e-on Software Vue xStream v2015



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Vue xStream for VFX Studios, Animators, Architects, Matte Painters, CG Students, and Academic Professionals

The Integrated Solution... VUE xStream offers CG professionals the premiere solutions for creating exceptionally rich and realistic Digital Nature environments with seamless integration into any production workflow.


e-on Vue Stream

VUE xStream offers professional CG artists a complete toolset for creating and rendering exceptionally rich and realistic natural environments in 3ds Max, Maya, LightWave, Cinema 4D and Softimage.

Access all the power of the world's leading 3D Digital Nature solution directly from within your favorite application. Create and edit beautifully detailed natural environments using your application's standard manipulators.

Render everything together inside 3ds Max, Maya, LightWave, Cinema 4D or Softimage, with full interaction between VUE and native elements, including 2-way mutual shadow casting, reflection, refraction and GI.

VUE xStream 2015 works with:    

  • 3ds max
  • Cinema 4D
  • LightWave
  • Maya
  • Softimage

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

xStream Integration

xstream integration

Creating and Editing VUE Environments

VUE xStream 2015 operates as a fully integrated plug-in for 3ds Max, Maya, LightWave, Cinema 4D and Softimage. It adds all of Vue's dedicated environment creation tools to your application's interface.

Using these tools, you can create complete, hyper-realistic 3D environments without leaving your favorite application.

This includes (among others) the ability to create atmospheric effects, build procedural terrains, grow SolidGrowth trees or even populate entire forests.

Edit VUE Elements inside your Application

Proxy geometry is dynamically created by VUE xStream 2015 inside the host application so that you can use your application's standard manipulators to move, rotate or resize each element of the VUE environment individually.

You can use all standard tools of your application (such as alignment, scripting or even add fur to VUE elements), and you can make VUE elements interract dynamically with native objects (e.g. collision detection, etc).

Animation of VUE items can be done either through VUE (e.g. for wind effects), or using the host application's animation tools. Both types of animation are naturally combined seamlessly.

VUE xStream 2015 for 3ds Max, Softimage and Cinema 4D will even let you paint EcoSystems interactively (on VUE objects or on native objects), directly through the host application's viewports*.

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


Full Support of All VUE Elements

xstream full support

You can create VUE environments directly in the host application, or you can load ready-made environments that were designed on a stand-alone version of VUE (VUE Infinite, or VUE xStream 2015 running in stand-alone mode - xStream can run either as a plug-in or as a stand-alone application).

All components of the VUE environments are supported by VUE xStream 2015, including complete EcoSystems, all types of atmospheres, cameras, lighting, all plants, all terrain types and all procedural materials.

Animated scenes are also supported, including wind animations for plants and EcoSystems, atmosphere and cloud animations, and all animated materials.

All imported meshes included in the VUE scene will be loaded as well.

Lights are automatically converted into their Maya/Max/LightWave/Cinema/Softimage counterparts, and the atmosphere is converted into a special environment shader.


Integrated Rendering

xstream rendering


A single license of VUE xStream 2015 can be used with all compatible applications and renderers installed on your system, without requiring the purchase of any Extra Renderer licenses (unlike what was the case with VUE 6 xStream).

  • VUE xStream 2015 for Maya works with MentalRay, V-Ray and Maya software renderer.
  • VUE xStream 2015 for Max works with MentalRay and V-Ray.
  • VUE xStream 2015 for Softimage works with MentalRay.
  • VUE xStream 2015 for LightWave and Cinema 4D works with the native renderer.

The Render Process

Upon rendering, xStream kicks-in its own render engine, which works in parallel to the native renderer. This assures that the VUE elements will look exactly as if they were rendered inside Vue, and also helps speeding up the rendering of polygon-heavy elements such as terrains and EcoSystems.

However, this is a completely transparent process. There is no need to deal with the xStream renderer. Parameters such as render resolution and anti-aliasing quality need only to be set for the native renderer. If necessary, you can override these settings easily.

Why Two Renderers?

Wouldn't it be more simple to convert VUE environments to polygons and have the native renderer render everything?

Unfortunately, this is not possible:

  • VUE environments easily comprise billions of polygons. Plants are unique and sway in the wind. None of the native renderers would be able to handle this level of complexity.
  • The VUE renderer features unique technologies specifically designed to improve the render quality of natural elements (procedural rendering, advanced shading algorithms, etc).

These technologies are simply not available in other renderers.

Integration with MentalRay and V-Ray

VUE xStream 2015 is compatible with MentalRay for Max, Maya and Softimage and V-Ray for Max and Maya. This compatibility extends to specific technologies, such as Mental Ray Sun&Sky, V-Ray Sun&Sky, Mental Ray Photometric Lights or Mental Ray Distributed Bucket Rendering.

VUE xStream 2015 will automatically adjust its settings to match the effects of these features, whenever they are used.

Rendering Flexibility

VUE xStream 2015 lets you easily disable the rendering of the VUE sky and/or atmospheric effects (e.g. when using mr or V-Ray Sun&Sky). You can even disable the rendering of VUE content altogether, for instance if you want to perform tests on the host-application-part of the scene. If the entire VUE content is disabled from render, the VUE xStream plug-in won't be loaded altogether.

