Top Gründe um sich Vue 11 Studio zuzulegen
- Einfach zu erlernen und einfach zu bedienen
- Erweiterte Landschaften
- Erweiterte EcoSystems
- Erstellen Sie Ihre eigenen Pflanzenarten
- Fotorealistische Radiosity Beleuchtung
- Laden und Rendern von Poser Charakteren
- Konkurrenzlose 3D-Erstellung von natürlichen Umgebungen
- Vollgepackt mit Presets
- Hohe Qualität, hohe Auflösung Bilder
- Beeindruckend schnelle Netzwerk-Rendering Funktion
- Direkter Zugriff auf Cornucopia3D
Digitale Natur für 3D-Künstler
Vue 11 Studio ist eine fortgeschrittene DigitalNatur-Anwendung mit mächtigen Vegetations- und Renderingfeatures für ambitionierte 3D-Künstler.
Das Programm konzentriert sich auf die verbesserten Vegetationsfähigkeiten, seine zusätzlichen Renderfeatures und die erweiterte Poser-Integration.
Vue 11 Studio ermöglicht dem Künstler eine umfassbare verbesserte Kontrolle bei der Kreation von komplexen Szenen bei Beibehaltung des intuitiven Workflows.
Kostenlose 3D Tutorials, Anwenderstories und Inspiration im software3D-Blog
Als zertifizierter & hersteller-unabhängiger Shop für 3D Software teilen wir schnellstmöglich alle verfügbaren 3D-News. Mit Hilfe von Trainings, Tutorials, Anwenderstories, Produktneuheiten und umfangreichen Informationen aus der 3D-Branche versuchen wir Euch den Umgang mit der 3D Software zu erleichtern.![]() |
Dank des EcoSystem Moduls in Vue 11 Studio können Sie Ihre eigenen Ökosystem Materialien erzeugen und editieren. Kontrollieren Sie die Grösse, Farbe, Orientierung, Platzierung, Dichte, ect... ihrer EcoSystem Populationen. Kreieren Sie verschiedene Ebenen von Ökosystemen und justieren Sie die Beeinflussung der unterschiedlichen Ebenen zueinander. |
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Mit dem "Botanica" Pflanzen Editor können Sie innerhalb von Vue 11 Studio die mitglieferten SolidGrowth Pflanzen editieren, eigene erschaffen oder Ihre einzigartige Spezies erschaffen. Justieren Sie die gesamte Pflanze oder arbeiten Sie an einzelnen Elementen (Stamm, Äste, Blätter etc...) Speichern Sie Ihre Spezies um bei jedem Aufruf eine neue Pflanzenvariation zu erzeugen. |
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Mit "LightTune" tunen Sie die Lichteffekte mit neuen Features auf und erhalten damit noch detailliertere Objekt-basierte Lichteinflüsse, AccuShadows Shadowmapping, Spotlicht-Zielkamera und benutzerspezifische Wirkungsgrafen. |
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Kontrollieren Sie die kompliziertesten Szenen mit "DeepAccess". Fügen Sie eine unlimitierte Zahl von Ebenen hinzu. Verlinken und verbinden Sie importierte Objekte und Texturen mit dynamischen Veränderungen. Sortieren Sie Objekte nach Grösse, Typ oder Name. Managen und modifizieren Sie multiple Objektinstanzen auf einfache Art. |
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Mit "HyperVue" reduzieren Sie Ihre Renderzeiten drastisch indem Sie die Render-Jobs auf einem Netzwerk auf bis zu 5 Computer (MacIntosh oder Windows) verteilen. Die Einrichtung ist einfach und das Management des Render-Networks übernehmen die "SmartCow™" und "NewCow™" Technologien. |
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Mit dem "RenderUp" Modul in Vue 11 Studio können Sie Bilder ohne Limitierung der Grösse oder Qualität berechnen (nur durch die System-Ressourcen begrenzt). Ausserdem erhalten Sie eine grössere Kontrolle über die Vue 9 Render-Engine. |
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Das ebenfalls enthaltene 3D Import-Modul ermöglicht Ihnen die Einbeziehung von Objekten aus anderen 3D-Anwendungen. Dank dieses Moduls ist Vue 11 Studio in der Lage alle populären Formate, inklusive der Texturen-Informationen zu importieren. Dies beinhaltet die Fähigkeit nativ auf statische oder animierte Poser-Charaktere zuzugreifen, diese direkt in VUE neu zu posieren und ausserdem mit dem originalen Poser Shader-Verfahren zu rendern. |
Der Hersteller e-on fühlt sich verpflichtet moderne Funktionen und Verbesserungen für alle Nutzer und Kunden anzubieten, die ihre Leidenschaft an Digital Nature teilen.
