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v2021.1 (R6) e-on Software Enterprise Solution

Review:

e-on Software Enterprise Solution
  

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The right solution for large scale production houses

The Enterprise Solution bundles VUE, PlantFactory, 25 rendernodes, network rendering licenses, and the PlantCatalog – an ever-growing library of new vegetation species.

Harness the power of procedural environment asset creation and become a digital God. Maximize both your team’s creativity and productivity, while boosting your return on investment and profitability.

Thanks to plethoric interoperability technologies, the Enterprise Solution seamlessly integrates into any production pipeline – for VFX, movie, gaming, and architectural visualization industries.

The Enterprise Solution includes:

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 RefillOptional:

Check PlantCatalog Creator
Optional:

Check PlantCatalog
Included

Current: 75 HD/LD/RT new species.

New drops every quarter

Multi-Disciplinary

Wherever there’s a need for environments, we’ve got you covered.

The Enterprise Solution offers the most comprehensive environment creation toolkit for your artists: for environment asset creators, concept artists, matte painters, lighters, compositors, game designers, and more!

Whatever your team creates is exportable to your other pipeline tools. Single assets (terrains, trees, rocks, etc.), entire scenes, 3D cloud layers or standalone clouds, skymaps, HDR light probes and skydomes, multi-pass renders… you name it!

Pipeline Friendly

While our main GUI applications are not – yet1 – available on Linux², our solutions are developed with pipeline integration in mind, so that you don’t have to think about it. Both VUE and PlantFactory include the recommended – or most recent – versions of The VFX Reference Platform set of tools and libraries (based on CY2018 norm) such as Python, OpenVDB, OpenEXR, Alembic, Ptex, FBX etc…

Software licensing is also standardized with your other pipeline tools, based on the RLM™ licensing technology. No more fiddling with custom license server configurations.

Enterprise Solutions can also come as floating licenses so that you can vastly save on your licensing costs.

1 A Linux EAP program should start in 2020 – stay tuned!
2 Network rendering RenderNodes are available for Linux

Content Free Re-fill

On top of the default content that ships with all versions of our solutions, the Enterprise Solution includes a specific procedural vegetation catalog that will be updated regularly.

These plants were designed by our internal botanist – to ensure they are physically and botanically correct.

The current collection comprises 88 totally new vegetation species that ship both in HD (high poly-count), LD (smaller poly-count footprint) and RT (Made for Real-time) – fully textured.

These are not just mere static vegetation models. Each procedural species is a Plant Engine that can serve to generate anything from game-ready vegetation to blockbuster Hero trees.

Each species comes with a truckload of presets, and each preset comes with age variations. Best of all, since all of this is procedural – you get access to all parameters and can change everything.

Your Render Farm Included

RenderNodes are designed to work efficiently alongside the other tools in your production facility. They are controlled by your render farm manager using simple command line instructions.

Your Enterprise Solution includes 25 Windows or Mac RenderNodes (Linux versions and/or additional seat offerings are available upon request).

The RenderNode license will enable you to use a 3rd party network rendering application to manage and distribute the rendering of both VUE scene files (.vue) AND integrated scenes (.max, .ma or .mb, .c4d, .lws, .scn) over a network of computers.

 


What’s new in 2021 (R6)?

This release introduces compatibility for MacOS BigSur and for the following host application versions and render engines (bold items are new):

  • 3D Studio Max 2016 to 2021
  • Maya 2015 to 2020
  • Cinema4D R20 to R23
  • Lightwave 11.6 to 2019
  • V-Ray 5 and Arnold

For a detailed list of changes, check out the full release notes.

The small stuff (VUE & PlantFactory)

Substance GPU engine: In the User Preferences (File – Options), you can now enable the Substance GPU engine for calculating and rendering of Substance materials. Thanks to the calculation on the GPU, you can expect speed increases of up to 200% and more, depending on the Substance material.

New nodes in the Function Editor: For advanced normal map creation, RGB composer & decomposer as well as a “Normal” input were added.