VUE atmospheric effects can be rendered alongside other volumetric plug-ins running in the host application (contingent upon the implementation of the plug-in). For instance, rendering alongside LightWave HyperVoxels or Maya Fluids is possible.

G-buffer and Multi-Pass Rendering

VUE xStream 2015 offers powerful g-buffer and multi-pass rendering features, for even greater post-processing flexibility.



Using VUE xStream inside 3ds Max - 10' presentation

Integrated Interface

VUE features are directly accessible from the host application interface, via menu commands or icons (Max, Maya, Softimage, and Cinema 4D).

All VUE dialogs are non-modal, allowing access to the host application even with the VUE dialogs open. This is particularly useful e.g. when painting EcoSystems.

Matching Scene Scales

VUE xStream 2015 automatically matches its unit system so that the sizing of VUE elements matches that of the host application. This ensures that a one foot-large cube in VUE also measures exactly one foot in the host application.

It is also possible to customize the scaling ratio between VUE and the host application.

Matching Lights

You can adjust VUE and native lights independently using one of 3 options: automatic, ignore light in VUE and manual (the VUE light and its native counterpart are edited independently).

The shadow density is automatically matched to that of the host application (Max, Maya, Softimage, and Cinema 4D only).

If needed, it is also possible to manually control (via a dedicated setting) the brightness of Vue's indirect lighting to better match that of the host application.

Physically Accurate Sunlight Model:

  • When working in xStream integrated mode, the VUE render engine will automatically adapt to the host application's photometric model to provide seamlessly integrated lighting.

Render Times

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


For each element in the environment, VUE generates a 3D proxy in the host application. These proxies are displayed, like any other native object, using the application's OpenGL or Direct3D engine.

You can change the level of detail of proxies to speed up the refresh rate of very large VUE scenes.

File Management

Stand-alone VUE scenes are saved in VUE format. Combined scenes are saved either in the native format of your 3D application, or can be split as native/VUE scenes. In this case, the native scene will reference the VUE scene.





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Physically Accurate Sunlight Model

The new photometric sunlight model uses a real-world, physical simulation of sun and atmospheric lighting intensities. This new, scientifically accurate model offers an alternative to the more artistic approach of the existing Spectral model.

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All plants in this scene were created with Plant Factory

Just like your SLR: Because light intensities match their real-world couterparts, you can adjust exposure using the standard shutter speed, film speed (iso) and f-number settings, exactly as if you were taking a picture using a real camera. If you like, these settings can also be handled automatically by Vue.

As a result, your renders will look more photo-real in a subtle way, and HDR renders will preserve all the range of the natural spectrum.

You can easily switch between the new photometric model and the standard spectral model; Vue will make all the required changes automatically.

When working in xStream integrated mode, the Vue render engine will automatically adapt to the host application's photometric model to provide seamlessly integrated lighting.

Photometric Lights

You can now assign physically accurate values to all light properties, such as color temperature (Incandescent, Halogen, Fluorescent, Tungsten...), light intensity (Lumens or Candelas) and IES Profiles.

IES profiles represent the distribution of light emitted by a given light source in any direction. Using IES profiles, you can recreate exact digital replicas of real-world light sources.


Use one of the many preset IES profiles or load your own using the dedicated IES Viewer.

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Tone Mapping

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Vue xStream 2014 lets you select different tone mapping filters to specify how raw HDR colors are transformed into the final picture. These filters typically simulate the response of the human eye or chemical photographic film:

  • The Photographic Exposure filter provides the typical response of photographic film, and gives you control over the response curve (such as Shadows, Mid-tones or Highlights).
  • The Linear Exposure filter is the simplest of all: no contrast transformation is performed, the tone curve is flat, and the user can control the steepness of the response.
  • The two Reinhard Exposure filters provide control over contrast enhancement, as well as Brightness, Chromatic and Light adaptation.
  • The False Colors filter can be used to visualize the HDR range of intensities of the rendered picture.
  • The Vue Exposure filter is the legacy response curve, with or without natural film response.

Natural Grain

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Vue xStream 2014 introduces a new color production mode called Natural Grain.

This new mode produces natural color variations particularly well suited for terrains, ground, or any natural elements of your scene.

Great results, no brain squash: Ideal for quick results, the Natural Grain option provides high level access to settings such as contrast, balance and roughness, directly from the Material Editor without having to delve into the intricacies of the Function Editor (of course, you can always customize the look further using the Function Editor).

Other Rendering Enhancements:

  • Surfaces can easily be made more or less reflective according to angle of incidence.
  • Highly optimized flat Area Lights: the rendering of planar area lights of same quality is faster than previous versions.

Improved Workflow and Interoperability

With FBX import, Multi-layer 32bit OpenEXR 2.0, WPP passes, .FBX and .CHAN camera exchange, Vue xStream 2014 integrates better than ever with the other tools in your production pipeline.

FBX Geometry Import

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Filmbox (usually called FBX) is an interchange format for entire scenes, used to provide interoperability between digital content creation applications.

Vue xStream 2014 will import FBX scenes with textured geometries and cameras in both ASCII or binary FBX formats*.

* Other elements (such as lights, rigs, morphs) included in the FBX spec are not supported at this time.