Dazu zählen unter anderem erhebliche Fortschritte, die in der neue Version eine Reihe von wichtigen Verbesserungen wie schnelleres Rendering, Illumination Caching, Terrain- und EcoPainter Verbesserungen, 360 ° Populationen, interaktive EcoSystem Populationen,
sowie Partikel, zusammen mit bedeutende Verbesserungen bei der allgemeinen Rendering-Leistung mit sich bringen.
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EcoParticles
Wie beschrieben ist dieses neue Technologie ideal für die Kreation und Animation von Regen, Schnee, Wasserfällen, Explosionen, Feuer, Rauch, Tornados, fallenden Blättern, Insektenschwärme und viele mehr. Jedes Objekt kann als Partikel-Quelle (Emitter) genutzt werden.
EcoParticles im EcoSystems
EcoParticles können auf jedes Material wie dem üblichen EcoSystem-Material aufgebracht werden. Damit können Anwender tiefgreifende Kontrolle über die zeitliche Ausbreitung der Partikel übernehmen. Sie können die Geschwindigkeit, die Richtung, Kollisionseigenschaften, und „Lebensdauer“ der Partikel einstellen. Ebenso können Sie einstellen wie ein Partikel auf externe Einflüsse reagieren soll.
Neben all diesen physikalischen Einstellungen können alle bisherigen EcoSystem Einstellungsparameter für die Partikelpopulation genutzt werden.
Benutzerdefinierte EcoPainter Pinsel
Wie bei den Pinseln im Terrain-Editor hat nun jeder EcoPainter-Pinsel ein eigenes Dialogfeld, welches alle einstellbaren Parameter anzeigt. Die EcoSystem Auswahlfunktion ist nun auch Teil des EcoPainter.
So können Anwender die Auswahlfunktion auch benutzen, um Arbeitsinstanzen direkt im EcoSystem Painter Dialogfeld zu definieren. (Die EcoSystem Instanzenauswahl ist nun erhältlich in Vue xStream für 3ds Max, CINEMA 4D und Softimage.)
EcoSystem 360° Population
Vue kann nun auch EcoSysteme automatisch aus allen Richtungen (auch unterhalb von Objekten) besiedeln.
Dieses Feature funktioniert mit allen Objekten von der normalen Kugel bis hin zu komplexer Geometrie wie bei Steinen, Autos, Häusern etc. Alle verwendbaren EcoSystem-Einstellungen werden unterstützt.
EcoPainter Verbesserungen:
Der EcoSystem Painter wurde komplett neu designed und erlaubt viel mehr Kontrolle und Flexibilität. Anwender können nun ihre eigenen Pinsel anhand der Effektoren erstellen.
Es gibt jede Menge neuer Pinsel-Effekte zu erkunden, wie die Möglichkeit Instanzen zu beugen oder zu drehen, diese zu erhöhen oder zu bewegen etc.
EcoParticles Effektoren
Effektoren sind besondere Objekte, die einen Einfluss auf die EcoParticles einer Szene haben. Effekte wie Tornados, Flackern, Anziehungen etc. sind so sehr einfach zu erstellen.
Physikalische Übereinstimmung
EcoParticles können fallen, springen, kolidieren und von Kräften beeinflusst werden. EcoParticles reagieren wie wirkliche phenomena dank physikalischen Parameters. Dazu gehören Mase, Anziehungskraft, Kollisionen, Wind, Elastizität, etc.
Automatische Wetter Effekte – Regen und Schnee
Diese neuen Atmosphären-Effekte ermöglichen 3D Artists alles mögliche zu erstellen. Vom sanften Frühlingsregen, bis hin zu einem tropischen Sturm, vom ruhig fallendem Schnee bis hin zu einem Blizzard ist alles in wenigen Klicks machbar.
Das Gewicht, die Form, Tropfengröße, Fallgeschwindigkeit und Fallwinkel des Niederschlags liegen in der Kontrolle des Anwenders. Wenn es gewünscht ist, kann auch Bewegungsunschärfe hinzugefügt werden. Wetter-Effekte sind für alle Arten von Atmosphären möglich.
Schnelles Rendering
Signifikante interne Optimierungen am Vue 11 Renderengine versprechen dramatisch beschleunigtes Rendering, besonders bei sehr dicht besiedelten EcoSystem-Szenen.
Geeignet für Stills, aber besser bei Animationen
Obwohl die neue EcoParticle Technologie große Auswirkungen bei Stills hat, macht es sich bei Animation atemberaubendes Feeling.
Ihr könnt ganz einfach einstellen wie sich eure EcoParticles während einer Animation verhalten mit Hilfe von Parametern wie Größe Variation, Wachstum, Opazität Variation, Geschwindigkeit, Durchfluss und flow.