Path Tracer: The Path Tracer now supports both Relighting and NPR.

Real-world displacement: Following the rewritten displacement from the last release, you can now switch optionally to a displacement mode with real-world units. This mode computes the displacement differently than the “unitless” mode, as it takes the object’s scaling along each axis into account, which is especially useful for instanced objects with scale variations.

Additionally, more than 500 fixes and performance improvements were added across both applications.

The BIG stuff (VUE & PlantFactory)

The big features in this release are common to both VUE & PlantFactory.

Deep integration with Cinema4D

The integration with Cinema4D has been completely revamped and encompasses

  • Rewritten scene export to *.c4D file format with cameras, hierarchies and animation
  • Support for V-Ray Next & Arnold in the conversion tool of the VUE plugin
  • The first release of the PlantFactory technology preview plugin for C4D

Find out more in the video below.

Arnold support in Maya and 3DS Max

Arnold is now also supported for converting VUE assets in both Maya and 3DS Max. In the video, Patrice Paradis walks you through the integration in Maya.

USD export

All of our products, including the PlantCatalog, can now export assets to *.usda, *.usdc and *.usdz formats. USD is becoming increasingly popular and important in the industry, as it strives to eventually become a truly universal 3D format for easy pipeline integration, thanks to its open sourced structure and efficient data streaming.

USD is developed by Pixar. More information can be found on Pixar’s USD website.

Because USD is still in development, the supported features during import and export vary by each application. As of this release, we support the following asset types:

  • Cameras and their properties such as depth of field
  • Ecosystems (static and animated) with and without USD point instances
  • Single objects (static and animated)
  • Materials

We will add more features to the USD export as the file format itself continues to expand and support more content.

Now onto the software-specific features.

VUE

Alongside this release, we include the last batch of Cornucopia3D content. More than 300 items are added to the content browsers.

In the Function Editor, three new cloud inputs were added: Cloud starting altitude, Cloud ending altitude and Cloud height. With these nodes, you can now control material properties in clouds based on their altitude within a cloud layer or metacloud. These input nodes mark the first step towards new cloud functionalities in upcoming releases. Stay tuned for more information in the future.

PlantFactory

In addition to USD export, the Substance GPU engine, Path Tracer improvements, the Cinema 4D plugin and the new nodes from VUE in the Function Graph, we added two new main features.

Leaf clusters

You can now create leaf clusters. A leaf cluster is a baked texture map of high-resolution geometry which can be used for deriving lightweight plants that work especially well in real-time environments.

For example, you could model a twig with needles and then bake it to a leaf cluster for generating a texture map with an alpha channel. This texture map will then be used on the final coniferous tree, as real geometry for each needle would create models with millions of polygons.

Leaf clusters support baking of Color / Diffuse channels, normal maps, backlighting, Ambient Occlusion and highlights from up to three different perspectives. In addition, it will autogenerate a component based on the leaf node with one, two or three crossed planes, which can be loaded immediately from the content browser as a ready-to-go-asset.

Vastly improved UV unwrapping

The UV unwrapping algorithms that are used when baking materials to texture maps have been rewritten and produce vastly superior results with less distortion, cleaner UV island arrangement and smarter Texel density distribution.

As before, two different unwrapping algorithms are available:

  • Specific UVs: this mode creates UVs that are closer to standard primitive unwrapping algorithms such as cylindrical. The UVs are easier to understand and faster to generate, but they do not respect the original polygon shapes that closely.
  • Generic UVs: this mode is like manual unwrapping with seam placement. The UV islands respect the 3D polygon shape more closely and produce less distortion, but take longer to generate and are not as easily deciphered as specific UVs.

