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e-on Software Vue Infinite v2016 R3

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VUE Infinite 2016 is the most efficient and advanced solution for creating, animating and rendering natural 3D environments.

VUE Infinite offers CG professionals the premiere solution for creating exceptionally rich and realistic Digital Nature environments.


Highlights

It offers a high-end 3D scenery solution for SFX studios, animators, illustrators, architects, matte painters and CG professionals. It is strongly focused on power, productivity and inter-operability with existing toolkits. 

VUE Infinite 2016 naturally integrates and extends all major 3D applications to provide a complete, professional natural 3D studio. 

Specifically designed for professionals, it combines a multitude of cutting-edge features that easily integrate with your workflow. 

With its intuitive, production-oriented layout, you will quickly enhance your production with rich EcoSystems™ of wind-swept trees and plants, Spectral atmospheres and detailed terrains in fully animated scenes.


 

What's new in Vue Infinite 2016 R3

New Features in VUE 2016 R3:

  • UX/UI improvements
    • Major performance/responsiveness/stability improvements
    • All software titles are now available in English, French and German
    • Higher quality display in Render Scene preview for soft shadows
    • Better handling of editor window manipulations
    • Support for HiDPI screens on MacOS
    • Faster computing of Spline operations for HeightField Terrains
  • Optimized scene saving process
    • Up to 4x faster scene saving
    • Up to 2x smaller file size
    • 3 New scene saving modes: Default, Consolidated Archive, Network Rendering
  • HDR Rendering
    • Major improvements in dynamic range depth when using Spectral Atmospheres
    • New optional Sun Visibility parameter for Spectral Atmospheres
    • Automatic de-activation of Tone-Mapping when saving HDR pictures (.hdr or .exr formats)
  • Path Tracer renderer improvements
    • Adds support for Spectral Cloud layers
    • Support for Don't cast shadows and Disable Indirect Lighting material properties
    • New Translucent material type
    • Now supports Soft Shadows and Blurry Reflections/Refractions
  • Cloud Modulation
    • New Cloud Opacity modulation
    • Access local coordinates for color settings
  • Misc.
    • Network Rendering: New command line options to set color/alpha/depth passes for both stills and animations rendering
    • New Python callbacks for setting and getting Color, Alpha and Depth channels saving locations

What's new in Vue Infinite 2016 R2

360° VR Panoramas: VUE 2016 R2 enables the rendering of 360° panoramas as static images or animations, which are compatible with all of VUE's render options, such as multi-pass or high dynamic range (HDR). When rendering a VR panorama, VUE automatically levels the camera perfectly to avoid unwanted distortion. Rendered VR panoramas are automatically recognized by Facebook, YouTube, and other panoramic compliant platforms as 360° images or videos.

Up to 16 Viewports: VUE 2016 R2 enables you to set up to 16 viewports instead of the four traditional views. This feature is particularly useful on a multi-monitor system, to test various framing options or when adding more camera angles without touching any of the main scene setup. All additional viewports retain the same traditional options, such as render in view and the ability to set up as many perspective cameras as users would like.


UX/UI improvements:

Terrain modeling:

  • "Blend Terrain with Image" automatically modifies the Heightfield Terrain function graph (instead of modifying the terrain Heightmap).
  • Simplified "Resample Terrain" replaces "Resize Terrain", to update terrain resolution without changing its size within the scene.

User Interface:

  • The "Interactive slider changes" option now also affects the mouse wheel for more dynamic visual display of users' modifications in real-time.
  • Improved visibility in viewports as a result of revised wireframe selection colors.
  • The user interface is now locked when downloading an object or a scene from the extra content.

Materials

  • Easier access and editing of multiple materials through sub-menu hierarchy display.
  • And more...

What's new in Vue Infinite 2016

Integration - Importing and Exporting

VUE xStream 2016 now lets you export almost every single assets of your scenes: Plants, Rocks, Terrains, EcoSystem populations and even full scenes, in a wide variety of file formats, such as FBX, Alembic, 3ds, Collada and more.

As every software imports assets differently, VUE xStream 2016 includes many custom tailored export presets depending on where you're exporting to, e.g to 3ds Max, Maya, Unity, Cinema4D and more. Of course you can also fine tune your exports settings to your specific needs.

EcoSystem and Full Scene Export

EcoSystem populations can now be exported as FBX and Alembic. You can set VUE to export all texture maps to a sepearate folder, to re-texture your assets in your host application with ease.

Exported scenes in Alembic or FBX include all EcoSystem populations, FBX also allows exporting the sky as a cube map.

Export Preview

VUE xStream 2016 allows you to preview your exports (in OpenGL) to check how your geometry/materials will look like in your target application, without leaving the VUE interface. A precious time saver!

You can preview only selected assets or the full scene at once.

xStream Convert Tool - Render With Any Renderer

With the Conversion tool in VUE xStream 2016, VUE scenes can be rendered with any non-natively supported renderer such as RenderMan, Arnold, Octane, VRayRT, etc.

VUE xStream 2016 enables you to convert your entire scenes to native assets*. This process bakes the entire scene and converts all EcoSystem instances to the appropriate native format. You can then freely share your scenes, and render them with any renderer, without requiring VUE xStream 2016 to be installed.

This is particularly useful when you don't render with any of the natively supported renderers, or want to use an outsourced renderfarm that does not currently support VUE xStream 2016.

Any VUE asset that was converted can be reverted to its VUE original form at any time.

* Warning: wind animation from PlantFactory species is not transferred and converting very large populations may bring your host application to its knees! This feature is currently available in VUE xStream for 3ds Max, Maya and Cinema4D.

