VUE
Atmospheres and Clouds
Amazingly Realistic Skies
VUE has one of the most realistic atmospheric systems on the market, from fully volumetric clouds to procedural, scene-wide wind and breeze animations, customizable haze and fog and weather effects. Spectral Atmospheres provide unprecedented control for setting the right mood in a scene.
Atmosphere Models
VUE’s hero atmospheric model, the Spectral Atmosphere, is available as a standard spectral version for a more artistic approach and as a photometric spectral version with real-world light intensities and extremely realistic light scattering. In Photometric mode, all lights in the scene operate with photometric intensities in lumen or candela and optional IES profiles. Render time-lapse animations of rising suns and changing weather conditions. Add drama with rainbows, rain and snow.
With standard and volumetric atmospheres, two fast-rendering legacy models are also available. Choose between different GI modes with varying degrees of accuracy and light bounces for the best balance between render time and realism. Every atmosphere model features scene-wide wind and breeze which animate entire EcoSystems with realistic wind algorithms.
VUE ships with a large collection of pre-made atmospheres. Extend the library by saving your own creations to the Atmosphere Content Browser and change the mood of a scene with a new atmosphere on the fly.
Volumetric Clouds
The Standard/Photometric spectral atmosphere engine is capable of rendering highly realistic volumetric clouds with accurate lighting and volumetric shadows. Spectral cloud layers are three-dimensional, allowing you to create anything from thin ground fog to massive Cumulonimbus.
You can place as many layers as you need, at any height, and even combine spectral and standard, non-volumetric cloud layers (to add high altitude Cirrus, for instance). Spectral layers are created using any type of noise function, and provide a wide range of control over density, cover, sharpness, illumination, and even vertical profile.
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! They look equally good from below or from above, and thus are perfectly suited for fly-through sequences, as well as ground fog or “mountains peeking through clouds” effects. With the right settings, you can produce natural phenomena like God-rays.
In addition to infinite cloud layers, Metaclouds, which are standalone cloud objects, can be used for easy cloudscaping. Convert meshes into Metaclouds and create any shape imaginable. Metaclouds can be seamlessly animated to morph from one cloud shape into another.
Atmosphere Export
Skies can be rendered out as 32-bit HDRIs in different layouts such as spherical, hemispherical or cubic. This makes VUE the perfect tool for skybox creation and for building up your own library of HDRIs. Bring VUE atmospheres into other applications and render them with any render engine of your choice.
Clouds can be rendered into the HDRI or alternatively exported as static or animated OpenVDB file sequences. These OpenVDB files carry multiple grids, from cloud color over ambient lighting, density and transparency.
OpenVDB Import
OpenVDB volumes can be imported as Metacloud volumes. For shading the volume, the raw information from the OpenVDB file may be used or a mix of VUE’s cloud noises, custom density functions with nodes and the values from the OpenVDB object.
VUE’s Function Graph offers an OpenVDB node which can read the grid information from the file and make it accessible for use within a node shading network.
Terrains & Planets
The Groundwork For Any Environment
From large scale to small scale scenes, terrains serve as the base for scene creation. VUE offers nodes, sculpting and painting tools to create any terrain shape, be it surreal or realistic. Import real-world satellite data and external heightfields and enrich them with procedural tools. Even entire planets are possible. Whether you need canyons, mountain ranges or rolling hills, the terrain features will cater to your needs.
Heightfield & Procedural Terrains
Terrains are available in two versions: heightfield, which uses a fixed resolution, and procedural, which adds infinite fractal detail the closer the camera is. Both terrain types can be driven by a node graph, imported greyscale heightmaps, and 2D or 3D hand-sculpted shapes. Mix and match each of these approaches as needed.
Special terrain fractals, strata, erosion, terracing and blur nodes recreate realistic geological features with fully non-destructive controls. Procedural terrains can be extended in any direction, essentially adding more terrain to the already existing area. Create and extract zones of a procedural terrain as separate terrains into the scene and work only on the extracted localized detail. Terrains can also be displaced through materials to create overhangs, rock outcrops and other 3D detail.