Additional improvements & features

  • Up to 25% reduced computation time for complex plants with over a million polygons
  • New 3D displacement functionality for the segment node for utilizing vector displacement
  • New “Position in distribution” mode in the “Parent parameters” node, which respects the start and end distribution values for children
  • Two-sided materials are supported for exports in *.c4d format
  • Improved compression of *.tpf species for smaller file sizes
  • Improved Ambient Occlusion preview in the 3D view


Be Productive

a halted journey

© Sergey Musin

The Professional Solution enables freelance artists and small to medium studios to create digital 3D environments for VFX, films, gaming, and architectural visualization industries.

Let the power of procedural technology help you model, texture, render, and export your scenes and assets with ease!

Dive into the solution that will help kickstart your creativity and productivity!

Rendering Power

planet

© Ralf Meader

Can you handle it?

VUE’s proprietary rendering engine gives you the power to render in a vast range of quality settings giving you the ability to illustrate your scenes all the way through from quick thumbnails to photorealistic stills and animations or even to output as a multi-layer PSDs perfect for compositing.

Lighting

artur rosa

© Artur Rosa

Seeing is believing

From dawn till dusk, night to day, VUE’s atmospheric effects can encompass any lighting scheme you need to produce. With full control, that rainy day in London or a snowstorm in the Himalayas is only a few clicks away.

Adaptable & Powerful

Our Professional Solution offers all the tools you’ll ever need to create realistic environments along with a range of tools that can be used at any stage of the creative process. From concept to storyboarding, compositing, and finishing scenes, animations, and more!

Our procedural vegetation modeling software offers the power to generate not only hero plants but also the same plant with various levels of detail to suit your requirements.

Export, export, export

lindt

©Jean-Marie Marbach

It’s compatible

Export your content or scene to other 3D apps using export formats like Alembic, FBX, 3DS, OBJ, C4D, LWO, and more!

Provides full exchange compatibility with an extensive set of import and export filters for both 2D and 3D content.

Export any native elements such as trees, terrains, skies, and complete scenes using dedicated polygon reduction and UV unwrapping tools.


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!

To put it another way, 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. e-on adds more species on a regular basis1.

The VUE vegetation technology ensures that no two plants you add to your scene will be identical. This frees 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. Create your own unique plant species! In addition, VUE will automatically animate plants for you. Your plants gently sway in the breeze or twist and bend in strong winds!

VUE is natively compatible with the fully procedural PlantFactory file format. Produce high-quality hero trees as well as distant vegetation. In fact, VUE can animate all of the exposed plant properties. These include Health, Seasonality, and 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. In addition, PlantFactory plants 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.

2021.1 (R6) introduces compatibility for MacOS BigSur.

VUE

VUE is a 64-bit application, designed for 64-bit versions of Windows 8, 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 8 or Windows 10), Mac OS 10.13-11*,
  • Multi-core CPU (Intel Core I7, I9, AMD Ryzen 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.

Compatible Hosts & Render Engines:

  • Autodesk MAYA 2016-2020 (Win/Mac)
  • Autodesk 3ds Max 2015-2021
  • Maxon Cinema 4D R16-R23 (Win/Mac)
  • Newtek Lightwave 11.6-2020
  • V-Ray 5 & Arnold

*Please note that VUE and PlantFactory 2021.1+ will only run on the ARM based Apple computers through Rosetta 2 at this time.

PlantFactory

PlantFactory is a 64 bits application, designed for 64 bit versions of 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 8 or Windows 10), Mac OS 10.13-11*
  • We recommend a graphics card containing at least 4 GB of VRAM with a 3D Mark score of 10,000 or better
  • Multi-core CPU (Intel Core I7, I9, AMD Ryzen or Mac Pro), AVX compliant,
  • 8+GB of free RAM
  • 4GB of free Hard Disk space.

Compatible Hosts & Render Engines:

  • Autodesk MAYA 2019-2020 (Win/Mac)
  • Autodesk 3ds Max 2019-2021
  • Maxon Cinema 4D R20-R23
  • V-Ray 5 and Arnold

 

What’s new in 2021.1 (R6)?