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Import / Export Cameras as FBX or CHAN

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

Multilayer 32Bit OpenEXR 2.0

OpenEXR is a high dynamic-range image (HDRI) standard developed by Industrial Light & Magic for use in computer imaging applications.

Vue xStream 2014 can now output all render layers in a single multi-layer EXR file. All passes are available in either 32-bit (floating point or unsigned integer) or 16 bit (half format).

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World Point Position (or XYZ) Pass

Vue xStream 2014 adds a WPP pass to the extensive list of channels that Vue can generate for added compositing flexibility.

The WPP Pass is a common technique used by compositors in multiple ways (re-lighting scenes directly in Nuke or After Effects, creating quick atmospheric effects such as ground fog, etc.).

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EcoSystems and Vegetation

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EcoSystem Clumping

In the real world, plants tend to grow close together rather than evenly distributed.

EcoSystem Clumping in Vue xStream 2014 lets you easily replicate this effect using only two sliders, clumping amount and average clump size.

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Gravel and Small Item EcoSystems

Vue xStream 2014 features highly optimized algorithms to accelerate the rendering of EcoSystems containing many small items, such as gravel or grass blades.

These new algorithms also significantly optimize the memory footprint and are compatible with both Static and Dynamic EcoSystems.

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Plant Factory Compatibility

Vue xStream 2014 natively recognizes Plant Factory content (without requiring ownership of Plant Factory). Animate Health, Seasonality or other published plant parameters directly inside the Vue Timeline.

When using Plant Factory plants in your EcoSystems, a new Quality setting is available in the Population list that lets you define the amount of detail of the plant instances, thus saving memory and reducing render times.

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Optimized Interface

A lot of work went into Vue xStream 2014 to enhance your workflow and simplify your everyday use of the software:

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Redesigned Function Editor

Capitalizing on the Plant Factory interface, the Vue xStream 2014 Function Editor was redesigned for improved performance on modern computer displays.

The new Function Editor is shown horizontally with streamlined parameter access.

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Perspective Views

Vue xStream 2014 dissociates the concept of render camera (used for filming the final shot) and perspective view, used to freely browse around the scene. A new option is available (enabled by default) that protects the render camera from any unwanted modifications and automatically switches to perspective view whenever you modify the viewport (you can instantly assign the new point of view to the render camera with the push of a button).

You can switch back and forth between Perspective view and Main Camera, and you can create new "Point of view" cameras based on the current Perspective View.


Real-World Sun Position

Vue xStream 2014 can position the sun exactly as it would be in real-life, based on time of day, date and location on Earth. You can pinpoint the location on a map, select from a set of predefined locations, or indicate the exact coordinates (and store them in the list of presets).

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Other Interface Enhancements:

  • Foldable EcoPainter: All sections in the EcoPainter and Brush Editor are foldable, letting you customize the dialogs to your needs.
  • Names in Render Stack: add titles to the thumbnails of stacked renders.
  • Mouse wheel automatically zooms view beneath mouse pointer
  • Scroll through scrollable areas using mouse wheel
  • Add Camera menu option in the Objects menu
  • Menu items show icons or thumbnails for better clarity
  • Easily identify Recent scenes and Snapshots (manual or auto-saved) using thumbnails directly in the menu
  • Sort Materials by names in the Material tab of the World Browser
  • Easily change the height of Infinite procedural terrains in the Terrain Editor
  • Change material name and scale directly in the material editor when using layered materials
  • Direct access to Wiki or PDF using Help key (set your preference between Wiki and PDF in User Preferences)

Feature List  

Following is the complete feature list of VUE xStream 2015. "NEW!" indicates a new feature based on a comparison with VUE xStream 2014.


  • Global Illumination.
  • Global Radiosity.
  • Physically accurate Photometric sunlight model.
  • NEW! Photometric model optimizations for dramatic increase in rendering speed.
  • 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.
  • Photometric lighting produces physically plausible HDR outputs.
  • Image based lighting.
  • Background and environment mapping.
  • Sub-Surface Scattering: Absorption.
  • Sub-Surface Scattering: Multiple Internal Scattering.
  • NEW! Modulate the Sub-Surface Scattering depth using a function graph.
  • 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.
  • Higly optimized unbiased Area Light rendering algorithms minimizes noise.
  • 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.
  • Turn Point Lights and Spot lights into Photometric lights.
  • Photometric light color presets, with corresponding color temperature.
  • Photometric Lights sorted by cathegory: Black body illuminants, Fluorescent lights, Gaseous lights, Non physical lights.
  • Natural light spectrum for Black body illuminants (such as Candle flame, Halogen, Sunlight etc).
  • Lens Glare effect simulates internal lens diffusion.
  • Automatic synchronization of light position, color, orientation and intensity between Vue and host application.
  • Use host application tools to adjust lights of Vue environment.
  • Automatic synchronization of all types of lights, including area lights.
  • Perfect blending of your 3D objects with Vue environment when rendering GI.
  • Lights can be disabled with a single click.
  • 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.
  • Use IES distribution profiles on photometric lights.
  • Included IES profiles: 30.
  • Load custom IES profiles.
  • IES profile viewer allows previewing of light distribution.
  • Light portals help rendering indoor scenes more efficiently.
  • Create Light Portals from the Object Toolbar.
  • Vue can automatically place Light Portals on meshes.