Infinite And Planetary Terrains
Procedural terrains can operate as infinite terrains. In this mode, the terrain shapes are indeed truely infinite and will extend towards the horizon as far as the camera field of view allows.
When setting an infinite terrain to a spherical projection mode, it becomes an entire planet with customizable radius which you can view from outer space with clouds and realistic atmosphere. Just move the camera high above the ground and render. Thanks to infinite fractal detail, you can also zoom from outer space back to the smallest pebble on the ground.
Real-world Terrains
Import real-world satellite data as terrains directly from within VUE. Choose from a variety of different DEM data providers such as USGS or Sentinel and import heightfield and satellite texture images as pre-textured terrain objects into the scene.
An interactive world-map based on geo coordinates makes finding the right spot easy. Just research the coordinates of your favorite landmark or terrain formation, enter them and press import. VUE will fetch all heightfield and texturing tiles and create a matching terrain object.
This generated terrain retains its real-world scaling and can be combined with any node network for adding infinite fractal detail. Real-world terrains work both as heightfield and procedural terrains.
Terrain Export
Export terrain heightfields into a variety of image file formats, including 16 bits and 32 bits. Terrains can alternatively be baked to polygon meshes, with or without material displacement applied to the baking process, and auto-UV-unwrapped for use in sculpting applications.
With the VUE integration plugins, terrains can be converted to native scene objects with pre-built materials for several target render engines.
EcoSystems & Vegetation
Grow Your Own World
EcoSystems are VUE’s instancing technology. Together with procedural plants, they form the heart and soul of environments. Scatter millions of plants across object surfaces, paint them into a scene and create as many plant variations as needed. With environmental constraints, layering systems and affinity and repulsion, setting up complex forests, meadows and jungles is quick and easy.
Procedural Vegetation
VUE integrates PlantFactory’s plant technology natively. Load any procedural *.tpf plant into VUE and select presets, adjust maturity, health or seasons and edit published parameters. VUE can generate new variations, adjust plant resolution and use the built-in LODs for distant vegetation. For even more control, a temporary copy of a model can be sent through a bridge to PlantFactory. There, you can change the model’s internal node network and sync them back to VUE without the need to save a new species. Depending on how a model was designed, PlantFactory plants also can grow on polygon objects in the VUE scene. Of course, PlantCatalog species are supported by VUE, too.
Next to the PlantFactory file format, VUE ships with a collection of lightweight legacy procedural plants called SolidGrowth. These models are less detailed and lighter on memory than PlantFactory models and thus well suited for dense and distant populations. SolidGrowth plants generate random variations, too, and can be edited with a set of simple, pre-defined parameters.
Populating EcoSystems
EcoSystems can be added as a material layer onto any object. Setup growth rules such as altitude, slope and orientation constraints or affinity and repulsion with other EcoSystem layers. Stack rocks to quickly create geological formations or use PlantFactory, PlantCatalog or SolidGrowth plants for unique variations. Any type of mesh, static or animated, native or imported, can be used in an EcoSystem. Densities, color and scale variations and much more can be optionally controlled node setups or noises.
An optional dynamic population mode populates objects only at render time, which is ideal for creating large-scale, sweeping landscapes without overloading system memory. EcoSystem instances can also be used as particles in animations with simple forces and effects such as drag, collision, elasticity or adhesion as well as emission of other Ecoparticles upon collision or death.
Painting EcoSystems
EcoSystems can also be painted onto any object. You can paint both new EcoSystems or make edits to existing auto-populated or painted EcoSystems. Painted EcoSystems can be tied to an object and will move, scale and rotate with that object, or they can be a global EcoSystem without any dependency on the underlying surface.
Build your own brushes by layering effectors, from painting to scaling, rake, ripple, grid align or tornado. Setup environmental constraints, use bitmap masks for painting and customize falloffs.
Painted instances can be selected, transformed and optionally converted to real objects. When using the integration plugins in the VUE Professional and Enterprise solutions, you can even paint and populate instances on host application objects or add host application objects as items to an EcoSystem population.*
*Note: This feature is not available in the Lightwave plugins.