Full Release Notes

Vue

Plugin (Convert tools and Hybrid Rendering)

  • [NEW] Convert EcoSystem instances to Arnold procedurals (proxy files in Arnold format) in 3ds Max, Maya and Cinema4D.
  • [NEW] The conversion is faster and more transparent (not using the 3D file import of host apps anymore, which made the user interface blink).
  • [NEW] Convert materials to native renderer materials (V-Ray, Arnold) for a better fidelity (In the previous version, default materials were used) in 3ds Max, Maya and Cinema4D.[NEW] Added the ability to use the command “Convert to [3DS/Maya/C4D] Object” on native objects (Only the population is converted. If it’s native instances, VUE simply releases them for the host application).
  • [NEW] Added compatibility with LightWave 2020.
  • [NEW] Added compatibility with C4D R23.[NEW] Added compatibility with the V-Ray denoiser in 3dsMax and Maya.
  • [NEW] Improved generated maps by using Running Color algorithm, as we do for export.
  • [NEW] Allow normal map baking as well, when material export mode is set to “bake to texture maps”.
  • [NEW] VUE objects (including TPF plants) can now be converted using V-Ray materials (tested with V-Ray 5 beta).
  • [NEW] VUE instances are now converted to C4D Multi-Instances (feature introduced in R20 and normally more efficient). If the creation of Arnold Procedurals is enabled in the options of the Convert Tool, standard render instances are used.
  • [NEW] Fixed the application of materials on converted populations with V-Ray.
  • [NEW] [Cinema 4D/Maya] Use new icons in Cinema 4D and Maya toolbars.
  • [NEW] Added the ability to load native objects into VUE EcoSystems when the renderer is Redshift or Octane. Then with the Convert Tool, the VUE EcoSystems can be converted to Cinema 4D multi-instances, which are well rendered by Redshift (Octane could not be tested yet).
  • [NEW] Apply current conversion options to EcoSystem specimens if no custom export options have been set to the converted object/specimens.
  • [NEW] Converted materials now have the same name as in the VUE scene (non-ascii characters are replaced by “_” at the moment to avoid any bug. They will be enabled in the next version).
  • [NEW] Fixed conversion of global ecosystems.
  • [NEW] Added the ability to abort the conversion of objects (baking process only for now), useful if it is too long.
  • [NEW] PlantFactory plants in VUE EcoSystems can now be converted with animation in 3ds Max and Maya.
  • [NEW] Added the ability to revert the conversion of global EcoSystems (like for single objects, they are moved in a separate layer in the VUE world browser).
  • [NEW] Added the ability to select the output directory for texture maps in the Convert Tool Options.

Integration and export

  • [NEW] New USD export format which supports:
    • animated bones,
    • point level animation,
    • PBR material,
    • scene hierarchy,
    • EcoSystem instances incl. USD point instancer for non skeleton EcoSystem,
    • Panoramic Skymaps
    • Cameras and camera paths.
  • You can either Export as USDA, USDC or USDZ. We’ve also included a direct export preset for Nvidia’s Omniverse.
  • [NEW] FBX file format handling now supports objects hierarchy.
  • [NEW] Reworked export to native .c4d file format: support of displacement, EcoSystems, camera, 2-sided materials.
  • [NEW] Improved handling of highlight.
  • [NEW] Added double sided delta to move the voxels in case of double sided material (to avoid Z-fighting).
  • [NEW] Added highlight maps to bake to texture options.
  • [NEW] Added option to duplicate two-sided material face only.
  • [NEW] Export back material textures of two-sided materials even if 3D format does not support two-sided materials.
  • [NEW] Changed back orientation handling of C4d plugin (“good export” is XZY).
  • [NEW] Two-sided materials are correctly baked when using duplicated polygon option.

Natural Elements

  • [NEW] [ATMOSPHERE] Sharpness modualtion no longer limited to 100%.
  • [NEW] Added Cloud specific input in “Object Specific” input node in Clouds Material Graph for Cloud Height, Starting and Ending Altitude and also for Ambient lighting.

Ecosystems

  • [NEW] Added the possibility to clean the EcoSystem cache from the General Options panel.