Zusätzlich könnt auch festlegen, wie und wann eure EcoParticles wieder verschwinden. Stellt dazu entweder ihre Lebensdauer ein oder lasst sie zu einer anderen Spezies der EcoParticle umschalten.
Jeder EcoParticle Parameter kann präzise gesteuert werden. Steuert sogar Effekte damit (erfordert das AdvancedGraph Modul)
Emitter Presets
Vue 11 ist mit einer Sammlung von EcoParticle Emitter-Presets ausgestattet, damit ihr den Dreh besser bekommen um mit dieser neuen Technologie.
Integrated Selection Tool
Das EcoSystem Selection Tool ist jetzt Teil des EcoPainter. Jetzt könnt ihr die Auswahl-Funktion, um mit Instanzen zu arbeiten definieren und dass direkt im EcoSystem Painter Dialog.
Der neue EcoPainter
The EcoSystem Painter (EcoPainter) wurde komplett überarbeitet, um noch mehr Kontrolle und Flexibilität zu ermöglichen.
Ihr könnt jetzt eure eigenen Pinsel mit einer Kombination von Effektoren verbinden. Zum Beispiel, Bürsten, Größe und Ausrichtung Instanzen zur gleichen Zeit.
Es gibt eine Reihe von neuen Pinsel-Effekte, einschließlich der Fähigkeit zum Anlehnen oder drehen von Instanzen.
Anpassbarer EcoPainter Brushes
Ihr habt jetzt einen eigenen Dialogfeld in der alle Parameter sind, die eingestellt werden können.
Wenn Sie bestimmte Bürsten Parameter Anzeigen wollen, können Sie dies mit einem Klick auf den entsprechenden Publish-Symbol anzeigen lassen.
EcoSystem Technology Enhancements
EcoSystem Fast Population
A new population mode is available in the General tab of the Material Editor, called "Fast population mode".
Each parameter modification (e.g. instance density, scale or orientation) is instantly applied to the population and refreshed in the viewport.
Once you are happy with the look of your population, you can optionally press the "Accuratly reposition on surface" to precisely place your instances on your geometry.
EcoSystem 360° Population
Vue can now automatically populate EcoSystems from all directions including below objects.
This feature works on any kind of object from basic spheres to complex geometry such as rocks, cars, houses... and all applicable EcoSystem settings are supported.
Ecosystem Stacking
Vue 11 offers the ability to stack EcoSystem instances.
EcoSystem Stacking is available both while populating an EcoSystem through the material editor, or painting it with the EcoPainter.
The maximum number of instances which can be stacked onto another is user definable.
The above features are available through the addition of theEcoPainter module.
Other EcoSystem Improvements
- Simply invert the current EcoSystem selection with the click of a button (requires the EcoPaintermodule).
- Objetcs can now be dropped onto EcoSystem instances using the Drop / Smart Drop options.
- EcoSystem Painter settings (brush size, flow, etc.) can be set on a per-material basis (requires theEcoPainter module).
- Instance colors can be reverted directly from the EcoPainter dialog (requires the EcoPaintermodule).
- Vue will automatically generate variations of VOB files created from a Dynamic Rock or a SolidGrowth plant (requires the EcoPainter module).
Terrain Technologies
Terrain modeling is an area of active R&D at e-on as we continue to improve Vue's powerful terrain technologies in response to user feedback.
Terrain Fractal 2 Node
Vue 11 introduces a new version of the original Terrain Fractal node.
Terrain Fractal 2 generates a higher diversity of natural looking shapes, and rough areas of rocks and cliffs are more convincingly integrated in the relief. An optional stratification can also be applied to create an effect similar to what a separate "Strata Filter" node would achieve, but with more control and higher variability, producing natural looking localized effects thanks to the knowledge of some of the fractal's internal values.
Terrain Color Pattern Node
This new node is a fractal function designed to create extremely realistic color patterns as observed in nature. This node is typically used to drive the material editor's functions.
It produces a mix of smooth and rough variations of color similar to the distribution of grass patches, rocks or sedimentary soil.
New handling of materials in the terrain editor combines the power of procedural materials with the ability to manually paint details (this is also compatible with procedural terrain zones).
Spline Technology Improvements
Splines are a type of object introduced with Vue 10. They can be used for EcoSystem effects, terrain effects, roads and object creation. Splines are created by defining points that are joined to create a curve.
Vue 11 includes a comprehensive spline toolkit that allows you to add, delete or move spline points, configure tangents, apply various effects such as EcoSystem effects or Geometry effects, and more. Vue's splines can also be automatically aligned at the surface of terrains.
Vue 11 adds a number of technology improvements to the already existing Spline toolkit:
EcoSystem Effects
EcoSystem instances can be aligned dynamically along the spline direction. Additional Rotation and Variability settings are also available to precisely control the orientation of your instances.