  • Atmosphere presets: Over 160.
  • Ultra-realistic spectral atmosphere model.
  • Spectral Atmospheres can use Photometric Lighting.
  • Photometric Atmosphere lighting intensities match real world.
  • Included Photometric Atmosphere presets: 4.
  • Convert any existing Spectral atmosphere into a photometric atmosphere.
  • Vue automatically adjusts atmospheric settings when switching between non-photometric and photometric models.
  • Choice of 4 different types of atmosphere models.
  • Volumetric clouds, lights, materials (visible rays, with optional dust).
  • Spectral Volume Cloud layers for extremely realistic cloudscapes.
  • Extremely detailed Spectral 3 cloud system (for cloud layers and MetaClouds).
  • NEW! Auto-scale clouds with altitude.
  • NEW! Link Volumetric color of clouds to a function graph.
  • NEW! Link Ambient color contribution from sun and sky to a function graph.
  • NEW! Modulate Spectral clouds sharpness global setting with a user-defined function.
  • NEW! Use local coordinates on cloud modulation.
  • Realistic cloud shadowing on objects as well as internal shadowing.
  • Automatic detail refining for very close-up clouds.
  • Cloud anisotropy setting for advanced control of internal light scattering.
  • Fast indirect lighting in Spectral clouds.
  • Create spherical cloud layers at the surface of your planets.
  • Import real-world cloud density data to recreate existing cloudscapes.
  • Add tornadoes using your favorite paint tool.
  • 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.
  • 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.
  • Edit the Vue atmosphere directly from the interface of the host application.
  • Render host application scenes inside Vue atmospheres – including spectral atmospheres.
  • 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.
  • Extracted cloud portions are accessible in the host application.
  • Button to randomize cloud patterns.
  • Support for planets with arbitrarily large atmospheres.
  • Cloud layer dummies can be groupped to facilitate cloud manipulation.
  • Add or modify cloud layers through Python callbacks.
  • Automatic Rain atmospheric effect.
  • Automatic Snow atmospheric effect.
  • The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable.
  • Rain and snow impacts can control materials for water or snow coverage.
  • Motion blur can be added on weather effects.
  • Weather Effects are available for all types of atmospheres.


  • 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.
  • View EcoSystem instances directly inside the host application viewports: Billboards, bounding boxes or full geometry.
  • 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.
  • EcoSystem instances can be aligned dynamically along the spline direction.
  • 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.
  • Stack EcoSystem instances on top of each other.
  • EcoSystem stacking is accessible from the material editor.
  • EcoSystem stacking is accessible from the EcoPainter.
  • Maximum number of stacked instances is user definable.
  • Invert the EcoSystem selection by a simple click of a button.
  • Objects can be dropped onto EcoSystem instances using the Drop or Smart Drop options.
  • EcoPainter settings (brush size, flow etc...) can be set on a per material basis.
  • Instances color can be reverted directly from the EcoPainter dialog.
  • VOB files created from a Dynamic Rock or a SolidGrowth plant will automatically generate variations when used in an EcoSystem.
  • All standard EcoSystem configuration parameters can be used for particle instance population.
  • Create your own EcoPainter brushes using a combination of Effectors.
  • EcoSystem effectors brush collection (lean, rotate, raise, lower, move etc.
  • Standalone EcoPainter brush editor dialog.
  • Publish specific EcoPainter brush parameters directly to the main EcoPainter dialog.
  • EcoSystem Selection tool directly available in the EcoPainter tool.
  • EcoSystem instance selection tool in the host application: in 3ds Max, Cinema4D and Softimage.
  • EcoSystem Fast population technology to interactively edit EcoSystem populations.
  • 360° EcoSystems: EcoSystems can be populated from all directions including below objects.
  • All standard population settings are applicable to 360° populations.
  • EcoSystem Clumping lets you easily control how plants from the same species grow close to one-another.
  • Amount slider lets you set the global intensity of the EcoSystem clumping effect.
  • Size slider lets you set the global size of EcoSystem clumps.
  • Small Item EcoSystem algorithms efficiently create and render vast EcoSystems of very small items (e.g. Gravel, grass.
  • Small items EcoSystems algorithms improves both computation of Static and Dynamic EcoSystems.
  • Quality setting in the EcoSystem Painter when using Plant Factory vegetation.
  • Quality setting in the EcoSystem material editor when using Plant Factory vegetation.
  • Integrated Plant Factory quality setting helps optimize rendering time and system memory resources.
  • Add/Remove/Clear EcoSystem populations through Python callbacks.
  • Access global EcoSystem through Python callbacks.
  • NEW! Multi-threaded render initializations for EcoSystems.


  • Complete particle system custom tailored for Digital Nature.
  • EcoParticles can be added to any material (like a regular EcoSystem).
  • Speed, direction, collision properties and duration of life of the particles can be easily configured.
  • EcoParticles can be influenced by external influences (wind, gravity etc.
  • Effector objects can be added to influence EcoParticles locally or globally (e.g. to create effects such as tornadoes, jittering, attraction etc.
  • Rich collection of function nodes to control EcoParticle behaviors.
  • Control physical properties of particles, such as mass, velocity, gravity, collision, wind influence, elasticity, attachment forces and more.
  • Make particles fall, collide, bounce and interact with external forces.
  • Automatic collision maps allow the creation of material and particle effects that depend on collision history.
  • Sub-particles can be emitted over the lifespan of each particle, upon collision or upon death of the particle.
  • Animation specific EcoParticle parameters such as size variation, growth, opacity variation, velocity, flow and more.
  • EcoParticle emitter presets.
  • EcoParticles can be set to collide with Static EcoSystem instances.