Materials

  • [NEW] Added option to define displacement depth with real dimensions:
    • use the small icon beside the Depth slider to toggle the option.
    • warning: this is not only a display question: the displacement will actually be computed differently if your objects uses a non-uniform scaling, or if the edited material is used by more than 1 object.
    • limitation: if several instances use the same material and have different scales, the depth will be computed only once for all instances (for obvious performance reasons).
  • [NEW] PBR: it is now possible to edit the “Origin of material” and “Global transformation” for PBR materials, in the effect tab of the material editor.
  • [NEW] PBR Replaced minimum reflectivity setting with specular level, in range [0, 1], corresponding to [0%, 8%] minimum reflectivity, to conform to other software.
  • [NEW] PBR Enabled PBR Workflow and Emissive to Luminous converter nodes image mapping without a Substance node (for texture display in OpenGL and interactive path tracer viewer).
  • [NEW] Indicator for geometric map transfos in material editor, and display the size taking into account the map rotation. Display the original size in the gamma dialog.
  • [NEW] Properly handle variable highlights over PBR materials for both the raytracer and the path tracer.
  • [NEW] Added “Extend” texture clipping mode (also called ClampToEdge) that uses the value from the nearest pixel when UVs are outside of the texture. Note it is not yet fully supported for plugins/export.

Rendering and PathTracer

  • [NEW] The PathTracer now supports NPR (Non-Photorealalistic-Rendering).
  • [NEW] The PathTracer now supports dynamic Relighting.
  • [NEW] During offline render, incremental denoised renders are displayed. One can switch between noised and denoised displays in Render Display.
  • [NEW] [Denoiser/NVidia] Improved feedback when graphic card is too old to support NVidia Denoiser (need Maxwel architecture or newer).
  • [NEW] Reduced the rendering time of some cloud layers by 19% when their density function is not animated. It does not change the color output.
  • [NEW] Use computed scene preview auto-exposure as auto-exposure initial value for render.
  • [NEW] [NETWORK RENDERING] Added progression feedback when sending scene to the different RenderCow nodes.

Python

  • [NEW] Added new Python function ExportSky.
  • [NEW] Give more control to export, by extending SetExportOption.
  • [NEW] [PathTracer] Add function to tweak (esp. reduce) quality of texture maps as well as terrains & Metaballs/Hyperblobs.

Splines

  • [NEW] Support “”Scalable Vector Graphics”” (SVG) as import format for spline objects.
    Stroke width can be read on imported Splines through the python API ‘GetExtraAttribute_float’, mapped to key ‘width’, and the color using keys ‘color_r’, ‘color_g’ and ‘color_b’.
  • [NEW] Allowed loading vector files like object (model) files. Makes it easier to reach and also allows loading them from the python API ‘LoadObject’ + enables multi-selection.

Substance

  • [NEW] Use of GPU engine to speed up .sbsar texture rendering, especially for large sizes (1024 pixels x 1024 pixels and above). This option is only available in the graphical user interface version of VUE, not in RenderNodes. It can be disabled in General Options panel.
  • [NEW] Displayed the .sbsar parameters which affect the connected output in material editor tabs (this may not work if other nodes are connected in between the Substance node and the graph output).
  • [NEW] Handle new .sbsar input position type (v8 engine) as regular 2-dimensional number type.

