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R4 e-on Software Creator Solution

Review:

e-on Software Creator Solution
  

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The right solution for Passionate Creators

Comprises VUE Creator and PlantFactory Creator – an attractive solution for artists to continue creating at a reasonable price.

The Creator Solution includes:

Please see the Details tab for the e-on Solutions product comparison chart.

Product Comparison Chart

 Creator Solution Professional SolutionEnterprise Solution
Core Procedural Creation Features
UI/UX
Import
Export
Compositing
Integration Plugins
Python Scripting API
Included RenderCows5UnlimitedUnlimited
Render size4KUnlimitedUnlimited
License Server
IncludedIncluded
Floating License
Available
Vegetation Collection Free Refill
Current: 50 HD/LD new species.
New drops every quarter

Be Creative

Vejzovic

© Alen Vejzovic

Are you passionate about creating stunning, natural 3D environments? 

This solution lets you recreate your wildest digital ideas – from photorealistic natural landscapes, terrains, sci-fi or fantasy scenes, to abstract art, and more! If you dream it, you can create it!

The Creator Solution balances both your budget and creativity by combining both VUE and PlantFactory – Creator Editions to fit all of your artistic needs!

Diversity

clouds

© Daniel Respaud

Easy to learn, easy to use!

Create vast expanses of everything from terrains to full planets, add new vegetation or create your own, select the best point of view and render hyper-realistic images, animations, VR panoramas or stereoscopics of your landscapes in moody atmospheres. The best part? This can all be done in just a few clicks.

Benefit from a fantastic, hyperactive community of users where you can share, inspire, and learn from one another and grow with our endless supply of Tips & Tricks, Tutorials, and Webinars!

Unrivaled Natural 3D Creation

snow

© Laticis

We’ve got the power!

Our fully procedural technology for terrains, materials, vegetation, cloud layers and more is the perfect asset to your creative pipeline!

Profit from the ability to interactively paint entire forests, generate advanced ecosystem population rules, and create your own vegetation species – start from a preset, or from scratch!

You can also import your content in all popular 3D formats, load, re-pose and render Poser and DAZ content, convert any mesh to cloud volumes, and for ultra-realistic effects, texture everything with PBR materials – and this is just scratching the surface of what you can achieve!

Animation

Lights, camera, action!

Brace yourself for the 4th dimension with our Creator Solution that lets you animate anything from skies, cloud layers, objects, vegetation, materials, terrains, cameras, you name it!

Need more horsepower? Convert up to 5 additional computers to create your personal render farm.

Preset Content

e-on preset content

Filled to the brim!

We wouldn’t leave you high and dry! Our solution is packed with the content you need to focus on your creativity!

Take advantage of our countless vegetation species and components, atmospheres, terrains, clouds, brush tools, presets, PBR materials, and more!


VUE

VUE features an interface design that’s optimized for ease-of-use and productivity and is packed full of amazing rendering features including volumetric effects, glowing materials, lens flares, stars and planets, rocks, and more!

VUE is so productive and easy to use that you’ll be designing and animating 3D scenery within seconds.

Terrains

Oleg Cliff

@Sukonnikov Oleg

VUE integrates flexible and powerful terrain modeling technologies. From creating full planets to infinitely detailed terrainscapes, VUE’s got you covered!

Create hydrological and thermal simulations, manually sculpt them in real time, and even animate the parameters. Procedural terrains provide an unlimited level of detail; move your camera closer, and more detail is seamlessly added.

Like procedural terrains, Heightfield Terrains are based on a function graph but baked on a fixed-resolution grid. Allowing more flexibility and realism to your terrains. Heightfield Terrains are also significantly faster to render!

Vegetation

lars braad andersen Cretac waterfal

© Lars Braad Andersen

VUE ships with a hefty plant library, comprised of over 170 plant species, from HD vegetation to low resolution. More species are added on a regular basis1.

The VUE vegetation technology ensures that no two plants you add to your scene will be identical, freeing you from hardcore vegetation modeling tasks, and adding more subtlety to your scenes.

The Plant Editor lets you easily customize any of the plants included and allows you to create your own, unique plant species. VUE will also automatically animate plants for you so that they gently sway in the breeze, or twist and bend in strong winds!

VUE is natively compatible with the fully procedural PlantFactory file format, to produce high-quality hero trees as well as distant vegetation. VUE can animate all of the exposed plant properties (such as Health, Seasonality or any other published plant parameter).

1 Enterprise Solutions only

Ecosystems

bliss highland

© Ryan Bliss

With e-on’s patented Ecosystem technology, you can easily populate your scenes with millions of plants, trees, stones, and other objects, to achieve an unprecedented level of natural complexity and detail while keeping VUE’s performance and display running smoothly.

Ecosystems do not merely scatter objects randomly across the surface. Instead, our technology decides where to place them according to the natural rules you define.

Additionally, the Ecosystem painter lets you interactively paint Ecosystems over any surface.

Clouds & Atmospheres

Star Conflict

© Dima Hibikirus

Simply said, VUE has the most advanced, complete and fully procedural atmospheric engine on the market. Convert any mesh to clouds, create complex atmospheres from scratch, or use any of the predefined atmospheres, create planetary cloud layers, and export standalone clouds or full cloud layers as openVDB *.

You can easily control the overall shape of the clouds, from feathery to clumpy and create skies with as many overlapping spectral cloud layers as you like for complex and unbelievably realistic cloudscapes!