Dual UV Channel
To precisely control UV perturbation, a second UV Channel is now available for 3D sculpted terrains.
The above features are available through the addition of the EcoPainter module.
Spline Roll
It is now possible to add roll to the spline keypoints using the local rotation gizmo. This new tool provides more control over the shape of your splines, for instance for the creation of leaning roads or roller coaster rails that bank along bends.
Automatic Path Finding
To complement Vue's Automatic Path Finding, Vue 11 introduces Spline Resampling.
Spline Resampling will create new spline keys while keeping the original spline path, and drop each point onto the underlying surface.
Angular Splines
Vue 11 adds the possibility to define broken tangents for each spline keypoint, so you can create more elaborate shapes with angular edges.
Rocks
Rock Convexity
In nature, parts of the rocks that are on the outside will be more exposed to external factors such as weathering. Thanks to the new Rock Convexity node, you can now change the look of the rocks based on their actual geometry, for instance to create dirty insets or polished edges.
Get access to this feature thanks to the AdvancedGraph module.
Render Stack with Comparison Tools
Vue 11 features a powerful render comparison tool that allows you to easily stack your renders, test various postprocesses on the same image without losing any information, and compare them using easy to use and intuitive visual tools.
Improvements on the Render Stack
- Each render in the stack can be removed individually.
- The Automatic stacking of renders can be optionally disabled when rendering only an area of the full picture, or when rendering in preview mode.
Other Improvements in Artistic Control and Ease of Use
- You no longer need to tackle the Camera manager to manipulate your cameras: Simply copy/cut/paste/delete cameras like other objects, using the World Browser.
- Group cloud layer dummies to facilitate cloud manipulation.
- Load a video or an image sequence to the environment map control in the Atmosphere editor.
- Animate all the cloud material settings in the Material Editor (such as density, cloud modulation, etc...)
Faster Rendering
Significant internal optimizations made to the Vue rendering engine result in dramatically accelerated rendering especially on very dense EcoSystem scenes. You will enjoy speed boosts of up to 30%.
Illumination Caching
Instead of computing indirect lighting for each frame, the lighting is calculated once at the beginning, re-used in subsequent frames, and dynamically refined as new parts of the scene are uncovered. This results in a higher quality, more stable indirect lighting solution.

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.
- 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.
- 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.
- 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.
- 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.
- NEW! Cloud layer dummies can be groupped to facilitate cloud manipulation.
- NEW! Automatic Rain atmospheric effect.
- NEW! Automatic Snow atmospheric effect.
- NEW! The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable.
- NEW! Rain and snow impacts can control materials for water or snow coverage.
- NEW! Motion blur can be added on weather effects.
- NEW! Weather Effects are available for all types of 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.
- Individually control the phase (animation offset) of animated elements in your EcoSystem populations.
- Automatic addition of variations of animation phase to SoliGrowth based EcoSystems.
- Control the animation phase of any type of animated object, including pre-animated meshes.
- Control animation phase on a per SolidGrowth instance basis through the function graph.
- When loading an EcoSystem layer, the layer is automatically added to the underlying material instead of being loaded with a transparent sub-material.
- EcoSystems can be populated along a spline.
- Areas defined by Splines can be populated with EcoSystems.
- Splines can be used as EcoSystem masks.
- NEW! EcoSystem instances can be aligned dynamically along the spline direction.
- NEW! Control EcoSystem spline instances' orientation and variability.
- EcoSystem instances can be controlled based on the EcoSystem density so that instances can automatically lean out on low density areas.
- NEW! Stack EcoSystem instances on top of each other.
- NEW! EcoSystem stacking is accessible from the material editor.
- NEW! EcoSystem stacking is accessible from the EcoPainter.
- NEW! Maximum number of stacked instances is user definable.
- NEW! Invert the EcoSystem selection by a simple click of a button.
- NEW! Objects can be dropped onto EcoSystem instances using the Drop or Smart Drop options.
- NEW! EcoPainter settings (brush size, flow etc...) can be set on a per material basis.
- NEW! Instances color can be reverted directly from the EcoPainter dialog.
- NEW! VOB files created from a Dynamic Rock or a SolidGrowth plant will automatically generate variations when used in an EcoSystem.
- NEW! All standard EcoSystem configuration parameters can be used for particle instance population.
- NEW! Create your own EcoPainter brushes using a combination of Effectors.
- NEW! EcoSystem effectors brush collection (lean, rotate, raise, lower, move etc.
- NEW! Standalone EcoPainter brush editor dialog.
- NEW! Publish specific EcoPainter brush parameters directly to the main EcoPainter dialog.
- NEW! EcoSystem Selection tool directly available in the EcoPainter tool.
- NEW! EcoSystem Fast population technology to interactively edit EcoSystem populations.