Other Import and Export Improvements:

  • Set specific export quality for all assets in your scene independantly or globally, including EcoSystem populations
  • Export textured assets as FBX
  • Export textured assets as Collada
  • Choose to export all texture maps when exporting to Alembic
  • Import all objects included in an Alembic File, including instantiated objects
  • VUE will automatically detect and apply a global scale factor when importing scenes or assets coming from other software
  • Export your meshes' original maps with their UVs

HeightField Terrain Technology - More flexible and a lot more Powerful!

With VUE xStream 2016, we're introducing a brand new terrain modeling technology, more flexible and a lot more powerful, called "Heightfield Terrains".

This new technology allows you to add terrain effects that were previously impossible to achieve, such as Hydrological & Thermal Simulations!

Similar to procedural terrains, Heightfield Terrains are based on a function graph, but baked on a fixed-resolution grid. This will give you more flexibility and add more realism to your terrains. Heightfield Terrains are also significantly faster to render!

Heighfield terrains are manually sculptable and parameters can be animated - e.g. to simulate a terrain erosion over time for instance!

And finally, you can easily set up your graph outputs to drive your material presence, directly from within the Terrain Editor interface.

The Heightfield Terrains technology comes with its set of new dedicated nodes and presets, like 9 different Erosion presets and Slope, Convexity, Blur or Terrace nodes.

New Layout Nodes also let you design a terrain's "layout" (most prominent features) using hand-drawn elements like Splines, elements from the scene, or simple shapes (circles, rectangles, rounded rectangles).

Start as simple as drawing a line, let the power of the Terrain Editor do the rest!

Additionally, all terrain presets in the terrain Editor were reworked, and VUE xStream 2016 now ships with 42 terrain samples.

Hybrid GPU/CPU Interactive Path Tracer

GPU rendering comes to VUE with the new Path Tracer renderer. This renderer naturally and automatically simulates real-life lighting, and automatically calculates many effects that have to be specifically set with other methods, such as depth of field, caustics, ambient occlusion, and indirect lighting.

Path tracing in VUE xStream 2016 is available as an interactive rendering quality in the viewports, as well as an offline rendering engine.

EcoSystem Improvements

PlantFactory Preset Variations

PlantFactory 2015 introduced the concept of Presets. PlantFactory 2016 now introduces the concept of Preset Variations.

Preset Variations allow you to immediately include subtle differences to your plant (change the number of buds on a blooming flower, or its petal colors for instance).

This new feature allows you to easily add variety to create realistic environments with one single plant species!

Within VUE xStream 2016, you directly get access to the PlantFactory species presets and variations within the Plant Browser, the Plant Editor and within your EcoSystem population list.

So, at every step of your scene creation process, you are able to select the species you want, the preset you want and the variations you want!

Multiple Global EcoSystems and EcoPainter Improvements

VUE xStream 2016 now allows you to populate your scenes with multiple Global EcoSystems layers (i.e. not linked to any underlying material). You can save your Global EcoSystem populations as EcoPainter brushes, and re-use them at any time, in any scene!

VUE xStream 2016 ships with 12 EcoPainter brushes to get you started. Populations in your EcoSystem brushes can also be used in any standard EcoSystem material!

VUE xStream 2016 includes 20 EcoPainter effector brushes, including a new Rotate effector to dynamically alter the placement of your EcoSystem populations.

Memory Saving Technologies

You can now optimize memory consumption by using baked (static or dynamic) versions of PlantFactory species for your EcoSystem populations, or by converting any referenced assets in your scenes to EcoSystem Instances.

Interface

Customizable Workspace

VUE xStream 2016 lets you reorganize the layout of the interface even further to better suite your workflow:

  • Group/Ungroup related dialogs together to save space and customize your interface at will
  • Automatically re-open grouped/tabbed subdialogs when re-opening master dialogs (Terrain Editor, Material Editor, Function Graph...)
  • Function Editor and Terrain Editor sub-parts (toolbars and other menus) can be re-organized
  • World Browser and Object Properties tabs can be re-organized
  • Split Camera Control Panel: Scene preview and Camera Controls
  • Dock each part of the Camera Control Panel independantly
  • Resize the EcoPainter Dialog

Other Interface and Workflow Improvements

  • Optimized Extrapolation/Interpolation commands by creating references instead of hard copies
  • Set VUE to automatically create a Scene Snapshot after each render
  • Scene snapshot preview in OS browser is automatically created after the render
  • Compatible with HiDPI displays
  • Scenes and assets thumbnail previews in Windows Explorer

 


Feature List

Following is the complete feature list of VUE Infinite 2016. "NEW!" indicates a new feature based on a comparison with VUE Infinite 2015.