Professional and Enterprise Solutions only

Lighting

e-on Hangar

© Terry Allitt

VUE offers a multitude of lighting options to create stunning outdoor and indoor scenery including a scientifically accurate photometric atmosphere/light model, cutting-edge global illumination and indirect lighting engines, HDR image-based lighting, a complete set of light types with raytraced and mapped soft shadows and a full-featured lens flare editor.

Materials

e-on island

© Alen Vejzovic

The creation of natural 3D environments requires highly complex shaders that respond to altitude or slope, seamlessly cover any terrain, and exhibit enough detail whether seen from distance or from close-up.

VUE features a shader system that is fully optimized for the challenges of Digital Nature. By using three types of material editors, you can effectively create anything from simple bitmapped textures to elaborate multi-layered procedural materials that dynamically respond to the environment.

VUE is fully compliant with the PBR Metalness workflow and includes a Specular to Metalness converter.

Rendering

VUE offers 2 render engines: a fully customizable CPU Ray-tracer, and a hybrid GPU/CPU Path Tracer. Both render engines incorporate all of today’s high-end features yet stands out in their ability to handle huge polygon counts quickly and efficiently.

Render your scenes in stereo, 360° VR Panoramas, VR180, to play them on any Stereo-compliant platform (such as Youtube for instance) or devices such as Oculus Rift, HTC Vive, Nvidia 3DVision, Sony PSVR, Google DayDream, Google Cardboard etc.

For more artistic freedom, VUE also includes a fully featured Non-Photorealistic Rendering shader that analyzes your renders to create stylized artwork.

Integration

iozzi

© Marco Iozzi

Because we understand that our tools will find their place with a bigger arsenal in your pipeline, we made sure that what you do in VUE does not merely stay in VUE, and what you do outside of VUE can be imported seamlessly.

VUE can be installed both as a standalone package and as a plugin for 3ds Max, Maya, Cinema4D or LightWave. With the included conversion tool, VUE scenes can be rendered with any renderer such as RenderMan, Arnold, Octane, VRay Next, Corona, etc.

VUE features an extensible architecture that can be programmed using the Python cross-platform standard for application scripting.

Easily exchange geometry with ZBrush using GoZ (terrains as quads, other meshes as triangles).

Camera motion can be imported and exported as .FBX as well as Nuke .CHAN files. – And that’s just scratching the surface of how well VUE can fit into your workflow!

*Professional and Enterprise Solutions only

Export

export VUE lets you export every single asset of your scenes: Plants, Rocks, Terrains, Ecosystem populations, procedural materials, Camera paths, lights, Cloud Layers, Standalone Clouds and even full scenes, in a wide variety of file formats, such as FBX, Alembic, OpenVDB, 3ds, Collada, Ptex and more. You can control every single Level of Detail, per instance, or globally. On top of this, skies can be exported as HDR skydomes or skycubes.

Professional and Enterprise Solutions only

Compositing

bauer mountain

© Julian Bauer

VUE provides extensive multi-pass rendering options. Virtually every rendering element, every layer, every material, and every single object can be assigned a separate pass. VUE generates all multi-pass renders in High Dynamic Range, including all objects, cloud and layer masks, rendering components, ambient occlusion, shadows, reflections, atmospheric contributions, etc. Multi-pass renders can be exported as EXR 32 bit files with each pass stored in a high-dynamic range format.

*Professional and Enterprise Solutions only


PlantFactory

PlantFactory is packed with amazing features that deliver unsurpassed realism and performance. An essential tool for any VFX pipeline, PlantFactory will have you creating stunning digital art in a flash!

Production Proof*

Because we understand that our tools will find their place with a bigger arsenal in your pipeline, we made sure that what you do in PlantFactory does not merely stay in PlantFactory!

Plants created with PlantFactory can be exported to any 3D application using export formats such as Alembic, FBX, 3DS, OBJ, C4D, LWO, etc.

Plants are exported fully rigged, fully textured, with UV maps and displacement, and with all their LODs. Breeze or wind animated plants can be exported as a fully rigged mesh or as a cloud of animated vertices (MDD style).

You can fine-tune the animation of rigged mesh plants directly inside your target 3D application.

PlantFactory also offers a variety of export presets, custom tailored for specific host applications. Such presets include export for 3ds Max, Maya, Cinema4D, LightWave, Modo, ZBrush, Unity, Unreal, Blender, and more…

*Professional and Enterprise Solutions only

hendrich mossy

© Rudi Hendrich

PlantFactory + VUE

When used in conjunction with VUE, PlantFactory will fully integrate and expand the software, so that you can access the plant editing power of PlantFactory directly from VUE and use the VUE tools to affect the PlantFactory vegetation.

Furthermore, when used inside of VUE, PlantFactory creates unique vegetation – i.e. no two plants of the same species will ever look exactly alike. PlantFactory plants also sway in the breeze, or twist and bend in strong winds.

PlantFactory plants will automatically adapt their resolution with distance, through a dynamic LOD system, making them perfect for Hero plants, foreground, mid-ground and background placements in your compositions.

PlantFactory vegetation can be edited directly within the VUE Plant Editor. Specific parameters from the plant graph can be extracted to the Plant Editor to create simplified, high-level controls and facilitate your plant editing process.