- NEW! 360° EcoSystems: EcoSystems can be populated from all directions including below objects.
- NEW! All standard population settings are applicable to 360° populations.
EcoParticles
- NEW! Complete particle system custom tailored for Digital Nature.
- NEW! EcoParticles can be added to any material (like a regular EcoSystem).
- NEW! Speed, direction, collision properties and duration of life of the particles can be easily configured.
- NEW! EcoParticles can be influenced by external influences (wind, gravity etc.
- NEW! Effector objects can be added to influence EcoParticles locally or globally (e.g. to create effects such as tornadoes, jittering, attraction etc.
- NEW! Rich collection of function nodes to control EcoParticle behaviors.
- NEW! Control physical properties of particles, such as mass, velocity, gravity, collision, wind influence, elasticity, attachment forces and more.
- NEW! Make particles fall, collide, bounce and interact with external forces.
- NEW! Automatic collision maps allow the creation of material and particle effects that depend on collision history.
- NEW! Sub-particles can be emitted over the lifespan of each particle, upon collision or upon death of the particle.
- NEW! Animation specific EcoParticle parameters such as size variation, growth, opacity variation, velocity, flow and more.
- NEW! EcoParticle emitter presets.
Vegetation
- Ultra-realistic SolidGrowth vegetation: 70+ species.
- Compatible with modified plant species.
- Easy-to-Use Plant Editor for plant customization.
- Instantly create variations of existing plants.
- Plant Editor and Leaf Editor let you modify existing plants or create entirely new plant species.
- Create and save new plant species as stand-alone files for future use in your scenes.
- Support for SolidGrowth HD extremely detailed plant species.
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.
- 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.
- NEW! Terrain Fractal 2 node.
- NEW! Terrain Fractal 2 automatically improves variability of shapes with improved rough areas simulating rocks and cliffs.
- NEW! Optional Stratification can be applied to Terrain Fractal 2 node to benefit from the Terrain Fractl 2 node internal values.
- NEW! The presence of material layers (alpha channel) can be previewed in the terrain editor.
- NEW! The presence of material layers (alpha channel) can be used as a painting mask.
- NEW! A second UV Channel for 3D sculpted terrains allows precise control UV perturbation.
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.
- NEW! Illumination Caching compute indirect lighting only once for an entire animation.
- NEW! Illumination Caching dynamically refines the indirect lighting solution.
- One-click displacement mapping.
- Dynamic render-time displacement to handle extremely large "displaced" polygon counts.
- Optional dynamic geometry smoothing to avoid sharp polygonal edges.
- Automatic camera exposure option compensates for the 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.
- 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.
- FastHybrid depth of field technology.
- FastHybrid depth of field technology allows hidden object become visible through the blur.
- Ray-traced [soft] shadows.
- Advanced soft shadow computation to produce perfectly smooth soft shadows.
- Ray-traced [blurry] reflections and refractions.
- Blurry reflection and refraction settings for each material independently.
- Fake [blurry] reflections using reflection maps.
- AccuShadows shadow mapping technology for faster [soft] shadows.
- 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: Up to 5.
- 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.
- NEW! Rendercows can be paused directly from the tray icon.
- NEW! Rendercow CPU affinity is automatically synchronized with the Windows task manager.
- Render area can be temporarily disabled.
- You can lock the render area to avoid accidental modifications.
- Render blow-up option.
- Geometry anti-aliasing.
- User definable geometry anti-aliasing: Up to 64 rays/pixel.
- HyperMipMap material anti-aliasing (including procedural materials).
- User definable anti-aliasing strategies to optimize speed vs. Smoothness.
- 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.
- Ability to resume an interrupted render.
- Abort rendering on mouse-click in render area: Optional.
- 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).
- 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.
- Customize input gamma on a per-texture basis: Set input gamma to 1 or 2,2.
- Anti-aliased Z-depth buffer: Optional.
- Accurate accounting of cloud radiosity in indirect illumination.
- Relighting technology allows real-time adjustment of lights after rendering.
- Adjust contribution of sunlight without re-rendering.
- Adjust contribution of the Atmosphere without re-rendering.
- Advanced adaptive precision computation for the rendering of skymaps.
- Render algorithms for thin translucent and backlit materials with realistic shadows.
- Advanced flicker reduction algorithms.
- Advanced shadowing algorithms help remove undesired shadow artifacts on terrains and meshes.
- Advanced bicubic interpolation algorithms produce smooth gradients.
- Efficient Pause and Resume Render options with the stand alone Batch Renderer.
- Mixed materials alpha channel can be edited.
- Edge-based anti-aliasing to complement the previous color-based anti-aliasing scheme.
- Edge-based anti-aliasing can be individually used and fine tuned using its Quality slider.