UI/UX

  • [NEW] Many content browsers now support multi-selection to load objects, plants, rocks, metaclouds, cloud layers, scenes (in batch renderer), etc.
    This is true for both e-on Browsers and system file selection panels.
  • [NEW] Drag-dropping 3D models from system browser (Explorer/Finder) now supports multiple paths as well.
  • [NEW] [GAMMA] Suggest linear gamma correction on load for data images that are not set to linear (alpha, hightlight, metalness, …) as this is important for correct mipmap computation.
  • [NEW] [Options] Use 1GB increments for RenderStack and Ecosystem Specimen cache size.
  • [NEW] Allow picture type modification in the dialogue accessible from the gamma icon.
  • [NEW] Replaced OpenCL device type selection in PathTracer Option dialog by OpenCL single device selector (showing device type CPU/GPU and device name).
  • [NEW] Added default keyboard shortcuts for “Save As” and “Save as Consolidated Archive”.
  • [NEW] New option flag in the “Operations” tab to disable cursor warping by some UI widgets hiding the cursor (notably up/down buttons next to Edit fields). This fixes huge increments with Wacom as well as over KVM-like software (synergy/barrier, maybe TeamViewer or even inside VMs?).
  • [NEW] [GRAPH] Added RGB composer and decomposer nodes.
  • [NEW] Faster browser display of preview.
  • [NEW] Improved reactivity of published parameter UI.
  • [NEW] [OpenGL/Textures] Speed up conversion (about x4 with 6cores+HT) of image maps to OpenGL textures for display in viewports.
  • [NEW] [EditFields] Allow field editor dialog larger than underlying field.

Various

  • [NEW] Added support for the new macOS 11 version (on Intel chipsets only!), with one known limitation: HiDPI only supported on multiple screen setups if all monitors are HiDPI (hybrid multi-screen setup isn’t supported yet).
  • [NEW] Implemented compression in .tpf format (option was ignored previously, when saving species).

PlantFactory

Importer Plugins

  • [NEW] New Cinema4D Importer plugin Technology Preview, with support of Standard, Arnold and Vray material conversions.
  • [NEW] Converted materials now have the same name as in the TPF plants (non-ascii characters are replaced by “_” at the moment to avoid any bug. They will be enabled in the next version).
  • [NEW] Menu commands to edit and convert plants now work even if no plant is selected (it forces the selection of the first plant in the scene).

Integration and Export

  • [NEW] New USD export format: supports animated bones, point level animation, PBR material. Export as USDA, USDC or USDZ.
  • [NEW] Improved handling of highlight.
  • [NEW] Added double sided delta to move the vertices in case of double sided material ( to avoid Z-fighting ).
  • [NEW] Added highlight map to bake to texture options.
  • [NEW] Added a warning when exporting TPF plants with baked texture mode while plant contains node with disabled baking option.
  • [NEW] Added option to duplicate two-sided material face only.
  • [NEW] Added two-sided material support in C4D export.
  • [NEW] Fixed orientation of faces and normals in c4d export.
  • [NEW] Export back material textures of two-sided materials even if 3D format does not support two-sided materials.
  • [NEW] Change back orientation handling of C4d plugin (“good export” is XZY).
  • [NEW] Baking : Unwrap segments as cylinders, it makes less artefacts.
  • [NEW] Two-sided materials are correctly baked when using duplicated polygon option.

Leaf Cluster

  • [NEW] Export plant as textures to be used in a leaf node.
  • [NEW] Generate a component to be loaded directly in your graph.
  • [NEW] AO export is computed by the render.
  • [NEW] Added RT preview for exported file.
  • [NEW] Component import ungroups automatically node when loading leaf cluster.
  • [NEW] Added Texture Padding option.
  • [NEW] Added input to component import.
  • [NEW] Added correct hook point exported component node.

Geometry

  • [NEW] Added 3D Displacement parameter in Segment node.

Materials

  • [NEW] Added option to define displacement depth with real dimensions:
    • use the small icon beside the Depth slider to toggle the option.
    • warning: this is not only a display question: the displacement will actually be computed differently if your objects uses a non-uniform scaling, or if the edited material is used by more than 1 object.
    • limitation: if several instances use the same material and have different scales, the depth will be computed only once for all instances (for obvious performance reasons).
  • [NEW] PBR: it is now possible to edit the “Origin of material” and “Global transformation” for PBR materials, in the effect tab of the material editor.
  • [NEW] Enable PBR Workflow and Emissive to Luminous converter nodes image mapping without a Substance node (for texture display in OpenGL and interactive path tracer views).
  • [NEW] Set linear gamma for maps that require it when loading it from inside the material graph.
  • [NEW] Automatically use the right mipmap computation depending on whether an image is color or data (avoids problems when the gamma is not set correctly on data image).
  • [NEW] Indicator for geometric map transfos in material editor, and display the size taking into account the map rotation. Display the original size in the gamma dialog.
  • [NEW] Added “Extend” texture clipping mode (also called ClampToEdge) that uses the value from the nearest pixel when UVs are outside of the texture. Note it is not yet fully supported for plugins/export.