  • Ultra-realistic SolidGrowth vegetation: 175+ species.
  • Compatible with modified plant species.
  • Easy-to-Use Plant Editor for plant customization.
  • Resizable Plant Editor.
  • 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.
  • Native support for Plant Factory .tpf plant species.
  • Edit Plant Factory plants published parameters directly within the Plant Editor.
  • Open Plant Factory directly from the Plant Editor to fine tune your tpf specie.
  • Plant Factory plants imported in .tpf automatically create variations.
  • Health and Seasonality parameters for Plant Factory vegetation are animatable directly within the Plant Editor.
  • Changing Health and Seasonality on TPF plants automatically creates Keyframes in the animation timeline.
  • Advanced pre-computing of Global Illumination on Plant Factory billboard plants speeds up rendering by up to 20x.
  • Improved Normal Mapping algorithms on Plant Factory vegetation dramatically boost overall plant rendering quality.
  • Compatibility with Plant Factory lightweight preset technology.
  • Access TPF Mesh resolution directly from the Plant Editor.


  • 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).
  • NEW! Optimized render engine allows faster computation and rendering of infinite, spherical & planetary terrains.
  • Combine image data with procedural functions using dedicated blending nodes.
  • Ability to switch from one form of terrain to another easily.
  • Skin terrains.
  • Symmetrical terrains.
  • Extract parts of procedural terrains into new terrains.
  • View bitmap textures in terrain editor to sculpt from photo references.
  • Pressure-sensitive tablet editing of terrains.
  • Reset 2D and 3D painting independently.
  • Customizable brush shape for terrain editing.
  • Control distribution of materials on terrains from within the procedural terrain altitude function.
  • Control procedural terrain altitudes based on relationships with other objects.
  • The altitude of procedural terrains can be dynamically affected by other objects.
  • Realistic procedural terrains thanks to dedicated natural effects noise nodes.
  • Infinite and local procedural terrain style presets to easily create each-time-different terrains of the given style.
  • Library of procedural terrain presets with associated materials.
  • Create your own procedural terrain style presets.
  • Efficient displacement mapping of infinitely detailed procedural terrains.
  • NEW! Displacement mapping optimizations for dramatic increase in detail quality when using high amplitude displacement.
  • Procedural terrain preview in function editor.
  • Multi-processor procedural terrain construction: In standalone mode.
  • 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.
  • Brushes can act only on certain levels of details, while leaving others untouched.
  • 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.
  • Terrain alpha maps can be exported from within the Terrain Editor.
  • Built in Road construction tool allows you to directly draw a road path on your terrains.
  • Road are automatically textured with an asphalt material.
  • Roads automatically carves or raises the terrain surface to adjust it to your path.
  • Cyclic Noises and Fractals to generate patterns that repeat seamlessly, in space or time.
  • The cycle rate of Cyclic Noises and Fractals can be controlled along each axis.
  • Fully additive material layering system to preserve the orginal alpha presence of layers.
  • New material layering system lets you paint multiple layers simultaneously and painting one layer no longer affects underlying layers.
  • Layers are combined in the function graph using a 'Layer Painting' metanode.
  • Terrain Fractal 2 node.
  • Terrain Fractal 2 automatically improves variability of shapes with improved rough areas simulating rocks and cliffs.
  • Optional Stratification can be applied to Terrain Fractal 2 node to benefit from the Terrain Fractl 2 node internal values.
  • The presence of material layers (alpha channel) can be previewed in the terrain editor.
  • The presence of material layers (alpha channel) can be used as a painting mask.
  • A second UV Channel for 3D sculpted terrains allows precise control UV perturbation.
  • Easily change the height of Infinite procedural terrains in the Terrain Editor.
  • Create Terrains from an existing heightmap file through Python callbacks.


  • Primitive and Boolean modeling.
  • 3D Text edition tool.
  • Customizable text beveling, extrusion... and material effects.
  • Import Postscript and Illustrator data into the text editor.
  • Advanced memory management algorithms for handling large polygon meshes.
  • True Metablobs organic modeling from all Vue Boolean primitives.
  • Adjustable Metablob envelopes and contribution.
  • Welding of multiple meshes into a single mesh.
  • Random rock generator.
  • Multiple planets (moon and other planets of the solar system).
  • Create background Planets with custom picture.
  • Create 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.
  • Spline editable objects that can be used for EcoSystem effects, terrain effects, roads and object creation.
  • Comprehensive spline toolkit that allows you to add, delete or move spline points or configure tangents.
  • Splines can be automatically aligned at the surface of terrains.
  • Extrude a defined geometry along a spline, and modify it using properties such as profile presets, profile dimensions, profile dimension ratio along the spline, material, twist (mode and limit), and more.
  • Splines can engrave or emboss the surface of a terrain following a predefined path (e.g. to create road beds or raised highways).
  • Use local rotation gizmos on spline keys to roll your splines e.g to create leaning roads.
  • Automatic path finder that calculates the optimum route in between your spline keys based on a realistic slope.
  • user definable distance in between each spline key created with the path finder.
  • Use spline resampling to automatically drop new spline keys onto the underlying surface, following the original spline path.
  • Define broken tangents for each spline key.
  • Add/remove/move spline points or modify spline effects through Python callbacks.
  • Native Splines can be used as Vue Splines in integrated mode.
  • Vue splines are automatically converted to native splines.
  • 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.