Lighting

  • Global Illumination.
  • Global Radiosity.
  • Physically accurate Photometric sunlight model.
  • Photometric model optimizations for dramatic increase in rendering speed.
  • Fast in-depth computation of reciprocal object lighting for accurate indoor lighting.
  • Radiosity engine optimized for: Indoor or infinite scenery.
  • Global ambiance.
  • Ambient occlusion with user definable occlusion range.
  • HDRI support.
  • Photometric lighting produces physically plausible HDR outputs.
  • Image based lighting.
  • Background and environment mapping.
  • Sub-Surface Scattering: Absorption.
  • Sub-Surface Scattering: Multiple Internal Scattering.
  • Modulate the Sub-Surface Scattering depth using a function graph.
  • Easy GI single slider Global Illumination render quality setting.
  • Illumination baking.
  • Illumination baking quality adjustable on a global or per object basis (adjustable map resolution and quality boost).
  • Adjustment of Global light intensity.
  • Indirect lighting can be ignored on specific objects.
  • Influence of specific lights can be ignored from the Radiosity solution.
  • Advanced control over the indirect lighting engine.
  • Show illumination samples in final render.
  • Separate map option for background, IBL and global reflection map channels.
  • Shadow and volumetric light optimization for dramatic increase in rendering speed.
  • Light gels with realistic projection modes.
  • Adjustable light shadow density, negative lights.
  • Enable diffuse and highlight on a per-light basis.
  • Custom light intensity vs. distance profiles.
  • Lights can affect specific objects only.
  • Variable light color based on distance to light.
  • Area light panel for soft, natural lighting.
  • Higly optimized unbiased Area Light rendering algorithms minimizes noise.
  • Light emitting objects.
  • One-click conversion of objects into light sources.
  • Fast, fake caustics in the shadows of transparent materials. Caustics realistically depend on the Index of Refraction.
  • Accurate computation of caustics in the shadows of transparent objects.
  • Realistic optional "spreading" of the light spectrum in caustics (rainbow-prism effect).
  • Per-light adjustment of the quality of soft shadows.
  • Complete lens flare system.
  • Controllable lens flares per light.
  • Lens flare editor.
  • Lens flare reflections editor.
  • Polygonal reflections.
  • Point light, Quadratic point light, Spotlight, Quadratic spotlight, Directional light.
  • Turn Point Lights and Spot lights into Photometric lights.
  • Photometric light color presets, with corresponding color temperature.
  • Photometric Lights sorted by cathegory: Black body illuminants, Fluorescent lights, Gaseous lights, Non physical lights.
  • Natural light spectrum for Black body illuminants (such as Candle flame, Halogen, Sunlight etc).
  • Lens Glare effect simulates internal lens diffusion.
  • Lights can be disabled with a single click.
  • Accurate accounting of backlight when computing GI.
  • Improved handling of highlights in GI by better accounting for the interaction of illumination with bumps at the surface of objects.
  • Use IES distribution profiles on photometric lights.
  • Included IES profiles: 30.
  • Load custom IES profiles.
  • IES profile viewer allows previewing of light distribution.
  • Light portals help rendering indoor scenes more efficiently.
  • Create Light Portals from the Object Toolbar.
  • Vue can automatically place Light Portals on meshes.

Atmosphere

  • Atmosphere presets: Over 160.
  • Ultra-realistic spectral atmosphere model.
  • Spectral Atmospheres can use Photometric Lighting.
  • Photometric Atmosphere lighting intensities match real world.
  • Included Photometric Atmosphere presets: 4.
  • Convert any existing Spectral atmosphere into a photometric atmosphere.
  • Vue automatically adjusts atmospheric settings when switching between non-photometric and photometric models.
  • Choice of 4 different types of atmosphere models.
  • Volumetric clouds, lights, materials (visible rays, with optional dust).
  • Spectral Volume Cloud layers for extremely realistic cloudscapes.
  • Extremely detailed Spectral 3 cloud system (for cloud layers and MetaClouds).
  • Auto-scale clouds with altitude.
  • Link Volumetric color of clouds to a function graph.
  • Link Ambient color contribution from sun and sky to a function graph.
  • Modulate Spectral clouds sharpness global setting with a user-defined function.
  • Use local coordinates on cloud modulation.
  • Realistic cloud shadowing on objects as well as internal shadowing.
  • Automatic detail refining for very close-up clouds.
  • Cloud anisotropy setting for advanced control of internal light scattering.
  • Fast indirect lighting in Spectral clouds.
  • Create spherical cloud layers at the surface of your planets.
  • Import real-world cloud density data to recreate existing cloudscapes.
  • Add tornadoes using your favorite paint tool.
  • Use animated planetary cloud density maps.
  • God rays in clouds.
  • Fly through clouds.
  • Cloud layers near ground simulate fog.
  • Realistic "peaking" of mountains through clouds.
  • Create multiple layers of overlapping clouds.
  • Efficient model for cross-shadowing of objects on clouds.
  • MetaClouds individual cloud formations.
  • Library of MetaCloud models.
  • Predefined cloud shapes: Over 140.
  • Unlimited cloud layers.
  • Customize the shape of MetaClouds.
  • Customize the shape an look of full cloud layers through outputs in the Function Editor.
  • Control cloud layers altitude to make them “go over” or circle certain objects.
  • Stars, rainbows, ice rings.
  • Custom “deep space” star maps.
  • Load images of distant constellations.
  • Individual lights can illuminate spectral cloud layers and MetaClouds.
  • Position, scale and rotate cloud layers using the standard manipulation gizmos.
  • Extract cloud layers portions.
  • Extracted cloud portions can be moved to different locations in the scene uisng standard manipulation gizmos.
  • Extracted cloud portions can be saved for future use.
  • Button to randomize cloud patterns.
  • Support for planets with arbitrarily large atmospheres.
  • Cloud layer dummies can be groupped to facilitate cloud manipulation.
  • Add or modify cloud layers through Python callbacks.
  • Automatic Rain atmospheric effect.
  • Automatic Snow atmospheric effect.
  • The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable.
  • Rain and snow impacts can control materials for water or snow coverage.
  • Motion blur can be added on weather effects.
  • Weather Effects are available for all types of atmospheres.
  • NEW! Optional automatic sun softness computation, based on atmosphere parameters.
  • NEW! “Improve Low Quality Consistency” parameter to better preview your atmosphere looks while rendering at a lower resolution.