Rendering and PathTracer

  • [NEW] During offline render, incremental denoised renders are displayed. One can switch between noised and denoised displays in Render Display.
  • [NEW] Replaced OpenCL device type selection in PathTracer Option dialog by OpenCL single device selector (showing device type CPU/GPU and device name).
  • [NEW] [Denoiser/NVidia] Improved feedback when graphic card is too old to support NVidia Denoiser (need Maxwel architecture or newer).
  • [NEW] Optimized rendering of “user defined” leaves.

Performance and Stability

  • [NEW] Implemented compression in .tpf format (option was ignored previously, when saving species).
  • [NEW] [Imagery/Operations/Conversions] Speed up image operations (parallelize).
  • [NEW] Reduced texture conversion time (scene to PathTracer) by 70%.
  • [NEW] Improved generation time with complex plants (25% less time on a test plant with about 1.5M primitives).

Substance

  • [NEW] Use of GPU engine to speed up .sbsar texture rendering, especially for large sizes (1024 pixels x 1024 pixels and above). It can be disabled in General Options panel.
  • [NEW] Display the .sbsar parameters which affect the connected output in material editor tabs (this may not work if other nodes are connected in between the Substance node and the graph output).
  • [NEW] Handle new .sbsar input position type (v8 engine) as regular 2-dimensional number type.
  • [NEW] Made sliders stick to integer values upon release for .sbsar 2, 3 and 4-dimensional integer inputs.

UI/UX

  • [NEW] GRAPH: Added “Position in distribution” parameter in Parent node.
  • [NEW] Allow picture type modification in the dialogue accessible from the gamma icon.
  • [NEW] New option flag in the “Operations” tab to disable cursor warping by some UI widgets hiding the cursor (notably up/down buttons next to Edit fields). This fixes huge increments with Wacom as well as over KVM-like software (synergy/barrier, maybe TeamViewer or even inside VMs?).
  • [NEW] GRAPH Added RGB composer and decomposer nodes.
  • [NEW] GRAPH Added normal input node.
  • [NEW] Improved UX for PBR material edition.
  • [NEW] Faster browser display of preview.
  • [NEW] GRAPH Modified radius evaluation so that “min radius” is not affected by “radius reduction” of pruning options. The radius will only be reduced up to the min radius value.
  • [NEW] [EditFields] allow field editor dialog larger than underlying field.
  • [NEW] Improved support of Ambient Occlusion in preview.

Various

  • [NEW] Added support for the new macOS 11 version (on Intel chipsets only!), with one known limitation: HiDPI only supported on multiple screen setups if all monitors are HiDPI (hybrid multi-screen setup isn’t supported yet).

 

What’s new in R5 build 5003965?

Vue

Plugin (Integration)

  • [NEW] [MacOS] Added Integration plugin for Cinema4D R21 and S22.
  • [NEW] [MacOS] Added Integration plugin for Maya 2020.
  • [Cinema 4D] Fixed a potential crash when reloading old scenes.
  • [3DS Max] Fixed the display of real-world terrains in 3DS Max viewport (mirrored texture map).
  • [MacOS 10.15] Fix display of e-on windows and opengl areas in C4D R21+ and Maya 2019+ in macOS 10.15 (also macOS 10.14 for Maya 2020)