Global Wind And Breeze
Both standalone procedural plant objects and PlantFactory and SolidGrowth plant instances in an EcoSystem react to scene-wide wind and breeze settings. Customize gusting, fluttering and wind intensities in the atmosphere editor and keyframe constant wind directions and intensities on single plant objects.
Wind animation can be computed procedurally per frame or pre-baked and cached per item in an EcoSystem for PlantFactory plants. The framerate and duration are customizable and the animation can loop seamlessly. Using the export functionalities or the integration plugins in VUE Professional / Enterprise, entire EcoSystems can be exported or converted with or without animation into native host application objects or generic 3D file formats such as FBX, Alembic and Pixar USD.
Natural Elements
Enrich Your Environments
VUE includes additional tools for adding additional natural details to a scene such as rocks and pebbles, open bodies of water, displaceable metablobs and primitives or spline tools for river carving, roads or abstract effects.
Open Water Bodies
Based on a special type of infinite terrain driven by nodes, the Water Surface Editor lets you control the look of infinite open water surfaces for oceans and lakes.
The editor provides an easy-to-use interface that controls a function graph in the background. Switch from still water to stormy weather, complete with foam at the tip of the waves. The editor offers either a global slider or a set of parameters to control the water surface more accurately.
You can further customize the look of your water using the Water Surface Editor-compatible MetaWater materials. Water looks equally good from above and below. Create beautiful underwater scenes with volumetric light breaking through the water surface.
Splines and Roads
Use splines to distribute EcoSystems, carve riverbeds into terrains or extrude geometry along the spline. The spline editor includes options for EcoSystem distribution & masking, elevating or digging into a terrain and for creating, roads, ribbons or railway tracks. Import vector data in SVG format or hand-draw splines in the viewports.
When using the Integration plugins in VUE Professional & Enterprise, native host application spline tools can be combined with VUE’s spline features.
Procedural Rocks, Boulders and Pebbles
Choose from a library of dynamic rock templates that can be used to instantly create single rocks and groups of rocks. Each time you create a rock from a template, a new and unique variation will be generated.
You can use the rock technology to populate your EcoSystems or interactively scatter rocks into your scenes. Simply add new rock templates to your EcoSystem or EcoPainter tools by drag-dropping the rock templates to your EcoSystem population list.
For added realism, each rock type used in an EcoSystem automatically generates variations.
Next to procedural rocks, you can also combine primitive geometry to metablobs and displace them with procedural materials for archways, cliffs and other rock formations.
Materials
Natural Texturing
VUE offers flexible texturing and unwrapping features. Choose from volumetric, PBR and standard materials, Substances or VUE’s own procedural material system. Specially designed material mapping modes mix UV-projection for bitmaps with procedural coordinate systems for fractals and noises. Create materials with unlimited detail with the help of over 400 different material nodes.
Substance Integration
Use Substance materials in *.sbsar format in VUE. Substance support is included automatically and does not require additional plugin installation. Take advantage of Substance’s fast GPU engine for rapid material computation or switch to the CPU engine for network jobs and backward compatibility.
Each Substance file is loaded as a node into the material shading graph so that it can be optionally combined with or driven by other material nodes.
Procedural Materials
Design materials from scratch with VUE’s powerful node-based material system. An artist-friendly frontend facilitates editing simple bitmap-based materials without the need to even dive into the shader graph. Select between volumetric, standard and PBR materials and craft materials with noises, fractals or pre-made bitmap textures.
Hypertextures, which create shapes defined by a volume function which are then textured by another surface material, bridge the gap between volume and solid materials and are ideal for otherworldly effects as well as rock generation.
Materials can be layered like Photoshop Layers and layered materials can even be mixed together into a new material. The layering and mixing criteria can depend on scene-wide environmental characteristics such as altitude, slope, water level and orientation. Create smart materials that adapt to shape and condition changes in the object or scene.
With two-sided materials, realistic leaves that look distinctively different on their front and back sides are easy to create.
Procedural materials can be baked to texture maps with varying resolution during export. Existing texture maps are dumped to disk. VUE supports UV unwrapping and Ptex generation.
Using the integration plugins as an alternative to export, native materials for different render engines can be setup automatically.