EcoSystems

  • EcoSystem patented technology to easily distribute millions of objects in scenes.
  • Use preset EcoSystem materials to automatically populate your scenes with millions of objects.
  • Create EcoSystems from multiple objects.
  • Create entire forests of trees.
  • Create forests of trees blowing in the wind.
  • Scatter millions of animated objects.
  • Mix EcoSystems with standard materials.
  • Mix several EcoSystems together depending on environment (slope, altitude.
  • Automatic placement of EcoSystem population according to a user defined SmartGraph density function (that can depend on position, altitude, slope.
  • Advanced coloring control to vary the colors of the population over the EcoSystem.
  • Accurate control over the orientation of the EcoSystem population.
  • Accurate control over the size and variation in size of the EcoSystem population.
  • Automatic decay of EcoSystem density near foreign objects.
  • Optional size reduction and color decay at low EcoSystem densities.
  • EcoPainter technology: paint instances directly onto objects.
  • Add, remove and resize EcoSystem instances interactively.
  • Select individual instances or groups of instances and move/rotate/resize them interactively.
  • Paint size, color or density of EcoSystems using a pressure sensitive tablet.
  • Convert EcoSystem instances to real objects for editing, move them back to the EcoSystem later.
  • Paint EcoSystems as individual material layers or on a global basis.
  • Paint EcoSystems using standard EcoSystem population rules.
  • Adjust the population rules of the Global EcoSystem: Optional.
  • Layered EcoSystems to control individual EcoSystem populations.
  • Control "affinity" between EcoSystem layers.
  • Refresh dynamic EcoSystem population previews anytime with Preview button.
  • Paint EcoSystems from all sides, in any view.
  • Dynamic EcoSystem population technology for potentially unlimited populations.
  • Dynamic EcoSystem density adjustments for improved control of density on slopes.
  • Easily control the intensity of the coloring applied to EcoSystem populations.
  • Control the intensity of the EcoSystem coloring through the function graph.
  • Multi-processor EcoSystem population.
  • Ability to drag multiple objects from a browser into the EcoSystem population.
  • EcoSystem 4 technology.
  • Advanced flicker reduction algorithms.
  • Advanced memory management algorithmsfor large dynamic EcoSystem populations.
  • Render animated dynamic EcoSystem populations with smooth density variations.
  • Individually control the phase (animation offset) of animated elements in your EcoSystem populations.
  • Automatic addition of variations of animation phase to SoliGrowth based EcoSystems.
  • Control the animation phase of any type of animated object, including pre-animated meshes.
  • Control animation phase on a per SolidGrowth instance basis through the function graph.
  • When loading an EcoSystem layer, the layer is automatically added to the underlying material instead of being loaded with a transparent sub-material.
  • EcoSystems can be populated along a spline.
  • Areas defined by Splines can be populated with EcoSystems.
  • Splines can be used as EcoSystem masks.
  • EcoSystem instances can be aligned dynamically along the spline direction.
  • Control EcoSystem spline instances' orientation and variability.
  • EcoSystem instances can be controlled based on the EcoSystem density so that instances can automatically lean out on low density areas.
  • Stack EcoSystem instances on top of each other.
  • EcoSystem stacking is accessible from the material editor.
  • EcoSystem stacking is accessible from the EcoPainter.
  • Maximum number of stacked instances is user definable.
  • Invert the EcoSystem selection by a simple click of a button.
  • Objects can be dropped onto EcoSystem instances using the Drop or Smart Drop options.
  • EcoPainter settings (brush size, flow etc...) can be set on a per material basis.
  • Instances color can be reverted directly from the EcoPainter dialog.
  • VOB files created from a Dynamic Rock or a SolidGrowth plant will automatically generate variations when used in an EcoSystem.
  • All standard EcoSystem configuration parameters can be used for particle instance population.
  • Create your own EcoPainter brushes using a combination of Effectors.
  • EcoSystem effectors brush collection (lean, rotate, raise, lower, move etc.
  • NEW! EcoPanter brush tool presets: 20.
  • NEW! Rotate EcoSystem Brush effector.
  • Standalone EcoPainter brush editor dialog.
  • Publish specific EcoPainter brush parameters directly to the main EcoPainter dialog.
  • EcoSystem Selection tool directly available in the EcoPainter tool.
  • EcoSystem Fast population technology to interactively edit EcoSystem populations.
  • 360° EcoSystems: EcoSystems can be populated from all directions including below objects.
  • All standard population settings are applicable to 360° populations.
  • EcoSystem Clumping lets you easily control how plants from the same species grow close to one-another.
  • Amount slider lets you set the global intensity of the EcoSystem clumping effect.
  • Size slider lets you set the global size of EcoSystem clumps.
  • Small Item EcoSystem algorithms efficiently create and render vast EcoSystems of very small items (e.g. Gravel, grass.
  • Small items EcoSystems algorithms improves both computation of Static and Dynamic EcoSystems.
  • Quality setting in the EcoSystem Painter when using Plant Factory vegetation.
  • Quality setting in the EcoSystem material editor when using Plant Factory vegetation.
  • Integrated Plant Factory quality setting helps optimize rendering time and system memory resources.
  • Add/Remove/Clear EcoSystem populations through Python callbacks.
  • Access global EcoSystem through Python callbacks.
  • Multi-threaded render initializations for EcoSystems.
  • NEW! Select the number of PlantFactory plant variations to be used in your EcoSystem populations: With PlantFactory 2016+ species.
  • NEW! Select specific PlantFactory plant variations to be used in your EcoSystem populations.
  • NEW! Optimize memory consumption by using baked (static or dynamic) versions of PlantFactory species for your EcoSystem populations.
  • NEW! Select individual pre-defined PlantFactory 2016+ species variations within the Plant Editor.
  • NEW! Set multiple Global EcoSystem layers.
  • NEW! Save Global EcoSystems as EcoSystem brush presets.
  • NEW! Global EcoSystem brush presets included in content:: 12.
  • NEW! Use EcoPainter brush preset populations in your standard EcoSystem materials.
  • NEW! Convert referenced assets in the scene to EcoSystem Instances to efficiently save memory.