Last but not least, like any VUE component, PlantFactory plants will work seamlessly with the EcoSystem™ technology to create landscapes containing millions of unique plants!

tree collection

© Artur Rosa

Seasonality

One of the key features of PlantFactory is its ability to dynamically set global plant characteristics such as plant age, health, and seasonality.

These characteristics can drive any node or set of nodes in the TPF graph to add more complete plant definition and realism.

Total control & endless possibilities

Plants created in PlantFactory are built in three different ways.

1. Like a painter! – By manually drawing the shape of the plant you want:

In Manual mode, you just paint branches using your mouse (or tablet). The graph of nodes is automatically regenerated after each mouse stroke. Once painted, you can access each painted element and easily fine-tune every aspect of it using graph parameters, or even visually modify the geometry using standard manipulation Gizmos.

2. Like a builder! – by assembling ready-made components:

The Components method is the fastest and easiest way to model vegetation. PlantFactory ships with a library of pre-made components for trunks, branches, leaves, fruits, etc. Components are fully textured, UV mapped, displaced, and pre-animated. Just select the component you want to use, and TPF will intelligently add it to the graph and connect its parameters automatically, without any further action from you.

3. Like a boss! – by constructing everything from scratch, using a procedural graph of nodes:

Using the graph of nodes, you build your plants from simple geometry nodes. Each geometry node features multiple parameters that you adjust and combines to achieve the desired look. Each one of these parameters can be extracted and controlled using other nodes (for instance, you can link the size and color of your leaves to the age of your plant). You can even create simple interfaces to control your plants: by publishing specific parameters of the graph you provide high-level control to the intricate properties of the plant.

VUE

  • VUE is a 64-bit application, designed for 64-bit versions of Windows 7, Windows 8 and Windows 10 and Intel Mac OS X 10.10+ 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 must realize that there is a lot going on when you work in VUE.

Recommended System Specs

  • Windows 64 bit (Windows 7, Windows 8 or Windows 10), Mac OS X v10.13+
  • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro), AVX compliant
  • 8GB+ of RAM,
  • 4GB+ of free Hard Disk space (on the drive hosting the OS),

We recommend a graphics card containing at least 4 GB of VRAM with a 3D Mark score of 10,000 or better (https://benchmarks.ul.com/compare/best-gpus)

Compatible hosts:

  • Autodesk Maya 2015-2019
  • Autodesk 3ds Max 2015-2020
  • Maxon Cinema 4D R15-R20
  • Newtek LightWave 11.6-2019

PlantFactory

PlantFactory is a 64 bits application, designed for 64-bit versions of Windows 7, Windows 8 and Windows 10 and Intel Mac OS X 10.10+ platforms. A video board that can run Shader model 4 is required. For better performance, a minimum of 2GB of video RAM is recommended (Video RAM should not be confused with system RAM. Video RAM resides solely on your video board).

Performance of the software is directly related to the power of the system running it. PlantFactory is optimized to make the best of all the processors/cores on your system. The power of your video board directly impacts the frame-rate of the plant preview.

Recommended System Specs

  • Windows 64 bit (Windows 7, Windows 8 or Windows 10), Mac OS X v10.13+
  • We recommend a graphics card containing at least 4 GB of VRAM with a 3D Mark score of 10,000 or better (https://benchmarks.ul.com/compare/best-gpus)
  • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro), AVX compliant
  • 8+GB of free RAM
  • 4GB of free Hard Disk space.

What’s new in R4 build 4003044?

Vue

Real world Terrains

Automatically retrieve real world terrain data as heightmap or procedural terrains.

Cloud Morphing and Animated VDB export

Morph two MetaClouds together. VUE will automatically create a smooth interpolation between the two cloud geometries and material looks. Cloud animations can now be exported as animated VDBs too.

Integration and Export

  • [NEW] Animated clouds and cloud layers can now be exported to animated VDBs (one VDB file for each frame)
  • [NEW] Bake and export all material PBR channels as texture maps
  • [NEW] New color bleed blending (smudge + mean average color filler) for exported texture maps
  • [NEW] Added occlusion treatment option, allowing user to select between ambient occlusion compute, ambient occlusion texture or a mix of both
  • [NEW] Added some maps (Ambient Occlusion, Blurred Reflections, Luminous, Glow) to write at export
  • [NEW] Added baking to 16 bits Grayscale textures
  • [NEW] When baking textures, use the alpha of input textures even if it is not exported, we do not want a different result whereas we activate the alpha export or not.
  • [NEW] Modified the “generic UV” export algorithm to avoid making thousands of mesh parts in some cases. Made it make more compact parts for better packing.
  • [NEW] Use a better packing for the “generic UV”
  • [NEW] Ensure baked normal maps are normalized
  • [NEW] Reworked and optimized FBX import
  • [NEW] [Import/DEM] Importing a DEM file now offers the choice between creating a Procedural Terrain or a Heightfield (Note: previously it was Procedural Terrain only)
  • Limit max size of adaptative maps.
  • Better placement of fragments in baked texture maps.
  • Fixed missing materials when importing some Collada files
  • Added a new option (“Invert transparency maps”) at the bottom of the Import Options dialog for Collada files, to force VUE to use the contrary of the transparency rule defined in the file (some exporters don’t follow the Collada specifications, like VUE before the other fix below…).
  • Fixed export of Collada files: transparency maps were always inverted, so never following the transparency mode defined in the file (RGB_ZERO).
  • Fixed import of Collada files: transparency maps were always inverted (ignoring the transparency mode read in the file), which could lead to fully transparent materials if their mode was A_ONE.
  • Fixed resizing and center options that were not applied to imported objects
  • Fixed synchronization of imported objects: saved scenes now store the original import options for each object, so that they can be reapplied when objects are synchronized (=automatically reloaded after a change of the file on the disk). Also, if smoothing options are modified in the Mesh Options, they will now be reapplied in future synchronization of the mesh.
  • Fixed a bug preventing to export the map of some objects (like alpha planes, imported LW models…), because a wrong extension was used to write images.
  • Fixed wrongly exported Collada files (not readable by VUE or other apps) when material names use non-ASCII characters.
  • Fixed export of CSG objects to Collada (materials could be wrong)
  • Ignore empty grids when importing VDB clouds instead of making an error.
  • Fixed potential crash when loading a scene with multiple MetaClouds
  • Upgraded Open VDB SDK version to 6.2.1
  • [LWO] Fixed crashes with some LWO files
  • Fixed normal map export on PlantFactory plants
  • Improved displacement export
  • Fixed truncated camera animation path when importing FBX file as synchronization data.
  • [Convert Tools for Maya] Fixed errors when converting more than one VUE object.
  • [Plugin] Remove Synchro plugin for Cinema4D R15
  • [Plugin] Upgrade V-Ray SDK to 3.6 and remove support for V-Ray 2
  • [Plugin] Fixed the automatic loading of the VUE plugin for V-Ray Next update 2 and greater.

