WIn nutzen und dann komplett auf Mac umsteigen, wird es keine Probleme geben.
Diese Kombination, Vue9 auf einem Mac mit Windows-OS zu installieren, sollte auch funktionieren!
Ihr software3D-Team
- Guten tag