EcoParticles

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

Vegetation

  • Ultra-realistic SolidGrowth vegetation: 175+ species.
  • Compatible with modified plant species.
  • Easy-to-Use Plant Editor for plant customization.
  • Resizable Plant Editor.
  • Instantly create variations of existing plants.
  • Plant Editor and Leaf Editor let you modify existing plants or create entirely new plant species.
  • Create and save new plant species as stand-alone files for future use in your scenes.
  • Support for SolidGrowth HD extremely detailed plant species.
  • Native support for Plant Factory .tpf plant species.
  • Edit Plant Factory plants published parameters directly within the Plant Editor.
  • Open Plant Factory directly from the Plant Editor to fine tune your tpf specie.
  • Plant Factory plants imported in .tpf automatically create variations.
  • Health and Seasonality parameters for Plant Factory vegetation are animatable directly within the Plant Editor.
  • Changing Health and Seasonality on TPF plants automatically creates Keyframes in the animation timeline.
  • Advanced pre-computing of Global Illumination on Plant Factory billboard plants speeds up rendering by up to 20x.
  • Improved Normal Mapping algorithms on Plant Factory vegetation dramatically boost overall plant rendering quality.
  • Compatibility with Plant Factory lightweight preset technology.
  • Access TPF Mesh resolution directly from the Plant Editor.
  • NEW! Access individual PlantFactory plant presets from the Plant Browser.

Terrains

  • Solid3D real-time terrain modeling.
  • Sculpt terrains in all directions.
  • Create overhangs and grottoes.
  • Sculpt, inflate, free form and smooth brushes.
  • Pinch, Plateau, Flatten and UniSlope brushes.
  • User definable brush tip profile.
  • Automatic subdivision of terrain geometry when sculpting.
  • Adaptive subdivision adds polygons only where needed.
  • Edit terrains in context (view entire scene in editor).
  • Option to view terrain clipping planes in editor.
  • Option to display the terrain with a shiny surface to enhance details.
  • Constrain painting and effects to clipping zone.
  • Option to display the terrain in wireframe mode to view polygons.
  • Create edition "zones" to modify procedural terrains locally.
  • Create nested "zones" to build massive detail where needed.
  • Convert a zone of a procedural terrain into another terrain.
  • Zone extraction optionally creates a void in the source terrain.
  • Paint material distributions at the surface of terrains.
  • Paint material distributions with unlimited number of materials.
  • Use material masks to constrain painting to existing distribution masks.
  • Material distribution masks independent from material mapping mode.
  • Import, view and edit distribution maps in the Terrain Editor.
  • Terrain effects optionally affect material distribution map.
  • Preset terrain styles: 8.
  • NEW! Updated Terrain styles in Terrain Editor.
  • Erosion types: 9.
  • Geological algorithms: 12.
  • Glaciation, alluvium and dissolve erosion effects.
  • NEW! HeightField terrain technology.
  • NEW! HeightField nodes (Erosion, Slope, Convexity, Blur, Terrace and Auto-mapping).
  • NEW! Heightfield hydrological and thermal erosion presets (Generic, Mountains, Young mountains, Scattered Rock, Rivers, Very Eroded, Flow Channels etc: 9.
  • NEW! Access HeightField Erosion presets as terrain presets in the Terrain Editor.
  • NEW! Layout nodes (Area demarcation, Spline Proximity etc).
  • NEW! Drive terain material presence with the Heightfield terrain's graph output, directly from within the Terrain Editor.
  • NEW! Terrain presets included in content: 42.
  • Procedural terrains with infinite details.
  • Infinite procedural terrains.
  • Planetary terrain rendering.
  • Flat, spherical and planetary procedural terrains.
  • Switch between flat, spherical and planetary terrains (geometry may be affected).
  • Optimized render engine allows faster computation and rendering of infinite, spherical & planetary terrains.
  • Combine image data with procedural functions using dedicated blending nodes.
  • Ability to switch from one form of terrain to another easily.
  • Skin terrains.
  • Symmetrical terrains.
  • Extract parts of procedural terrains into new terrains.
  • View bitmap textures in terrain editor to sculpt from photo references.
  • Pressure-sensitive tablet editing of terrains.
  • Reset 2D and 3D painting independently.
  • Customizable brush shape for terrain editing.
  • Control distribution of materials on terrains from within the procedural terrain altitude function.
  • Control procedural terrain altitudes based on relationships with other objects.
  • The altitude of procedural terrains can be dynamically affected by other objects.
  • Realistic procedural terrains thanks to dedicated natural effects noise nodes.
  • Infinite and local procedural terrain style presets to easily create each-time-different terrains of the given style.
  • Library of procedural terrain presets with associated materials.
  • Create your own procedural terrain style presets.
  • Efficient displacement mapping of infinitely detailed procedural terrains.
  • Displacement mapping optimizations for dramatic increase in detail quality when using high amplitude displacement.
  • Procedural terrain preview in function editor.
  • Multi-processor procedural terrain construction.
  • Stratified terrains thanks to the recursive strata filters.
  • Rocky mountain fractal.
  • Full user control over Rocky mountain fractal patterns.
  • Rocky mountain fractal can be used to drive material distributions.
  • Decal and Smear terrain brushes.
  • Retopologize terrains to optimize sculpting over vertical areas like cliffs.
  • Lock material masks to prevent sculpting in the locked areas.
  • Create standalone masks (not associated to a material) for precise sculpting/painting.
  • Global Freeze mask can be used in combination with other masks.
  • Extend terrain canvas option adds "more terrain" around your terrains.
  • Automatic Terrain Zone creation when extending the canvas (to preserve the sculpting).
  • Contextual terrain brushes influenced by slope, altitude and orientation.
  • Create custom terrain brushes.
  • Organize your brushes and create libraries of your favorite ones.
  • Preset brush settings can be easily overriden.
  • Easily access your preset brushes with a single click.
  • Optiomized sculpting automatically selects between 2D and 3D effects.
  • Ability to restrict sculpting to 2D only.
  • Terrain altitudes are consistent with actual terrain size.
  • Randomize terrain fractals with a click of a button.
  • Terrain Editor displays real-world units.
  • Vector-quantization node to create procedural terrains with terraces.
  • New Strata3D node ideal for creating realistic canyon walls and stratified rock formations.
  • Custom 3D brush that lets you define a specific direction for the displacement applied to the terrain surface.
  • Preview altitude, slope or orientation constraints direclty in the terrain editor.
  • Brushes can act only on certain levels of details, while leaving others untouched.
  • Undo brush affects 3D painting in terrain editor.
  • Non airbrush mode for 3D painting works like 2D effects.
  • Brush map images can be inverted in the terrain editor.
  • Terrain altitude color map can be mapped to the visible range of altitudes.
  • Terrain effect buttons can be set to repeat a given number of times automatically.
  • Optionaly enable/disable mask rotation when painting in Terrain Editor.
  • Publishing parameters will refresh terrain geometry automatically.
  • Level of Detail (LOD) is manually adjustable the for swifter painting in 3D.
  • Limit the maximum amount of painting in the terrain editor.
  • Terrain alpha maps can be exported from within the Terrain Editor.
  • Built in Road construction tool allows you to directly draw a road path on your terrains.
  • Road are automatically textured with an asphalt material.
  • Roads automatically carves or raises the terrain surface to adjust it to your path.
  • Cyclic Noises and Fractals to generate patterns that repeat seamlessly, in space or time.
  • The cycle rate of Cyclic Noises and Fractals can be controlled along each axis.
  • Fully additive material layering system to preserve the orginal alpha presence of layers.
  • New material layering system lets you paint multiple layers simultaneously and painting one layer no longer affects underlying layers.
  • Layers are combined in the function graph using a 'Layer Painting' metanode.
  • Terrain Fractal 2 node.
  • Terrain Fractal 2 automatically improves variability of shapes with improved rough areas simulating rocks and cliffs.
  • Optional Stratification can be applied to Terrain Fractal 2 node to benefit from the Terrain Fractl 2 node internal values.
  • The presence of material layers (alpha channel) can be previewed in the terrain editor.
  • The presence of material layers (alpha channel) can be used as a painting mask.
  • A second UV Channel for 3D sculpted terrains allows precise control UV perturbation.
  • Easily change the height of Infinite procedural terrains in the Terrain Editor.
  • Create Terrains from an existing heightmap file through Python callbacks.