Substance

  • [NEW] Gather parameters in dedicated tab in material editor rather than publish them all
  • [NEW] Added support for multigraph .sbsar
  • [NEW] Integrated version 7 SDK
  • [NEW] Added support for additional .sbsar inputs
  • [NEW] Added support for animated .sbsar

Path Tracer

  • [NEW] Path tracer now supports camera orthographic projection and film offset.
  • [NEW] Added Multi-Pass render outputs for the path tracer.
  • Properly switch off main view last render display when editing scene, while interactive path tracer is enabled.
  • Fixed traversed volume handling when objects intersect.
  • Fixed full CPU (non OpenCL) implementation for path tracer intersection units (wrong lighting).
  • Fixed a potential crash when rendering Boolean operations containing displaced objects.
  • Fixed crash on processors that do not support SSE4.X for the non AVX version.
  • Added SSE2 compatibility check to the OpenCL check to ensure that the path tracer can run properly on the running system.
  • Fixed huge path tracer performance issue when rendering plants with billboard primitives.

Performance

  • Fixed very slow preparation of EcoSystems with plants with lots of primitives
  • Reduced memory footprint for procedural terrains part of a group and sped up their initializations when rendering several times.
  • In the export of “generic UV”, converted O(N^2) code to O(N)
  • Optimize undo/redo memory footprint in some specific scenario

Stability

  • Fixed potential random crashes when there are EcoSystems in the scene (after undo/redo operations and grouping of objects with EcoSystems materials)
  • Fixed potential crashes related to animated objects in the timeline.
  • [TerrainEditor/Intel] Improved terrain editor stability with Intel chipsets on Windows
  • [Mac/Drag&Drop] Robustness fixes following the report of a crash after a few hours sitting idle
  • Fixed a crash (stack overflow) when relaying mouse events in the context of a scrollable group nested inside another group (or scrollable group)
  • Fixed a crash when opening the format options panel twice
  • Fixed a crash in Texture Manipulation Editor
  • [MaterialEditor] Fixed a crash when switching material layer and the function graph is opened
  • Fixed a possible crash on Mac when closing a dialog opened from a pop-up menu from inside a modal dialog opened from a menu (e.g. color map editor opened from any modal dialog)
  • Fixed a potential crash when dropping a group (e.g. a Boolean operation) containing a PlantFactory vegetation to the ground.
  • Prevent a crash when reading a .fsvue file referencing modified .tpf files, and improve feedback in this case.
  • Fixed a potential crash (or render aborted at once) related to EcoSystem phasing.
  • [Windows] Work around crashes in third-party library with some specific fonts (CrashSender will show but VUE will no longer crash)
  • Fixed a potential crash in the render stack when the NPR or depth channels are selected but their data weren’t loaded.
  • Fixed potential crash when loading a scene with atmosphere editor open
  • Fixed potential crash on Help (F1)
  • Fixed prevent potential crash with native browser
  • Fixed potential crashes with multi-selection browser.
  • Fixed potential crash using enter key in browser
  • Fixed crash when editing functions from material editor with multiple materials edited
  • Fixed crash when clicking on convert to MetaCloud when no object in scene
  • Fixed a possible crash when loading a DAE files bigger than 2 GB. A proper warning message is now displayed.
  • Fixed python initialization mistakes (macOS)
  • Fixed a crash related to texture edition
  • Fixed a potential crash in 3D Views refresh, after importing a FBX file as synchronization data.
  • Fixed a potential crash in the Material Editor when loading an image with embedded alpha in the alpha channel itself.
  • Fixed a potential crash when reading TIF files using color palette mode.