- NEW! Dramatic changes in the structure of internal scene processing allows for faster rendering: Up to 30% faster compared to Vue 10.
- Improved statistical samples distribution allows for a quicker Depth of Field and Motion Blur computation.
- Physical Water shading engine.
- Set absorption and scattering parameters for body of water.
- Physical water shader produces photoreal underwater caustics.
- Underwater caustics focus can be adjusted to make them appear at maximum sharpness at specific depth.
- Easily create visible shafts for underwater lights.
- Physical transparency model that accurately reproduces how light interacts with particles of matter inside transparent materials.
- When rendering in radiosity, Vue warns you if there are luminous materials in the scene.
- Point lights can create dark shadows even in Environment Mapping mode.
- NEW! Load a video or an image sequence to the environment map control in the Atmosphere editor.
- NEW! Shadow parameters (cast shadows, receive shadows, only shadow, etc ...) can be controlled per-object.
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.
- NEW! 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.
- NEW! Rock convexity material node allows for precise customization of the rock based on its inherent geometry.
- Image combiner node allows to combine several projected texture maps.
- New Image Sampler and Multi-Image Sampler nodes.
- NEW! Terrain Color Pattern node produces smooth and rough variation of colors similar to the distribution of rocks on a sedimentary soil.
- NEW! Material layers can be shared throughout the scene.
- NEW! Shared materials can be easily associated to any other material in the scene to easily create global effects such as a layer of snow.
- NEW! Modifications applied to a shared material layer are automaticaly carried over to all materials that share this layer.
Animation
- Animation output resolution: Limited to 1920 pixels wide.
- Camera animation.
- Animate objects, materials, atmospheres, clouds, waves.
- Import animated Poser characters.
- Intuitive Animation wizard for easy animation setup.
- OpenGL rendering of animations for quick proofing.
- Dynamic Motion Reaction™ easy secondary movement setup.
- Option to ignore time spline when computing motion (e.g. to look forward even when moving back).
- Customizable Dynamic Motion Reaction effects.
- Easy setup of cloud movement using direction and speed of movement controls.
- Rigged Mesh support.
- Control animation phase on pre-animated mesh EcoSystems through the function graph.
- Full support for Inverse Kinematics.
- Animated post-processing effects.
- Camera switcher lets you switch cameras during render (ideal for storyboarding).
- Spin and vibration effects.
- Twinkling stars.
- 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.
- Fast Hybrid 2.5D™ 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.
- Time display as: SMPTE.
- EcoSystem populations can be made to evolve over time.
- Create custom rigged mesh animations.
- Animate cloud layers using the standard animation tools.
- NEW! All cloud material settings can be animated in the Material editor (density, cloud modulation, etc.
- Control animation phase on EcoSystems made of any kind of animated objects.
User Interface
- Productive, uncluttered interface layout.
- Neutral interface with stylized design.
- Customizable interface colors via presets.
- 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.
- NEW! Improved low saturated colors in the Color Selector for more natural colors.
- Custom previews can be used to represent saved items.
- 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 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.
- 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.
- 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.
- Centralized Undo-Redo include editor-specific operations.
- Resizable viewports.
- Dockable Timeline.
- 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.
- Run Cornucopia3D third party Python scripts.
- Compatible with Python version: 2.7.
- Directly access frequently used scripts.
- Picture printing with user definable DPI resolution.
- 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.
- Centered or relative to opposite corner object resizing.
- Mesh splitting by material.
- Spotlight view through for accurate aiming (OpenGL only).
- Full-screen mode.
- Non-modal object editors.
- Objects can be locked or hidden individually in OpenGL views.
- Incorporation of texture maps in scenes.
- "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.
- Content files accessible from all system accounts.
- Easily change the location of your content folder after installation.
- 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.
- Support for 3Dconnexion tracking devices (SpaceNavigator, SpaceExplorer, etc).
- Automatic renaming of Standalone- and HyperVue-generated frames if overwriting.
- Global EcoSystem visible as proxy object in World Browser.
- Select and delete Global EcoSystem instances with one click.
- Format specific options accessible through a special button in Save file box, and no longer prompted for each time.
- Adjustable separator in Timeline to change width of animated items list.
- Material preview option which displays materials mapped onto a small terrain object.
- Name of atmosphere appears in Atmosphere editor caption.
- Name of edited function appears in Function editor caption.
- Visual motion browser lets you select rig poses or animations visually.
- Preview motions/poses before applying them.
- Typical motions directly accessible from skeleton rig editor.
- Customizable camera altitude locking (above terrains, above other objects, etc).
- Default views are automatically adjusted according to internal units.
- Automatic Smart-Saving technology that saves your scene in the background.
- User defined Auto-Save time intervals.
- Auto saved backup files are accessible directly through the application menu.
- Push-button scene snapshot technology.