  • NEW! AVX optimizations for dramatic increase in rendering speed (requires an AVX compliant CPU): Windows only.
  • 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.
  • Illumination Caching compute indirect lighting only once for an entire animation.
  • 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 strong variations in illumination between noon and sunset.
  • Natural film response.
  • Post-render exposure control.
  • Manually adjustable shutter speed, film speed and f-number settings when rendering with Photometric lighting.
  • Post-render Color Channel editor.
  • Adjust color curves separately or alltogether.
  • Tone mapping options including Photographic Exposure, Linear Exposure, Reinhard and False color profiles.
  • Tone Mapping options allow customization of profiles from Post-render and Camera Option dialogs.
  • Use an image or animation as a backdrop for your renders.
  • 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.
  • 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.
  • 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.
  • Velocity pass in rendering buffer.
  • NEW! Ambient Occlusion Pass.
  • 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.
  • EXR passes available in full floating point, 32-bit unsigned integer or 16-bit (half format) precision.
  • Export all rendering passes as OpenEXR 2.0 32-bit multi-layer files.
  • Wold Point Position pass available in the multipass options.
  • NEW! Apply the render exposure (which combines the camera exposure and the automatic exposure) to relevant multi-pass layers.
  • 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.
  • Hide objects from render through Python callbacks.
  • 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: In standalone mode.
  • Rendering in all views (including orthogonal rendering).
  • Render in views can be set to a different quality than normal rendering.
  • Stand alone renderer handles rendering while you work on the scene.
  • Network rendering of animations.
  • Network rendering of pictures.
  • Rendering across hybrid network of computers (OS X and Windows).
  • Fail-safe HyperVue network rendering.
  • 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.
  • Rendercows can be paused directly from the tray icon.
  • 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.
  • 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 1024 rays/pixel.
  • HyperMipMap material anti-aliasing (including procedural materials).
  • User definable anti-aliasing strategies to optimize speed vs. Smoothness.
  • NEW! Energy Conservative AntiAliasing.
  • 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.
  • Control the rendering of Vue environments using the render settings of your 3D application.
  • Render Vue content inside your 3D application.
  • Render millions of EcoSystem plants or objects directly inside your 3D application.
  • Perfect blending of the objects of your 3D application with the Vue environment.
  • Mutual shadow casting of Vue objects on the objects of your 3D application, and vice-versa.
  • Vue objects reflect the objects of your 3D application, and vice-versa.
  • Perfect handling of transparency and refraction for the objects of your 3D application and Vue objects.
  • Rendering compatible with V-Ray: 3ds max and Maya.
  • Rendering compatible with V-Ray 3.
  • Rendering compatible with MentalRay standalone render nodes.
  • Rendering compatible with MentalRay Distributed Bucket Rendering.
  • Generate detailed network rendering logs.
  • Real-life camera aberrations (cushioning and barreling).
  • Abort rendering on mouse-click in render area: Optional.
  • Render in all compatible renderers with a single license.
  • Option to disable the rendering of Vue sky and/or atmosphere (e.g. when using mr Sun&Sky).
  • Option to easily include/remove the Vue scene from a host application render.
  • Render Vue atmosphere and elements alongside other host application volumetric plug-ins.
  • Compatible with mr Daylight, mr Sun&Sky and mr Photographic Exposure.
  • Compatible with V-Ray Sun and Sky.
  • 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.
  • Host application render settings can be automatically adjusted to match those of Vue.
  • 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.
  • 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.
  • Optional addition of an information strip under the rendered picture.
  • Frame labeling can display information such as scene file name, render time, author, etc.
  • 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.
  • 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.
  • Load a video or an image sequence to the environment map control in the Atmosphere editor.
  • Shadow parameters (cast shadows, receive shadows, only shadow, etc ...) can be controlled per-object.
  • NEW! Non Photo Reailistic (NPR) rendering.
  • NEW! Vertical and Horizontal film offset.