Automation

  • Fixed a potential crash when adding a new keyframe to a rigged mesh whose previous animation was deleted.
  • Fixed blades breeze animation length on PlantFactory plants

Ecosystem

  • Fixed the loading in a 2nd VUE run of scenes with missing TPF file that were in a preview VUE run, if the updated scene was not saved.
  • Fixed potential initialization issue with animated plants.
  • Fixed inconsistent results when populating a material containing several EcoSystem layers and used by several objects.
  • Fixed instance count sometimes reset to zero for no reason when starting eco-painting.
  • Fixed the ‘Clear’ button doing nothing in some cases (in EcoSystem materials using stacking).
  • Fixed missing animation in vegetation specimens configured as animated mesh, when used in a global EcoSystem.
  • Fixed wrong offset of shaded billboards, along Z axis.
  • Fixed potential inconsistencies in the scale of instances, when the scene was reloaded from auto-save or fast-save format.
  • Improved feedback when the creation of a population fails due to licensing (PlantCatalog).

Function Graph

  • Fixed rare crashes when editing the graph leads to conflicting concurrent access with function nodes’ small previews calculation
  • Fixed a rare crash when changing a node parameter’s color value using the “fast color selection” dialog.
  • [Spline Proximity] Maximize/Minimize spline edition window by double-clicking on the caption bar
  • Fixed Node Output Observer not refreshing when changing node parameters
  • Improved edition of noise parameter in fractal nodes
  • Fixed regression on Function Node Preview

Python

  • Added second argument to AddStone and AddVolumeCloud Python function to specify seed.
  • Fixed AddAlphaPlane by using Alpha channel instead of Transparency and setting projection mode to parametric.
  • Allow Python function AddAlphaPlane to load Animation.
  • Make sure python function ‘GetBoundingBox’ is consistent for a vegetation object just created.
  • GetProductVersion now takes the current quarterly release into account (ie. returns “1 R4” (display version) or “15.4” (internal version) for R4).
  • Added the Python function setTimer which allow to run a Python command after at least a specified delay (example: setTimer(42.42, ‘print(“Done!”)’) will print “Done!” in the Python console after 42.42 secondes).
  • Added the ability to load a MetaNode from its file path inside a graph node parameter (via Graph.SetNodeParameter(NodeIndex, ParamterIndex, FilePath))
  • Added the ReplaceFunction function to load a function from disk and put it instead of already in place Function. Example: ReplaceFunction(obj.Material().ColorFunction(), file).
  • Removed useless Python functions: TestLoadSaveImage, TestLoadBrush, TestLoadColorMap, TestLoadFilter, TestLoadFunction and TestLoadMetaNode.

Rendering

  • [NEW] Allow cube map and octahedron map to be selected as panoramic modes. (also add new layout for cube map)
  • [NEW] [RenderNode] Introduced a new ’tile_rect’ option [-tile_rect x_min y_min x_max y_max], with (1,1) as top-left pixel.
  • Fixed the inability to enable Stereoscopic rendering in the Render Options dialog.
  • Fixed badly interpolated materials over MetaBlobs when activating relighting.
  • Fixed missing underwater physical caustics after their activation if water material caustics flag was initially disabled.
  • Fixed non sticking physical water absorption & scattering mode when changed in the material editor.
  • Fixed inconsistent physical water foam behavior along coasts.
  • Fixed Multi-Pass outputs for PBR materials using alpha mapping.
  • Optimized fully transparent impacts (avoid lighting calculations when possible).
  • [Render Options] Fixed alpha & depth paths not updated properly when changing the render output path
  • Fixed invisible heightfield terrain when used inside a group or Boolean operation (for high resolutions and displacement mapping).
  • Fixed invisible heightfield terrain when a displacement of depth zero is applied to it (only with high resolutions).
  • Fixed wrong multi-pass/G-buffer output path upon scene reading, to avoid getting an error when saving render to disk.
  • Improved shadows for terrains using high amplitude displacement mapping.
  • Fixed potential alpha mapping issues (white leaves) when using GPU anti-aliasing with PlantFactory EcoSystems.
  • Improved lighting on displaced meshes using Normal Mapping.
  • Avoid losing 16-bit precision (if any) on imported bump maps.
  • [Network Rendering] Fixed rendering cube maps with RenderCows
  • [Network Rendering] Fixed rendering VDB clouds with RenderCows

Splines

  • Optimized splines where both Ecosystem and Material effects are enabled (Terrain effect no longer recomputed when the Ecosystem is populated)
  • Improved reactivity when editing terrain effect parameters.
  • Fixed the dropdown feature for spline control points and tangents
  • Fixed the dropdown feature when dropping splines with a geometry effect enabled, or when dropping onto such splines
  • Fixed the Drop-on-Top feature for spline control points and tangents