Rendering
Flexible Rendering Options
When rendering a scene, different approaches are available. When running VUE as a standalone software, use any of the three internal render engines included with VUE. When running VUE as a plugin in other applications, scenes can be rendered in Hybrid Rendering mode or entirely with other render engines.
Internal Rendering
VUE ships with a CPU-based biased Ray Tracer and an OpenCL-based unbiased Path Tracer which utilizes both CPU & GPU. VUE also supports local network rendering through its own Render Cow system.
Render stereoscopic 3D and 360° panoramic images Web, AR and VR. VUE operates in full linear space so that renders can be saved as 32 bit EXRs or HDRs.
Additionally, a NPR (Non-Photorealistic Rendering) engine turns both raytraced and pathtraced images into hand-drawn artworks of watercolor, oil paintings or constructional pencil drawings. The NPR engine uses scene information such as depth passes and normals for applying different stroke types to the image.
VUE supports Multipass (AOV) and G-Buffer generation for all included render engines. Multipasses can be rendered to a pre-composited PSD file.
External Rendering
With the included integration plugins, VUE scenes can be opened and rendered in other applications. Convert a VUE scene into a native host application scene with all objects and lights, including clouds and skies, and render it with any render engine. Alternatively, use Hybrid Rendering to render the scene with VUE’s render engine in your favorite DCC application.
Integration & Export
Seamless Pipeline Integration
VUE includes a wide variety of export options as well as free integration plugins. Choose whichever method works best for your pipeline and let the application assist you with presets, automatic shader creation or even with VUE’s complete environment creation toolset, directly accessible from within your favorite DCC application.
Compatible with:
- 3DS Max
- Arnold
- Blender
- Cinema 4D
- Clarisse
- Lightwave
- Maya
- Nvidia Omniverse
- Plantfactory
- Redshift
- RenderMan
- Substance
- Unity
- Unreal Engine
- V-Ray
- ZBrush
…and many more!
Export
A large range of export formats for both 2D and 3D makes it easy to integrate VUE scenes seamlessly into any production pipeline. Texture maps are saved to disk and written as basic materials into the mesh file. Any type of VUE static or animated geometry can be exported to the following 3D formats:
- *.3DS
- *.ABC
- *.C4D
- *.DAE
- *.FBX
- *.GOZ
- *.LWO
- *.OBJ
- *.TPF
- *.USDA/C/Z
Export entire Ecosystems to FBX, Alembic or Pixar USD. Skies and clouds can be exported to 32bit-HDRIs and animated OpenVDB files with multiple grids.
Using the GoZ-bridge, VUE geometry can be edited in Pixologic™ ZBrush® 2021 and the changes will be synched back to VUE.
The following 2D export formats are available:
- *.BMP
- *.EXR
- *.GIF
- *.HDR
- *.IFF
- *.JPG
- *.PCX
- *.PNG
- *.PSD
- *.TGA
- *.TIF
Alternatively to export, VUE includes integration plugins for 3DS Max, Cinema 4D, Maya and Lightwave. These plugins open up new ways to integrate scenes with your target application and might be even preferrable to generic export formats.
Integration Plugins
The VUE integration plugins for 3ds Max, Cinema 4D, Maya and Lightwave introduce three distinct workflows that can serve as an alternative to export.
1. Create environments natively in your host application
VUE runs as a sandboxed software-within-a-software in the host application. You can access all VUE toolbars and functionalities and do not need to use VUE as a standalone software to design environments. Build everything from scratch inside your target application or open already saved VUE scenes and continue editing them. Then render the scene with one of the following two options.
2. Convert scenes into native objects and render them with any render engine
With the Convert Tool, procedural VUE elements can be converted to native host application objects. This includes support for native instances or proxy objects such as Arnold Procedurals / Stand-ins or C4D multi instances. During conversion, the plugins will automatically create materials for a variety of different render engine. This includes each application’s native render engine as well as Arnold, Redshift, Renderman and V-Ray®.
After conversion, the VUE render engine is no longer needed for rendering and the VUE scene can even be closed altogether. The converted elements can now be rendered immediately with the render engine of your choice.