- Scene snapshots are no longer deleted automatically when the maximum number of auto-saved files is reached.
- User-triggered scene snapshots are differentiated from Vue's AutoSave file in the “Revert to Snapshot” menu.
- Non destructive texture resizing in the Link tab of the World Browser.
- Option to restore full size version of downsampled images.
- Double-click texture map in World Browser to view at full resolution (using external viewer).
- NEW! Choose a specific external image viewer from the Operations tab of the Options dialog.
- Missing textures are identified as broken links.
- Automatic range adaptation in Function Graph.
- Slopes can be expressed in the -180°;180° range.
- Manually adjustable EcoSystem population threshold before triggering a warning.
- Freely move layers up and down in the World Browser (even if they are closed).
- Edit fields automatically expand to accomodate large numbers when editing.
- Edit fields display rounded values (but retain original values).
- Ruler indicating the scale in each viewport.
- Abitilty to orbit and pan the camera simultaneously.
- When nothing is selected in the scene, orbiting is done around the object in front of the camera.
- Brush picture is visible when painting with a pinned mask in Terrain Editor.
- Move Infinite terrains using the manipulation gizmos.
- Import settings are preserved when importing multiple objects of the same type.
- “From main View” aspect ratio in render options to render to screen using the same aspect ratio as the main view.
- Select the slot into which a material snapshot will be saved.
- The scatter/replicate dialog now remembers previously entered parameters, which can easily be restored.
- The aspect ratio can now be set on a per camera basis inside a single Vue scene.
- When changing the aspect ration in an animated scene that contains cameras with various aspect rations, Vue will offer to automatically switch all cameras used in the animation to the new aspect ratio.
- EcoPainter dialog can now be folded to a more compact version.
- The RenderCow dialog shows the IP address it is using in the About menu.
- Drag and drop bitmaps directly into the 4 views and in the material editor.
- Object preview identifies pre-animated meshes by displaying a corresponding icon.
- Render Stack with comparison tools.
- Stacking of your renders is done automatically or on demand.
- Stacked renders are stored with alpha, depth, relighting and diagnosis passes.
- The size of the stack on your hard drive is fully controllable.
- Easily compare different versions of a render using the render comparison tool.
- Difference tool to show differences between 2 renders.
- Difference Boost tool to dynamically exagerate differences.
- Ability to create Lightweight Clones of your renders to compare different post-processing options.
- Cloning process only duplicates all post-processing options (including Relighting information) while remaining non destructive for other buffers.
- NEW! Each render in the stack can be removed individually.
- NEW! The Automatic stacking of renders can be optionally disabled when rendering an area.
- NEW! The Automatic stacking of renders can be optionally disabled when rendering in preview mode.
- Move the render display dialog while Vue is rendering.
- Replace multiple objects simultaneously.
- Drag-drop objects into a scene drops the object at the position of the mouse cursor.
- NEW! Copy/cut/paste/delete cameras like other objects, through the world browser.
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.
- Nudge step proportional to zooming level.
- Optional updating of animated mesh geometry when scrubbing animations.
- 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.
- 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.
- 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).
- 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.
- 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.
- NEW! 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.
System Resource Management
- Robust threading architecture.
- Texture virtualization allows rendering with extremely high resolution texture maps.
- Geometry virtualization allows rendering of polygon-intensive objects.
- "Purge Memory" command to cleanup memory and reduce fragmentation.
- Automatic memory monitoring system attempts to preserve scene integrity after memory allocation failures.
- Optional compatibility mode minimizes hardware compatibility issues.
- Automatic software updating (optional).
- Video-board compatibility checking.
- Automatic checking of OpenGL driver compatibility.
- Embedded error-reporting feature to help reduce time-to-fix.
- User definable maximum video board memory usage.
- Automatic configuration of OpenGL options for optimized previewing on your video board / driver.
- OpenGL monitoring system that will continuously check OpenGL activity and video resource usage, and will attempt to intercept any OpenGL driver issues before they happen.
- OpenGL monitoring system automatically backs up your scene before issueing a warning when the system detects that the OpenGL driver is misbehaving.
- Updates are downloaded in the background.
Miscellaneous
- Multi-processor rendering: Respectively 4/8 CPUs on 32/64 bit OS.
- Hundreds of preset atmospheres, objects, materials.
- Terrainscapes preset terrain material library.
- 64 bit version optimized for Windows and Mac OS X Cocoa.
- License valid for commercial use.
- 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.
- Inline help: PDF Manual.
- Documentation: 600 page manual.
- Media: 1 Application CD + 1 Extras DVD.
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.
- 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).
- NEW! 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.
- NEW! Use spline resampling to automatically drop new spline keys onto the underlying surface, following the original spline path.
- NEW! 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.