UI/UX

  • [NEW] In the render stack, renders can now be cloned from existing clones, not only from the original render (to make post process/exposure tests easier).
  • [NEW] Hiding a scene layer from render now hides its cloud layers (like other objects)
  • [NEW] Added the ability to open render options from the sky export options
  • [NEW] Allow drag & drop from atmosphere browser
  • [NEW] [RenderArea] Support scaling an existing render area from its center (pressing Alt) & preserving its aspect ratio (pressing Shift)
  • [NEW] Added the possibility to modify gamma in the camera backdrop editor
  • [NEW] Drag & drop of atmosphere files (.atm) in the main frame is now possible.
  • [NEW] Added refresh of “Parent level” and “Cascade” in filter editor (for PlantFactory published parameters)
  • [NEW] Added min/max edition of “Custom variance” in random range parameters (for PlantFactory published parameters)
  • [NEW] Added modulation of PBR channel when using map
  • [Erosion] Fixed division by zero in algorithm (could lead to artifacts)
  • Allow sending a crash report even when we try to go on executing the program after a crash.
  • Support loading images (for materials, environment maps, etc.) requiring more than 2GB of uncompressed pixel data
  • Fixed gizmo size when switching to orthographic camera
  • Fixed TPF plant preview issue when plant OGL qualities are equal
  • Added a message asking confirmation before deleting a render from the stack
  • Fixed incorrect graph connection after choosing “Mapped Picture” mode in the transparency tab of the material editor (the image was connected to the alpha output)
  • In VUE Creator, it is now easier to set the resolution in the Render Options (the Digital 4K limitation is applied when closing the dialog or before starting the render).
  • Enabled the edition of the output filename from the Render Options (without having to click on “Browse”)
  • Prevented the addition of objects into EcoSystems when they are not supported (procedural terrains, fans, global EcoSystems…)
  • Fixed interface update after copy/pasting a material inside the material editor (the current tab wasn’t correctly updated).
  • Fixed the display of the EcoPainter brush on HiDPI screens (radius was wrong)
  • Fixed several problems when painting EcoSystems without “airbrush style”: this mode now works in all views. The number of Added instances only depends on the stroke’s curve/path, not on the speed of the cursor (like with the “airbrush style”). There is no overlap or empty areas between sub-segment of strokes anymore. Also, the falloff filter is now applied by taking the path into account.
  • Fixed the application of the falloff filter when painting EcoSystems in perspective views (only a subpart of the filter was applied, which depended on the current size of the perspective view).
  • Fixed another problem with the distribution of instances in orthogonal views (there was an hidden “square root” falloff filter)
  • EcoSystem instances are now Added in the whole circle of the brush on screen which seems more intuitive than the previous behavior which was a “mix” of screen and world projections.
  • Fixed the slider controlling the roughness of PBR materials (in constant mode). The value used for rendering was not correctly applied and setting a value above 17% was like setting 100%.
  • Fixed the import of materials for some 3D files, like DAE files created in MakeHuman: wrongly defined transparency maps are now ignored (= using an image with embedded alpha already used by the Color and Alpha channels).
  • Fixed favorites not saved when closing the browser without loading an item (browser)
  • Fixed Material Editor keeping the size of the function Editor when we close the function editor
  • Fixed gizmo issues on 4K screen
  • Fixed glitch on filter editor when switching monitor (with different DPI)
  • Fixed post render options status bar not flashing sometimes
  • Fixed animated MetaCloud OpenGL incorrect refresh
  • Fixed black previews of plant specimens in plant browser
  • When you reset a cloud material, you got a new cloud material.
  • Fixed wrong preview in browser when loading species of plants
  • Localization of hardcoded English strings in MetaNode pop-up menu (Function Editor nodes list)
  • [Render area] Fixed disappearing render area when editing it would for example move the right border to the left of the left border (same with top/bottom & corners)
  • [TerrainEditor] Altitudes color bar below the 3D preview was improperly drawn when the “Adapt to clipping” button was toggled down.
  • [ColorMapEditor] Display real units (e.g. altitude in meters in the Terrain Editor) for key color positions
  • [Gizmo icons] Inadvertent drag of the mouse of even a single pixel over a gizmo icon (P/L/G and M/R/S icons in the 3D viewports) would deselect the current object.
  • [ColorMapEditor] Fixed manual edition of the key color position field pushing around other keys
  • [SplineProximity/Edition] Fixed conflicts between Edit/Insert fast-switch keys and regular triggers + support deletion of a control point with Backspace (useful on Mac keyboards)
  • [TerrainEditor] Fixed ‘adapt to clipping’ button status not remembered
  • [Menu] Fixed varying shortcut displayed as menu item hints before and after opening the Options panel (for shortcuts with an editable and a non-editable version like Undo, Copy and Paste)
  • Avoid displaying the vegetation variation browser if the file cannot be loaded due to licensing (PlantCatalog).
  • Remember the last folder from which a Python script was loaded by user for next session.
  • Fixed a crash in camera backdrop when selecting a picture rotated by 90 or -90 degrees
  • Improved image mapping on primitives
  • Avoid bad interaction between sliders and scroll bars.
  • Better error handling of image/animation loading
  • Report each parameter loading error
  • Avoid exiting when accelerator file cannot be read, pop a message but go on.
  • Fixed erratic random range slider behavior for integer values.
  • Fixed tabbed dialog not correctly resized when maximizing/minimizing main window
  • Fixed on preview for 4GB images in browser
  • Improved error management while reading/writing files
  • Fixed issues when trying to load a list of images.
  • Fixed a possible crash when clicking on convert to MetaCloud when no object in scene
  • Fixed MetaCloud interpolation of amount parameter (used in cloud animations)
  • Fixed edition of colors in MetaNodes.