Modeling

  • Primitive and Boolean modeling.
  • 3D Text edition tool.
  • Customizable text beveling, extrusion... and material effects.
  • Import Postscript and Illustrator data into the text editor.
  • Advanced memory management algorithms for handling large polygon meshes.
  • True Metablobs organic modeling from all Vue Boolean primitives.
  • Adjustable Metablob envelopes and contribution.
  • Welding of multiple meshes into a single mesh.
  • Random rock generator.
  • Multiple planets (moon and other planets of the solar system).
  • Create background Planets with custom picture.
  • Create billboards that always face the camera (with a 'force vertical' option).
  • HyperBlob technology.
  • Apply standard displacement mapping to HyperBlobs.
  • User defined level of subdivision on HyperBlobs with automatic intermediate LOD computation according to distance.
  • Automatic “shaving” technology to delete all disconnected parts from the HyperBlob.
  • Optional smart Catmull-Clark subdivision of quad-based geometry.
  • Optional generic Loop subdivision of polygonal meshes.
  • Control realtime preview and render time level of Catmull-Clark / Loop subdivision.
  • Automatic mesh subdivision can be limited to a user defined value.
  • Spline editable objects that can be used for EcoSystem effects, terrain effects, roads and object creation.
  • Comprehensive spline toolkit that allows you to add, delete or move spline points or configure tangents.
  • Splines can be automatically aligned at the surface of terrains.
  • Extrude a defined geometry along a spline, and modify it using properties such as profile presets, profile dimensions, profile dimension ratio along the spline, material, twist (mode and limit), and more.
  • Splines can engrave or emboss the surface of a terrain following a predefined path (e.g. to create road beds or raised highways).
  • Use local rotation gizmos on spline keys to roll your splines e.g to create leaning roads.
  • Automatic path finder that calculates the optimum route in between your spline keys based on a realistic slope.
  • user definable distance in between each spline key created with the path finder.
  • Use spline resampling to automatically drop new spline keys onto the underlying surface, following the original spline path.
  • Define broken tangents for each spline key.
  • Add/remove/move spline points or modify spline effects through Python callbacks.
  • Built in Road Construction toolkit.
  • Standalone Rock library: 70+ Species.
  • Rock templates create a unique rock variation each time you generate a new rock.
  • Rock technology compatible with the EcoSystem technology.
  • Rock library availble directly in the EcoSystem population list.
  • Rock library availble directly in the Ecopainter tool.
  • Each rock type used in an EcoSystem automatically generates variations.