Integration and Export

  • [Alembic] Fixed a potential crash when exporting an EcoSystem to Alembic, when exporting texture maps beside the .abc file (new option from R5).
  • Fixed a potential crash when trying to export a spline with no geometry, using option to *convert* existing maps.
  • Updated OpenEXR to version to 2.2.2
  • Keep original picture gamma after automatic reloading.
  • Add missing picture type info when auto loading side channels.
  • [Images] Fixed crashes when reading 4bits-per-pixel grayscale PNGs.
  • [Images] Fixed reading PNGs with a palette and a transparency chunk.
  • [Images] When loading content or scenes referencing missing pictures, the folders selected by the user for the first(s) missing pictures should be used as hints for the next ones, to speed up the process, but instead in X1R3 it kept asking again and again, and since X1R4 it would even silently fail to load missing pictures without any warning to the user!

Performance and Stability

  • [NEW] Massively reduced the memory usage during render, for EcoSystems using SolidGrowth species.
  • [Infinite Terrains] Avoid continuous updates of infinite terrains position.
  • [Terrain/Displacement] Fixed potential crashes when using displacement on a Heightfield where width is inferior to height!
  • Fixed a potential memory leak in Atmosphere Preview thread.

Various

  • [3D DISPLAY] [ShaderEngine] Fixed lack of transparency in 3D viewports when using shader4 OpenGL engine.
  • [ATMOSHPERE] Ignore “ignore atmosphere on map” setting when environment map is disabled.
  • [DISPLACEMENT] [Metablobs] Avoid losing all displacement mapping when animating a MetaBlob.
  • [INSTALLATION] Fixed installation and upgrade on some filesystems where trying to change file ownership is an error, like Apple’s network storage protocol used on some NAS.
  • [MISC] Fixed potentially invisible or broken pre-animated meshes (example: Elf models provided with new C3D batch) – regression introduced in R5.
  • [MISC] Fixed potential errors when reading scenes using Turbo Smooth Subdivision.
  • [MISC] [curl] Upgrade to version 7.70 (from 7.68).
  • [MISC] [CrashSender/macOS] Wait up to 3 minutes (instead of 1) for the crash data to be generated as long waiting times have been witnessed and most crash reports thus seem to be lost on MacOS.
  • [NETWORK RENDERING] Fixed potential connection issues when adding a node by its IP address, and added logs.
  • [PATHTRACER] [Splines/GeometryEffect] Fix texture mapping of Splines’ Geometry Effect meshes when rendered in the PathTracer.
  • [RENDERING] Fixed inconsistent results (in terms of render times and quality) when loading pre-defined preset files (Preview.urs, Final.urs, etc.)
  • [TERRAIN] Fixed errors during loading of 3 presets from the ‘Infinite Terrains’ collection.
  • [UI/UX] [macOS 10.15/All] Fixed display of tooltips.

PlantFactory

Plugins

  • [NEW] [MacOS] Added Integration plugin for Maya 2020

Integration and Export

  • Keep original picture gamma after automatic reloading.
  • Add missing picture type info when auto loading side channels.
  • [Images] Fixed crashes when reading 4bits-per-pixel grayscale PNGs.
  • [Images] Fixed reading PNGs with a palette and a transparency chunk.
  • [Images] When loading content or scenes referencing missing pictures, the folders selected by the user for the first(s) missing pictures should be used as hints for the next ones, to speed up the process, but instead in X1R3 it kept asking again and again, and since X1R4 it would even silently fail to load missing pictures without any warning to the user!

Various

  • [STABILITY] Fixed unexplained crashes when using zBrush bridge with bake texture maps activated.
  • [MISC] [curl] Upgrade to version 7.70 (from 7.68).
  • [MISC] [CrashSender/macOS] Wait up to 3 minutes (instead of 1) for the crash data to be generated as long waiting times have been witnessed and most crash reports thus seem to be lost on MacOS.
  • [INSTALLATION] Fixed installation and upgrade on some filesystems where trying to change file ownership is an error, like Apple’s network storage protocol used on some NAS.

What’s new in R5?

June 23, 2020

Full release notes


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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