  • Material presets: Over 550.
  • Level(s) of material Edition: 4.
  • Basic material editor with possibility of importing images as textures and bump maps.
  • Advanced procedural material creation/mixing.
  • Advanced Material Editor.
  • SmartGraph function Editor.
  • Optimized Function Editor design improves efficiency while creating complex graphs.
  • Function Editor can be displayed horizontally or using the old vertical design.
  • Consistent unit system in Function Editor.
  • Function Editor displays real-world units.
  • Option to reset material to default with each creation.
  • Control all material parameters via function graphs.
  • Advanced SmartGraph input nodes: screen position, angle of incidence, distance to camera, distance on ray, depth in object, distance to object below, incident light angle, light direction, light color, reflected direction, etc.
  • Time dependent noises (including animated 'Open Ocean' water node).
  • Math nodes in the Function Editor: 48.
  • Browse material hierarchy inside material editor, with direct access to sub-materials and layers.
  • Sort Materials by names in the Material tab of the World Browser.
  • Layered material system.
  • Change material name and scale directly in the material editor when using layered materials.
  • Add names and comments to SmartGraph nodes.
  • Individual access to identical material zones.
  • Change material settings for several materials simultaneously.
  • Stack layers according to alpha, slope, altitude and orientation.
  • Alpha (non refractive) transparency channel.
  • Color and alpha map editor.
  • Rendering of Poser characters using the Poser shading tree: In standalone mode.
  • Perfect blending of lighting and GI with Poser shading tree: In standalone mode.
  • Optional texture mip-mapping.
  • Global control over the level of mip-mapping.
  • 16 bit texture support.
  • Materials can be mixed seamlessly.
  • Mixed material can be set to react to environment properties (slope, altitude and orientation.
  • Mixed materials can react to environment and alpha controls.
  • Material mapping modes (World and Object mapping): standard, cylindrical, spherical, parametric .
  • Easy access to all materials in scene.
  • Direct access to all materials inside multi-material objects.
  • Direct access to all texture maps and imported objects.
  • World Browser option to show only the materials of the selected objects.
  • World Browser option to show only the materials names.
  • World Browser option to hide materials of EcoSystem Specimens.
  • Rotoscoping (Use animations as texture maps).
  • Forbid animation option in Material Editor.
  • Detailed function output observer.
  • Detailed node previews in function editor.
  • Baking of procedural materials as texture maps.
  • Adjustable maximum ray depth and Total Internal Reflections.
  • Anti-aliasing can be disabled for given materials.
  • Receive shadows material option.
  • Shadow only material option.
  • Backlight option (for one-sided materials only) for realistic backlighting of opaque materials.
  • Mixed/Layered materials displayed as hierarchies in World Browser.
  • Material layers can be hidden/shown directly from the World Browser.
  • Volumetric materials.
  • Volumetric materials with internal volumetric color and shading.
  • Hypertextures.
  • Luminous and Glowing materials.
  • Easy highlighting of sub-materials and layers to visualize the influence of each material in the final render.
  • Ability to map textures only once, controllable independently for each axis.
  • Vue procedural materials and EcoSystems render perfectly inside your 3D application.
  • Control materials based on the properties of other objects.
  • Highly realistic natural material effects thanks to dedicated noise and coloring nodes.
  • Easily control bump or displacement amplitude based on slope.
  • Option to re-evaluate contribution of materials based on displaced surfaces.
  • "Foam" output in Open Ocean node to easily control the distribution of foam on water surfaces.
  • Separate bump and displacement channels.
  • Constrained displacement (horizontal, vertical, etc).
  • Ability to control the direction of displacement through the material graph.
  • Displacement smoothing to eliminate noisy displacement artifacts.
  • Normal mapping.
  • Recursive strata and constrained strata filters for stratified effects.
  • Direct access to the alpha channel in the Advanced Material editor.
  • Per material texture anti-aliasing quality boost.
  • Per material simplification of sub-ray effect calculation.
  • Planetary mapping node with ability to set location of origin (latitude and longitude).
  • Material mapping can be absolute, relative to sea, by object or by material.
  • Sea level input node in graphs.
  • External dependency inputs can provide dimensions in real-world units.
  • Multi-materials let you change all the materials of an object in one single operation.
  • Drag-drop and copy-paste multi-materials between objects.
  • Move groups of keypoints in the color map and filter editors.
  • Invert entire color maps or filters.
  • Copy paste keypoints in color maps or filters.
  • Control the hue, saturation and brightness of entire color maps or groups of keypoints.
  • Improved HLS node that outputs steamlined data with other image editing applications.
  • Assign colors to graph nodes for improved readability.
  • Mixed materials can be used as layers.
  • Button to randomize material fractals.
  • Altitude node produces altitudes in the range of -1 to 1 on each object.
  • Material Editor displays real-world units.
  • Interactive texture placement tool that allows the accurate positionning of textures onto objects.
  • Interactive texture placement tool allows scaling and rotation of textures maps onto objects.
  • Right-Clicking on the EcoSystem list allows access to the materials used by the species.
  • Ability to create matte shadow materials.
  • Ability to create reflection materials.
  • Matte Shadow and Reflection materials generate all necessary information for compositing of shadows and reflections on real world footage.
  • Materials can be made visible only to primary and shadow Rays (i.e. no reflections/refractions).
  • Altitude node handles Object height unit.
  • Select the mapping mode for all Projected Texture Maps independantly from general material mapping mode.
  • Select the mapping mode for Projected Animation Map nodes independantly from general material mapping mode.
  • Improved mapping of materials in world and parametric coordinates and in OpenGL preview.
  • Bake the environment mapping result into a material layer of the Terrain Editor, to touch it up using the painting brushes.
  • Control the strength of normal maps.
  • Dynamic rock templates contain unique, parametrically defined materials that are completely user controllable.
  • Easily adjustable Color, bump, highlights, and EcoSystem variations in Parametric Rock materials.
  • Rock convexity material node allows for precise customization of the rock based on its inherent geometry.
  • Image combiner node allows to combine several projected texture maps.
  • New Image Sampler and Multi-Image Sampler nodes.
  • Terrain Color Pattern node produces smooth and rough variation of colors similar to the distribution of rocks on a sedimentary soil.
  • Material layers can be shared throughout the scene.
  • Shared materials can be easily associated to any other material in the scene to easily create global effects such as a layer of snow.
  • Modifications applied to a shared material layer are automaticaly carried over to all materials that share this layer.
  • Switching Material layers keeps the original environment settings.
  • Natural Grain color production mode automatically produces realistic color variations for terrains, ground and other natural elements of the scene.
  • Access more Natural Grain parameters from the Color Production output in the Function Editor.
  • Set Reflective Materials to be more or less sensitive to the light's angle of incidence (e.g. to create metallic car paint).
  • NEW! Render thin, one-sided surfaces (e.g. window glass), with reflectivity depending on the viewing angle BUT without refraction.
  • NEW! Double-sided materials let you define two different materials: one per side of each face.
  • NEW! Set the minimal reflectivity of a material at a given viewing angle.
  • NEW! Grouped Materials allow you to store many materials (layers) in one single material file.
  • NEW! Add global alpha and environment properties to Grouped Materials.