Using each host application’s native render engine native shader conversion option, you can also render VUE scenes with any render engine that is not covered by the convert tool, for example Octane, Corona or others. Just use the native materials as a starting point and convert them on your own for the dedicated target render engine.*
*Note: The Convert tool is not available in the Lightwave plugin.
3. Render scenes in Hybrid Rendering Mode
Native procedural VUE elements can be rendered together with native host application meshes and assets in one pass with the Hybrid Rendering mode. In this mode, both the VUE render engine and the native render engine communicate with each other and match GI, lighting, reflections and anti-aliasing settings.
Native VUE objects and lights will cast shadows and reflections onto native host applications and contribute to their GI and vice versa. This mode is great for lookdev and eliminates the need to compose render passes from two different engines in post.
Please note that due to limitations in the Lightwave SDK, not all of the features from the 3ds Max, Maya and Cinema 4D plugins are supported in the Lightwave plugin.
For the currently supported renderer and host application versions, please see our FAQ.
NVIDIA Omniverse Live Sync And Extension
VUE includes a live synchronization with the USD stage in Omniverse. Edit your scene in VUE and trigger a synchronization to the Nucleus core with a single click.
Find out more about the integration with Omniverse on our dedicated Omniverse page.
PlantFactory
Drawing & Editing
Design Like An Artist
Combine the power of procedural modelling with artistic control. With drawing, pruning and editing tools, you can art-direct your model up to each individual leaf, petal or twig. Each change you make with gizmo tools in the 3D view is reflected in a corresponding node parameter. You can even override settings for a specific copy, while keeping all other copies unaffected.
Drawing, Pruning And Editing
With the drawing tool, entire plants or just parts of them can be hand-drawn in the 3D view. Everything can serve as a brush: primitive geometry, existing plant parts from the node graph or pre-saved components from the component browser.
While drawing, PlantFactory creates an axis spline that follows the movement of the cursor. Switch to pruning and editing tools to remove, cut and prune or edit the axis spline shape of any geometry part. When generating new plant variations, the hand-drawn edits are preserved.
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Component Workflow
While hand-drawing is great for hero parts of a model and for fine-tuning, it becomes impractical when adding hundreds of branches, twigs and leaves. That’s why you can also use pre-made components for assembling a complete model. A component is a template for a plant part and it can be anything, from a single branch or trunk to a flower head, a group of leaves or even an entire branching structure.
Simply load a component from the content browser and add it with a single click. PlantFactory will distribute multiple copies of the component along the model, according to the growth rules setup within the component.
You can also create your own components by grouping and saving nodes. PlantFactory’s leaf cluster feature can automatically render textures of real 3D geometry and save them as leaf components for real-time models. Build your personal, ever-growing library of templates and pre-made plant parts.
Node-Based Modeling
Take Full Control with Nodes
Modeling from scratch with nodes provides maximum control and flexibility. A node is a building block for assembling the full model. Each plant part is represented through a single node in a bigger node network. Edit a node parameter and the model updates immediately.
Create highly detailed plants with just a hand-full of nodes or go beyond the capabilities of pre-built parameters and design elaborate node setups with advanced growth rules.
Geometry Nodes
Geometry nodes generate primitives such as spheres, planes or cylinders. Use multiple parameters to deform each primitive into a plant part, e.g. a cylinder into a trunk or branch. Choose between nodes specifically designed for trees / bushes, grasses and flowers.
A single geometry node generates many more copies that will be scattered on the previous parent geometry, e.g. a single branch node will create hundreds of branches.
Fine-tune each geometry parameter with curve editing. A curve changes the intensity of a setting either along the length of the geometry or according to the position on its parent. For example, branches can get shorter the higher up they grow on a trunk.
Botanically accurate parameters for sap or phyllotaxis growth angles help with achieving realistic, believable models.
Leaf Creation
PlantFactory offers several methods for creating leaves.
For lightweight leaves, the leaf node provides an easy way to shape any leaf with textures and alpha maps. Optionally, set the node to one of various crossed-plane modes which simulate leaf clusters with low-polygon geometry for real-time pipelines. Choose between different normal computations for enhancing the depth perception of leaf clusters.