Rendering

  • NEW! Hybrid GPU/CPU interactive Real-Time Path Traced preview in the main view.
  • NEW! Path Tracer available as an offline render preset.
  • AVX optimizations for dramatic increase in rendering speed (requires an AVX compliant CPU): Windows only.
  • Advanced radiosity algorithms that dramatically reduce low frequency blotches.
  • Generate high-quality indoor and outdoor renders.
  • Bucket rendering for lower memory requirements and improved spatial coherence when rendering.
  • Indirect lighting calculation can be easily re-used between "tweak" renders.
  • Option to update the Indirect lighting "on demand" only.
  • Illumination Caching compute indirect lighting only once for an entire animation.
  • Illumination Caching dynamically refines the indirect lighting solution.
  • One-click displacement mapping.
  • Dynamic render-time displacement to handle extremely large "displaced" polygon counts.
  • Optional dynamic geometry smoothing to avoid sharp polygonal edges.
  • Automatic camera exposure option compensates for the strong variations in illumination between noon and sunset.
  • Natural film response.
  • Post-render exposure control.
  • Manually adjustable shutter speed, film speed and f-number settings when rendering with Photometric lighting.
  • Post-render Color Channel editor.
  • Adjust color curves separately or alltogether.
  • Tone mapping options including Photographic Exposure, Linear Exposure, Reinhard and False color profiles.
  • Tone Mapping options allow customization of profiles from Post-render and Camera Option dialogs.
  • Use an image or animation as a backdrop for your renders.
  • Option to apply the effect of the atmosphere to the Camera Backdrop.
  • NEW! Rendering Presets: OpenGL,Preview, final, broadcast,superior, ultra, Path Tracer, user settings .
  • Render size limitation: Limited by memory only.
  • HDTV render preset.
  • Pictures larger than screen resolution can be rendered to screen.
  • Custom render size.
  • Option to lock custom aspect ratios when selecting render resolution.
  • Navigation inside the rendered picture using pan controls.
  • Alpha and Z depth directly computed during the render process.
  • Ray-traced depth of field.
  • Realistic Hybrid 2.5D depth of field.
  • FastHybrid depth of field technology.
  • FastHybrid depth of field technology allows hidden object become visible through the blur.
  • Ray-traced [soft] shadows.
  • Advanced soft shadow computation to produce perfectly smooth soft shadows.
  • Ray-traced [blurry] reflections and refractions.
  • Blurry reflection and refraction settings for each material independently.
  • Fake [blurry] reflections using reflection maps.
  • AccuShadows shadow mapping technology for faster [soft] shadows.
  • Multi pass rendering (separates renders into the different rendering components - shadow, diffuse, ambient, etc.
  • Multi pass rendering components rendered in High Dynamic Range.
  • Create separate pictures for Diffuse, Specular, Shadows, Ambient, Refractions, Reflections, Background, Indirect Lighting, Post-process.
  • Per layer, per object or per material multi-pass masks (fully anti-aliased): Color and alpha.
  • Velocity pass in rendering buffer.
  • Create a separate color and alpha mask of clouds.
  • Generate color and alpha masks for Global EcoSystem instances.
  • Create layers for additional render information such as Z depth, object ID, material ID, global alpha mask, normal vectors.
  • Export all channels and masks into a convenient Photoshop PSD multi-channel, multi-mask file.
  • Export multi-pass renders as a EXR 32 bit files with each pass stored in high dynamic range format.
  • EXR passes available in full floating point, 32-bit unsigned integer or 16-bit (half format) precision.
  • Wold Point Position pass available in the multipass options.
  • NEW! Apply the render exposure (which combines the camera exposure and the automatic exposure) to relevant multi-pass layers.
  • Full support of G-Buffer compositing information.
  • Store all anti-aliasing and rendering channel samples on separate G-Buffer layers.
  • Render occluded objects (on a per object or global basis) to render hidden parts of the scene.
  • Render export as RLA or RPF for advanced compositing options.
  • Exclude ground from Alpha map option.
  • Objects can be easily hidden from render.
  • Hide objects from render and disable lights by clicking their icon in World Browser: Optional.
  • Hide objects from render through Python callbacks.
  • Global and per-material reflection maps.
  • Rendering in unlimited color depth.
  • Optional details in render information panel.
  • Panoramic rendering with adjustable rotation angle.
  • Spherical panoramic rendering.
  • Multi-processor panoramic rendering.
  • Rendering in all views (including orthogonal rendering).
  • Render in views can be set to a different quality than normal rendering.
  • Stand alone renderer handles rendering while you work on the scene.
  • Network rendering of animations.
  • Network rendering of pictures.
  • Rendering across hybrid network of computers (OS X and Windows).
  • Fail-safe HyperVue network rendering.
  • Interactive Network Rendering.
  • Advanced Caching technology to optimize responsiveness of network rendering.
  • Number of render nodes (RenderCow) licenses included in product: 5.
  • Maximum number of render nodes: Unlimited (through RenderCow pack expansions).
  • SmartCow automatic node detection and activation.
  • Hotplug render nodes to add/remove nodes during render: MacOS X and Windows.
  • NewCow automatic updating of render nodes.
  • Rendercows can be paused directly from the tray icon.
  • Customizable command-line render launching sequence.
  • RenderNode optional stand alone renderer for integration in large render farms.
  • RenderCows can be configured to use any number of cores.
  • Rendercow CPU affinity is automatically synchronized with the Windows task manager.
  • Render area can be temporarily disabled.
  • You can lock the render area to avoid accidental modifications.
  • Render blow-up option.
  • Geometry anti-aliasing.
  • User definable geometry anti-aliasing: Up to 1024 rays/pixel.
  • HyperMipMap material anti-aliasing (including procedural materials).
  • User definable anti-aliasing strategies to optimize speed vs. Smoothness.
  • Energy Conservative AntiAliasing.
  • GPU anti-aliasing accelerates AA of thin polygon meshes.
  • Advanced render memory management algorithms to allow the rendering of very large images.
  • Post processing to adjust color, contrast, saturation, gamma.
  • Ability to load/save independent post-processing settings.
  • Create custom render effects using user-defined python callbacks.
  • Ability to resume an interrupted render.
  • Generate detailed network rendering logs.
  • Real-life camera aberrations (cushioning and barreling).
  • Abort rendering on mouse-click in render area: Optional.
  • Easy-to-use camera mapping for retro projection of renders onto simplified geometry.
  • The total amount of RAM allocated to displacement mapping is adjustable.
  • Images can be saved to disk at regular (user definable) intervals during render.
  • Dual destination render option (e.g. display to screen while rendering to disk).
  • Generate detailed log files during network rendering.
  • Generate render diagnosis buffers to optimize your renders and avoid bottlenecks: Optional.
  • Display per-pixel render time, number of sub-rays, anti-aliasing samples, shadow rays, recursion, final gather samples, etc.
  • Render displacement on arbitrarily large terrains.
  • Improved rendering of indirect lighting in preview mode.
  • Automatic adjustment of render buckets to optimize rendering of small images on multi-core systems.
  • Full input, output and display gamma control.
  • Customize input gamma on a per-texture basis.
  • Easily override default output gamma.
  • Quick calibration tool to easily adjust the display gamma setting.
  • Anti-aliased Z-depth buffer: Optional.
  • Accurate accounting of cloud radiosity in indirect illumination.
  • Relighting technology allows real-time adjustment of lights after rendering.
  • Adjust contribution of sunlight without re-rendering.
  • Adjust contribution of the Atmosphere without re-rendering.
  • Advanced adaptive precision computation for the rendering of skymaps.
  • Render algorithms for thin translucent and backlit materials with realistic shadows.
  • Advanced flicker reduction algorithms.
  • Advanced shadowing algorithms help remove undesired shadow artifacts on terrains and meshes.
  • Advanced bicubic interpolation algorithms produce smooth gradients.
  • Efficient Pause and Resume Render options with the stand alone Batch Renderer.
  • Optional addition of an information strip under the rendered picture.
  • Frame labeling can display information such as scene file name, render time, author, etc.
  • Mixed materials alpha channel can be edited.
  • Edge-based anti-aliasing to complement the previous color-based anti-aliasing scheme.
  • Edge-based anti-aliasing can be individually used and fine tuned using its Quality slider.
  • Dramatic changes in the structure of internal scene processing allows for faster rendering: Up to 30% faster compared to VUE 10.
  • Improved statistical samples distribution allows for a quicker Depth of Field and Motion Blur computation.
  • Physical Water shading engine.
  • Set absorption and scattering parameters for body of water.
  • Physical water shader produces photoreal underwater caustics.
  • Underwater caustics focus can be adjusted to make them appear at maximum sharpness at specific depth.
  • Easily create visible shafts for underwater lights.
  • Physical transparency model that accurately reproduces how light interacts with particles of matter inside transparent materials.
  • When rendering in radiosity, Vue warns you if there are luminous materials in the scene.
  • Point lights can create dark shadows even in Environment Mapping mode.
  • Load a video or an image sequence to the environment map control in the Atmosphere editor.
  • Shadow parameters (cast shadows, receive shadows, only shadow, etc ...) can be controlled per-object.
  • Non Photo Reailistic (NPR) rendering.
  • Vertical and Horizontal film offset.