Misc

  • [NEW] Allow sending a crash report even when we try to go on executing the program after a crash.
  • [NEW] Added support for MacOS Catalina (10.15)

 

PlantFactory

[Technology Preview] Import Plugins

  • [NEW] PlantFactory Importer plugins for 3ds Max and Maya (2019+).
  • [NEW] Automatically convert materials to VRay native materials

Integration & Export

  • [NEW] Bake and export all material PBR channels as texture maps
  • [NEW] Added some maps (Ambient Occlusion, Blurred Reflections, Luminous, Glow) to write at export
  • [NEW] Added baking to 16 bits Grayscale textures
  • [NEW] New color bleed blending (smudge + mean average color filler) for exported texture maps
  • [NEW] When baking textures, use the alpha of input textures even if it is not exported, we do not want a different result whereas we activate the alpha export or not.
  • [NEW] Modified the “generic UV” export algorithm to avoid making thousands of mesh parts in some cases. Made it make more compact parts for better packing.
  • [NEW] Use a better packing for the “generic UV”
  • [NEW] Ensure baked normal maps are normalized
  • [NEW] Added occlusion treatment option, allowing user to select between ambient occlusion compute, ambient occlusion texture or a mix of both
  • [NEW] Added the import of FBX models.
  • Re-center baked UVs to improve filtering
  • Fixed normal map export on TPF plants
  • Improved displacement export
  • Limit max size of adaptative maps.
  • Better placement of fragments in baked texture maps.
  • Avoid losing 16-bit precision (if any) on imported bump maps.

Substance

  • [NEW] Gather parameters in dedicated tab in material editor rather than publish them all
  • [NEW] Added support for multigraph .sbsar
  • [NEW] Integrated version 7 SDK
  • [NEW] Added support for missing .sbsar inputs
  • [NEW] Added support for animated .sbsar

Geometry

  • Fixed meshing of “closed” segments (when the radius at top or bottom is zero)
  • Ensure age ratio parameter is in [0,1]
  • Fixed export and displacement of detailed leaves

Function Graph

  • [NEW] Added minimal meshing subdivision parameter on several primitives
  • [NEW] Added a new LOD Selection method based on a referenced length (instead of the plant bounding sphere)
  • [NEW] Added filter handling on flower primitives’ angular subdivisions
  • [NEW] Added a meshing symmetry factor for flower primitives
  • Do not apply “whorl” parameters when the parameter group is disabled.
  • Use integer quantization for min subdivision numbers
  • Improved edition of noise parameter in fractal nodes
  • Fixed regression on Function Node Preview

Performance

  • In the export of “generic UV”, converted O(N^2) code to O(N)
  • Optimize undo/redo memory footprint in some specific scenario

Stability

  • Fixed crash with hooking point editor with paraboloid
  • Fixed a possible crash when loading a DAE files bigger than 2 GB. A proper warning message is now displayed.
  • Fixed crash related to texture edition
  • Fixed a potential crash when reading TIF files using color palette mode.

UI/UX

  • [NEW] Allow displaying small value ranges in parameter sliders, added specific angle mode.
  • [NEW] Enable HIDPI interface and preview (single-screen and multi-screen)
  • [NEW] Added a … tab with menu when several tabs are superposed (when the tab size is too small)
  • [NEW] Added refresh of “Parent level” and “Cascade” in filter editor
  • [NEW] Added min/max edition of “Custom variance” in random range parameters.
  • More visible force indicators in preview
  • Better error reporting of DirectX initialization error
  • Avoid displaying the vegetation variation browser if the file cannot be loaded due to licensing (PlantCatalog).
  • Reorganized flower primitives meshing parameters into a new tab
  • Improved image mapping on primitives
  • Avoid bad interaction between sliders and scroll bars.
  • Better error handling of image/animation loading
  • Report each parameter loading error
  • Avoid exiting when accelerator file cannot be read, pop a message but go on.
  • Fixed erratic random range slider behavior for integer values.
  • Fixed tabbed dialog not correctly resized when maximizing/minimizing main window
  • Fixed on preview for 4GB images in browser
  • Improved error management while reading/writing files
  • Fixed issues when trying to load a list of images.
  • Fixed blades breeze animation length.
  • Fixed blades wireframe breeze animation (now synchronous)
  • Added modulation of PBR channel when using map

Misc

  • [NEW] Added support for MacOS Catalina (10.15)
  • Allow sending a crash report even when we try to go on executing the program after a crash.
  • Support loading images (for materials, environment maps, etc.) requiring more than 2GB of uncompressed pixel data

 

E-on Software Announces the Availability of its Summer 2019 Release for VUE and PlantFactory Software

e-on software’s summer quarterly release adds support for V-Ray Next, a new Orthographic Camera, 15 botanically accurate vegetation species, more than 300 new content assets, and over 60 additional feature, performance, and user experience enhancements.

Paris, France – August 8, 2019 – E-on software, a leading global developer of software for the creation, animation, rendering, and integration of natural 3D environments in the computer graphics, VFX, architecture, and gaming industries, announced the immediate availability of the Summer 2019 Release (otherwise known as R3) of its VUE and PlantFactory software.

A new free trial version is also available of its VUE and PlantFactory software, which includes all the updates from R3.