The cutout leaf node provides a powerful UV editor for cutting out custom meshes from a single texture or an atlas map. Control the topology through placing vertices on the inside and set custom polygon sizes and catmull clark subdivison levels for maximum flexibility.
Blades generate leaves with real 3D geometry and depth. They are especially useful for close-ups and hero vegetation. Blades are the best method for modeling fronds for palm trees or ferns, for example.
Custom Geometry Import
Custom meshes can be imported when the need for more complex geometry arises, for example fruits or highly detailed petals and leaves.
Imported geometry can be procedurally distributed along the plant or used as a replacement skin for a specific plant part.
Imported geometry is also useful for adding sculpted details to meshes. A live link through the GoZ bridge enables interactive sculpting of geometry in Pixologic™ ZBrush® 2021, all while retaining the node’s procedural nature in PlantFactory.
Loop Nodes
Alternatively, using one node per plant part, a single geometry node can be looped (repeated) a set number of times. This creates organic, self-repeating branching structures with minimum effort and is more powerful than any traditional L-system.
Additional geometry such as leaves, fruits etc. can be grown on all loop iterations, on just a specific one, on all but the last or on the last one only. And if you need even more flexibility, you can nest loops inside other loops for truely recursive fractal patterns.
Loop nodes are the perfect companion for creating believable growth structures with ease.
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Autogrowth
Based on the loop node system and biological growth algorithms, PlantFactory includes an Autogrowth node which generates a whole tree or bush with just a single node.
Branches and leaves decay naturally depending on the amount of light they receive and the model can grow seamlessly from a seedling into the full tree, thanks to built-in maturity.
Creating natural looking vegetation was never easier or quicker.
Advanced Dependencies
Need even more control? There is no limit to how simple or complex a plant can be. Select from any of the 400+ available nodes, which range from dozens of noises and fractals for adding displacement and shading details to filters, to math nodes and color operations.
Any parameter can be extracted as a separate node into the graph or driven by other nodes. Create your own rules and algorithms for shaping each detail exactly how you want it.
Import polygon meshes as nodes and let plants grow over them to create species such as ivy. Nodes can be included or excluded from growth influences and branches will realistically gnarl when they crawl across an object’s surface or across the floor.
You can also use nodes to design completely procedural materials directly within PlantFactory.
Infinite Customization
Full Vegetation Engines
PlantFactory models are not just static. They contain a whole vegetation engine. Instead of designing multiple models, different plant stages can be built into a single file, reusing existing nodes and materials.
Model a plant once and then create infinite, customizable plant stages and variations. With PlantFactory, no two models will ever look the same.
Random Variations
Each node parameter can be randomized. By entering a plus / minus variation to the base value, PlantFactory will pick a random value from the total range. The randomness behavior and the probabilities for each value can be controlled through a variety of criteria.
Favorite random variations can be saved into a list and reloaded at any point.
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Maturity / Growth, Health and Seasonality
Link any node parameter to maturity / growth, health and season. Make plants grow, decay and change leaves. Thanks to customizable probabilities and dependencies, there is no limit to how much detail you can add to each plant stage.
Exporting the procedural plant model in VUE, these properties can even be keyframed and animated.*
*Animation within PlantFactory is currently in development
Published Parameters and Presets
Any node parameter can be published to a top-level interface. Build custom vegetation engines for each model with easy to use sliders and checkboxes.
Generate presets which store the state of each published parameter and switch between the stored plant stages and shapes.
Granular Control
Sometimes, a random parameter can produce unwanted variations. Probability editors provide the ultimate control over how PlantFactory picks random values and generates new variations. Exclude unwanted values from randomness ranges, switch between absolute and relative randomness and make randomness of one parameter depend on the randomness range of another parameter.
With so much granularity, no detail slips through the cracks.
Texturing & UV-Wrapping
Texturing Made Easy
PlantFactory offers flexible texturing and unwrapping features. Choose from PBR and standard materials, Substances or PlantFactory’s own procedural material system. UV-unwrapping is done automatically with a choice of different algorithms. Spend more time creating plants and less time worrying about seam placement.