Auto-Sense Dynamic Import Update
Imported objects and materials can be dynamically updated. If you modify an object in another application, Vue will automatically update that object in the scene.
Vector Data Import
Postscript, encapsulated postscript and Adobe Illustrator data can be imported to be used as base shapes in the 3D text editor.
Collada File Import
Vue supports the open-standard Collada file format and is able to import Collada objects with full texturing information as well as rigging and animation.
Vue provides maximum exchange compatibility with other applications, using an extensive set of import/export filters for both 3D and 2D content.
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.
3D Import Filters
- 3DS: 3D Studio™ object file format, Conversion of Max animated objects to Vue format (using the included plugins)
- 3DMF: 3D Metafile object file format.
- COB: TrueSpace™ object file format.
- DAE: Collada animated object file format.
- DEM: USGS Digital Elevation Model. Terrains are placed according to information in the file (ideal for importing multi-part DEMs).
- DXF: AutoCad™ object file format.
- LWO, LWO2: LightWave™ object file format.
- OBJ: Wavefront™ object file format (with automatic MTL library conversion).
- PZ3, PZZ: Smith Micro™ Poser® static/animated scene import (requires Poser 4, 5, 6, 7, 8 or Pro).
- RAW: Raw geometry file format.
- SHD: Shade™ 6 object file format.
- TGA: 16 bit RG encoded Targa altitude map.
- WML: VRML object file format.
2D Import/Export Filters
- 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.
- PNG: Portable Network Graphics file format.
- PSD: Photoshop Image File Format (Import only).
- QTVR: QuickTime VR panorama. (Mac only)
- HDR: High Dynamic Range image format.
- VIM: Vue image file format.
Vue skies can be exported as HDR sky-spheres or sky-cubes for use in other applications.
Vector data import
- PS: Postscript.
- EPS: Encapsulated Postscript.
- AI: Adobe Illustrator 3.2
Animated Texture Map Import Filters
- MOV: QuickTime movie format (Macintosh only).
- AVI: Audio Video Interleaved animation format (Windows only).
Animation Export Filters
Vue 11 Complete allows you to render your animations up to the HD Format (1920 pixels wide).
- MOV: QuickTime movie format. (Note: Not supported by Windows 64 bit Editions)
- AVI: Audio Video Interleaved animation format.
- Mpeg1: moving picture expert group, Ver.1 animation format.
- Mpeg2: moving picture expert group, Ver.2 animation format.
Independent Frame animation in all supported picture file formats.
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).
Note:
Vue 11 Complete installed on a multi-core CPU computer will use a maximum of respectively 4/8 CPUs on 32/64 bit OS.Recommended System Specs
- Windows 64 bit (XP, Vista or Windows 7), Mac OS X v10.6
- Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro),
- 4GB+ of RAM,
- 4GB+ of free Hard Disk space (on the drive hosting the OS),
- An OpenGL accelerated video board (see below for optimal compatibility)
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!
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! Chips we do not recommend: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).
Vue 11 Complete 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 9 build superior to 9005724. Resizing editors, or really heavy scenes may generate some instability.
(2) Support for Shaded Billboards on Windows requires a Vue 9 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 OpenGLregardless 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.
Poser SDKs
There are five 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 one adds support of Poser 9 and Poser Pro 2012 (supported systems: Mac 64bit and Windows 32/64bit)Poser SDK from May 2012
: This SDK contains a lot of significant fixes. It adds support for objects created in Poser 9 and Poser Pro 2012 SR 2.1 (supported systems: Mac 64bit and Windows 32/64bit).
You might need to experiment with these to find out which one works best for you.
Fragen zu Vue 11 Studio
- Von Uwe Lachmann at 24.07.11 15:17
- Ich besitze noch Powermacs mit OSX 10.4. Tiger und einer kleinen Renderstrasse bestehend aus 4 Macs und 3 PC's. Bin bereits Besitzer von Vue 6 esprit. Bestände eine Möglichkeit bei Ihnen eine Vorgängerversion von Vue zu bestellen ? - Z.B. Vue 7 , welches dann auch noch auf meiner älteren Hardware läuft ? - Wenn ja, zu welchen Konditionen ? - Anmerkung: Hätte gerne das Windmodul ! - Wenn also ein Upgrade auf Vue 6 Infiniti - auch okay ! - Vielen Dank für die Bemühungen.
- Sehr geehrter Herr Lachmann,
leider muss ich Sie entäuschen. Der Hersteller von Vue nimmt alte Versionen sofort vom Markt wenn neue erscheinen. sie werden also vermutlich keine Chance haben Vue 7 oder sogar Vue 8 zu erhalten, sondern lediglich die neue Version 9. Wenn ich Ihnen dafür ein Angebot machen darf, können Sie sich gern per Mail bei mir melden.