  • Animation output resolution: Limited by memory only.
  • Camera animation.
  • Animate objects, materials, atmospheres, clouds, waves.
  • Import animated Poser characters: In standalone mode.
  • Intuitive Animation wizard for easy animation setup.
  • OpenGL rendering of animations for quick proofing.
  • Dynamic Motion Reaction™ easy secondary movement setup.
  • Option to ignore time spline when computing motion (e.g. to look forward even when moving back).
  • Customizable Dynamic Motion Reaction effects.
  • Easy setup of cloud movement using direction and speed of movement controls.
  • Rigged Mesh support.
  • 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.
  • Use the animation tools of your 3D application to move around the Vue environment.
  • EcoSystem populations can be made to evolve over time.
  • Create custom rigged mesh animations.
  • Animate cloud layers using the standard animation tools.
  • 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.
  • Compatible with MDD animated file format.
  • Refreshing of MDD Geometry can be disabled to avoid slowdowns while scrubbing through the animation.
  • Manage object animation functions through Python Callbacks.

User Interface

  • NEW! Fully dockable user interface allows you to create the workspace that best suits your wokflow.
  • NEW! Totally redesigned content browser.
  • NEW! Search content in your collection using the search tool.
  • 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.
  • NEW! Updated navigation shortcut to recent other 3D applications.
  • Adjustable panning, rotation, etc shortcuts in editors.
  • Re-posing of Poser meshes directly inside Vue: In standalone mode.
  • 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.
  • Improved low saturated colors in the Color Selector for more natural colors.
  • Custom previews can be used to represent saved items.
  • Perspective camera view.
  • Frame selected objects menu command can be applied to the perspective camera: In standalone mode.
  • Duplicate the Perspective camera to a new camera object through a command in the Display menu: In standalone mode.
  • Secure Active Camera option lets you change point of view without affecting the render camera.
  • Easily set the render camera to match the perspective view using the Copy to Camera option in the Perspective View and Camera Control Center.
  • Easily switch back and forth between Main Camera and Perspective views.
  • Add Camera menu option in the Objects menu.
  • 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.
  • NEW! Multi-threaded Render Scene Preview, uses the same render engine as the main renderer for faster and more precise previews.
  • World Browser scene management.
  • Internal optimization in the World Browser allows massive performance gain for large scenes containing hundreds of materials.
  • World Browser scene management accessible in xStream in integrated mode.
  • Direct access to Vue objects and materials through intgrated World Browser.
  • 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.
  • Material Summary shows all materials on several rows.
  • Material previews can be resized in the 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.
  • 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&

EDU/Academic purchses are a One Year License.
Commercial purchases are perpetual.

Minimum System Requirements

VUE is a 64 bit application, designed for the Windows® 64 bits XP, Vista, Windows 7 and Windows 8 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.


  • Mac OS X v10.6+ 64 bit
  • 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 7/Windows 8 64 bit,
  • 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 Specs

  • Windows 64 bit (Windows 7 or Windows 8), Mac OS X v10.6
  • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro),
  • 4GB+ of RAM,
  • 4GB+ of free Hard Disk space (on the drive hosting the OS),
  • An OpenGL accelerated video board (see below for optimal compatibility)

Supported Video Boards

Vue xStream 2015 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)



Shaded Billboards not supported on Mac
nVidia td> 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 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!

Chips we do not recommend:


  • 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.


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

Supported Applications



  • 64 bit version: 3DSMax 2010 to 2015

Cinema 4D

  • 64 bit version: Cinema 4D R12 to R16

LightWave 3D

  • 64 bit version: LightWave 3D 9.6 to 2015


  • 64 bit version: Maya 2010 to 2015


  • 64 bit version: Softimage 2010 to 2015

Macintosh - MacIntel architecture only

Cinema 4D

  • 64 bit version: Cinema 4D R12 to R16

LightWave 3D

  • 64 bit version: LightWave 3D 9.6 to 2015


  • 64 bit version: Maya 2011 to 2015
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