Substance Integration
Use Substance materials in *.sbsar format in PlantFactory. Substance support is included automatically and does not require additional plugin installation. Take advantage of Substance’s fast GPU engine for rapid material computation or switch to the CPU engine for network jobs and backward compatibility.
Each Substance file is loaded as a node into the material shading graph so that it can be optionally combined with or driven by other material nodes.
Procedural Materials
Design materials from scratch with PlantFactory’s powerful node-based material system. An artist-friendly frontend facilitates editing simple bitmap-based materials without the need to even dive into the shader graph. Select between standard and PBR materials and craft materials with noises, fractals or pre-made bitmap textures.
Materials can depend on plant characteristics such as plant shape properties, maturity / growth, health and season. Create smart materials that adapt to shape and condition changes in the model.
With two-sided materials, realistic leaves that look distinctively different on their front and back sides are easy to create.
UV-Unwrapping
PlantFactory handles UV-unwrapping automatically in the background. Simply adjust the tiling and mode in each node and let the software do the hard work. By default, PlantFactory creates stacked UVs for best texture efficiency and high texel density. When exporting to 3D painting applications, the entire model or just selected parts of it can also be fully unwrapped. With additional support for UDIMs and Ptex, your models will fit into any production pipeline.
Material export
Procedural materials can be baked to texture maps with varying resolution during export. Existing texture maps are dumped to disk. Optionally, bake additional Ambient Occlusion information from the 3D model. Using the integration plugins as an alternative to export, native materials for different render engines can be setup automatically.
Topology & LODs
Ready for Real-Time
Saving polygons and resources is essential when modelling for games and real-time pipelines. PlantFactory’s smart meshing algorithms take care of topology and edge flow, including subdivision surface transitions between plant parts, while increasing polygon density only where necessary. Add or remove subdivisions on the fly and switch to manual meshing parameters for maximum control. Create as many LODs (Levels of detail) as you want and let PlantFactory automatically decimate the model with each new LOD.
Quads and Triangles
Switch between quads, triangles or a mix of both. PlantFactory recomputes the geometry on the fly with minimal to no changes to the overall shape. Create clean transitions between trunk and branches with the help of Subdivision Surface blending or save polygons with a normal-based blending in transition areas.
Automatic and Manual Meshing
PlantFactory includes several meshing algorithms for creating clean, uniform polygon distribution as well as adaptive algorithms. These save polygons in areas where they are not needed at the cost of introducing N-gons.
When you need full control over your mesh, switch to manual meshing. New controls in each node allow setting the number of polygons for each plant part individually with customizable falloffs and distributions through curves.
Geometry Targets
Special nodes allow creating both highly detailed VFX models for offline rendering and efficient real-time models in the same scene. Reuse node setups and materials throughout both geometry target modes and replace only what’s necessary. You can then switch back and forth between both model versions with the click of a button.
An additional stylized meshing mode automatically generates low-poly, cartoony geometry out of the overall plant shape. This is particularly useful when lightweight placeholder meshes are needed, for example in pre-visualization.
LODs (Levels Of Detail)
Each new scene automatically creates by default five LODs with less subdivisions out of the full resolution model. The amount of simplification is user-definable. Add more LODs or remove unneeded ones and replace or disable entire node structures with lower LODs. Using PlantFactory’s leaf cluster feature, 3D geometry can be baked into textured crossed plane leaves, which are ideal for real-time pipelines.
LODs are exported alongside the hero mesh with optionally lower resolution textures. In VUE, they are used automatically in distant EcoSystems and procedural PlantFactory plants.
Animations
Animating Is a Breeze
Add life to your models and make them react to wind and breeze. Combine random gusting, gentle fluttering and strong directional wind forces to create anything from a calm day to a dramatic hurricane. Each animation can be set to loop seamlessly. Animation data can be included as a rotational rig or a baked point cache for Alembic, FBX and Pixar USD file formats.
Fully Customizable Look
PlantFactory’s wind algorithms consist of three different effects:
Random gusts
Apply “Wind and gust motion” to stalks and stems, trunks, branches and twigs. Randomly appearing gusts will bend the plant into a specific direction. Optionally, a constantly blowing wind with a set strength and direction can be applied on top of the random gusting motion for simulating strong hurricanes.