The full release note details are available online at https://info.e-onsoftware.com/release-notes-august-2019

Key New Features in VUE R3

Integration and Export (1)

  • Added Progress Bar for export
  • Always running color algorithm now on baked texture for export
  • [Plugin] Added compatibility with V-Ray Next
  • [Plugin] Added a “Convert” button in the Convert Tool and avoided conversion when using the close button
  • [Plugin] Much faster reading and writing of large scenes in Maya (especially in ascii format)
  • [Plugin] Ability to convert old scene gamma (same choices as in VUE Standalone) when loading a new VUE scene file from the menu

Rendering

  • Allows the use of the RenderNode Network option with Path Tracer renderer
  • Improved robustness of GPU anti-aliasing
  • Added orthogonal projection in Camera Options

Performance

  • When saving a material, faster computation of the preview for meta-cloud materials.
  • Optimized PlantFactory plant computation (5%)
  • Optimized Graph Edition (3x)
  • Hidden node previews in the function editor are no longer recomputed (saving CPU time)
  • Moved the compilation of nodes in the thread function to reduce latency
  • Reduced the latency in the function editor when editing parameters (mainly useful for complex graphs)

Atmosphere

  • IceRings and Rainbow effects work in a photometric mode

Displacement

  • Ability to subdivide cube and pyramid primitives before displacing (like planes already are), to avoid a lower visual quality when compared to “curved” primitives like spheres, cones, cylinders and tori
  • Improved the rendering of cubes when both displacement and normal mapping is activated

Function Graph

  • Improved MetaNode edition
  • Improved connection edition
  • Improved graph layout when loading old functions

Python

  • Added functions to get/set multi-pass and G-Buffer output path
  • Added function to override the output folder for all channels

Substance

  • Handles opacity map
  • Handles image parameter

UI/UX

  • Uses visible handles for tangent manipulation in the filter editor
  • Enabled the K shortcut to break tangents in the filter editor
  • Double clicks in filter editor create a new point where you have clicked
  • Native HiDPI drawing of the filter editor
  • Allows you to remove a filter point by double-clicking on it
  • Vastly improved the reading speed of compressed files
  • When saving a material file, a dialog now displays the progression of the rendered preview, and it can be stopped by pressing the escape key
  • Replaced the 4 icon buttons (6 in hosted plugins) to load items in EcoSystems by a single “Add Item” button and a popup menu. The popup menu can also be accessed by right-clicking in the population list.
  • The auto-exposure computed in the scene preview is now applied in the OpenGL views (with the shader 4 mode)
  • Exposure and post-process settings are now applied while rendering with the path tracer (but not for interactive rendering)
  • Added a filter to hide old SolidGrowth plant when browsing for the plant.
  • Improved the automatic naming of plants by taking the species filename into account.
  • Improved graph layout when loading old functions
  • Improved reactivity when first opening a browser
  • Improved quality of OpenGL preview of the atmosphere
  • [Browser] Created a button to hide downloadable content
  • [Browser] More buttons now support ALT shortcut to switch to native browser

Misc.

  • A commercial license can now read a scene created in the Trial version on the same machine.
  • Improved Thumbnail generator library stability

 

Key New Features in PlantFactory R3

Integration and Export (1)

  • Exporting as billboards now also create normal maps
  • Added Progress Bar when exporting geometry
  • Always running a color algorithm on baked texture for export

Performance

  • Optimized PlantFactory plant computation (5%)
  • Optimized Graph Edition (3x)

Geometry

  • Added functionality to position children orthogonally to the surface of the parent
  • Two additional sliders for random positioning and orientation of children objects added via whorl

Function Graph

  • Improved MetaNode edition
  • Improved connection edition
  • Improved graph layout when loading old functions

Substance

  • Handles opacity map
  • Handles image parameter

UI/UX

  • Uses visible handles for tangent manipulation in the filter editor
  • Enabled the K shortcut to break tangents in the filter editor
  • Double-clicks in filter editor create a new point where the user has clicked
  • Ability to remove a filter point by double-clicking on it
  • A vastly improved reading speed of compressed files
  • When saving a material file, a dialog now displays the progression of the rendered preview, which can be stopped by pressing the escape key
  • Split graph and preview menu for clarification

Misc.

  • A commercial license can now read a scene created in the Trial version on the same machine.
  • Improved stability of thumbnail generator library

(1) Export and integration plugins are only available in Professional and Enterprise solutions

 

Plant Catalog Collection update (2)

This summer release also offers a new batch of 15 HD and LD – botanically accurate – vegetation species, including:

  • Broadleaf trees: Citrus x aurantium, Citrus x Limon, Ficus Carica, Jacaranda mimosifolia
  • Bushes: Callistemon laevis, Callistemon rigidus, Callistemon viminalis ‘Little John’, Hibiscus rosa-sinensis, Malvaviscus penduliflorus
  • Palms: Phoenix canariensis, Washingtonia robusta
  • Perennials: Juncus rigidus
  • Succulents: Beaucarnea recurvata, Dracaena draco, Euphorbia candelabrum

 (2) Plant Catalog compatibility is currently in Enterprise solutions only

New collection items

e-on software will be progressively giving away its owned content collection formerly sold on Cornucopia3D to users of its new software solutions. The company owns more than 2,000 3D assets, that are currently being updated and quality controlled. These assets will be made available in batches with every new quarterly release. The R3 release, therefore, includes the first batch of more than 300 3D assets comprised of atmospheres, materials, vehicles, animals, sample scenes, etc.

A formal statement about Cornucopia3D will be made this summer.

Availability

The new update is available for download as a free software update for all registered users of the company’s VUE and PlantFactory solutions. Users will find the software update and the plant catalog download links on their user account page (under the Software Center tab).

Spring 2019 update

VUE and PlantFactory build 2003711, Release date: April 24, 2019

See the full release notes for the Spring release here.

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