Gentle breeze
Mostly suitable for leaves, “Ambient motion breeze” will add a gentle, calm swaying movement and sudden rustling and fluttering of small geometry.
Frond animation
Blades, which are PlantFactory’s leaves with 3D geometry, can be animated with a flapping motion, an effect especially useful for light-weight palm tree leaves and fronds in real-time projects.
Additionally, global criteria such as stronger movement on thinner and longer branches or in higher or outer parts of the plant add an extra layer of realism. Combine all wind effects to art-direct the final animation.
Keyframing in VUE
VUE can open PlantFactory models in their native procedural *.tpf file format and read published and global parameters. Keyframe any plant parameter and atmospheric wind change and render seamless growth, decay and seasonal animations.*
PlantFactory plants can also be used in EcoSystems to create entire wind-swept forests and meadows.
*Keyframing animations directly in PlantFactory is in development.
Seamless Pipeline Integration
PlantFactory includes a wide variety of export options. Adjustable export presets for many DCC apps are included. This integrates your models seamlessly into any production pipeline. Using the GoZ-bridge, PlantFactory geometry can be edited in Pixologic™ ZBrush® 2021 and the changes will be synched back to PlantFactory.
Hero meshes and LODs can be exported to the following 3D formats:
- *.3DS
- *.ABC
- *.C4D
- *.DAE
- *.FBX
- *.GOZ
- *.LWO
- *.OBJ
- *.TPF
- *.USDA/C/Z
Animation data can be included as a rotational rig or a point cache for FBX, Alembic and Pixar USD. Procedural materials are baked to bitmaps during export. The baking algorithm can also compute object-based Ambient Occlusion.
Texture maps are saved to disk and written as basic materials into the mesh file.
The following 2D formats are available:
- *.BMP
- *.EXR
- *.GIF
- *.HDR
- *.IFF
- *.JPG
- *.PCX
- *.PNG
- *.PSD
- *.TGA
- *.TIF
You can also export the native procedural *.tpf file format to VUE and use the plants in there. Plants can be edited with presets and published parameters in VUE and they will produce infinite variations with support for LODs when used in EcoSystems. Additionally, they will react to global wind and breeze.
Compatible with
- 3DS Max
- Arnold
- Blender
- Cinema 4D
- Clarisse
- Lightwave
- Maya
- Nvidia Omniverse
- Plantfactory
- Redshift
- RenderMan
- Substance
- Unity
- Unreal Engine
- V-Ray
- ZBrush
…and many more!
Integration Plugins
With the included integration plugins for 3DS Max, Cinema 4D, Maya and Unreal Engine 4 and 5, procedural PlantFactory plants can be natively opened and edited in each application. Generate new plant variations, edit published parameters, change presets and increase or decrease plant resolution.
Once everything has been customized to your liking, bake the plant into a native host application polygon mesh. Animation can be included as a point cloud or as a rotational bone rig. This workflow eliminates the complexity of finding the best export / import settings from PlantFactory standalone when the export presets do not completely suit your project.
Native shader creation
In addition, the plugins are a real time saver when setting up materials for another render engine.
When converting a procedural plant with the plugins to a baked mesh, the plugins will automatically create native shaders for each host application’s native render engine or for Arnold, Redshift, Renderman or V-Ray®, based on which render engine was selected when the plant was loaded.
Plugins for further applications are in development. We will also extend material support to more render engines in the future.
For a list of currently supported renderer and host application builds, please see our FAQ.
Nvidia Omniverse Live Sync And Extension
PlantFactory includes a live synchronization with the USD stage in Omniverse. Edit your model in PlantFactory and trigger a synchronization to the Nucleus core with a single click.
Even better, the PlantFactory extension plugin for Omniverse can send exported USD assets back to PlantFactory, even when the live sync is no longer active. Thanks to this technology, any USD asset exported to Omniverse remains completely procedural and can be sent back to PlantFactory for modifications any time.
Find out more about the integration with Omniverse on our dedicated Omniverse page.