Materials

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

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

VUE is a 64 bit application, designed for the 64 bit version of Windows 7, Windows 8 and Windows 10 and Intel Mac OS X platforms.

Like all 3D packages, it is highly demanding in terms of computer power. Although the application is totally multi-threaded to ensure the smoothest possible response, you have to realize that there is a lot going on when you work in VUE.

Please note that using VUE on a system carrying the below specification may result in slow response time and longer render times!

Please read further on for recommended minimal specification for an optimal VUE experience.

Macintosh

  • Mac OS X v10.6+ 64bit,
  • 2GHz Intel processor or faster,
  • 1GB of free RAM,
  • 200 MB of free Hard Disk space,
  • 1200x768 in 65K colors/16 bits (24+ bits recommended).


Windows

  • Windows 7/Windows 8/Windows 10 64bit,
  • 2GHz Pentium IV or better processor,
  • 1GB of free RAM,
  • 200 MB of free Hard Disk space,
  • 1200x768 in 65K colors/16 bits (24+ bits recommended).


Recommended System Specs

  • Windows 64 bit (Windows 7 or Windows 8 or Windows 10), Mac OS X v10.10
  • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro), AVX compliant (windows)
  • 4GB+ of RAM,
  • 4GB+ of free Hard Disk space (on the drive hosting the OS),
  • An OpenGL accelerated video board (see below for optimal compatibility)

Supported Video Boards

VUE Infinite 2016 includes an automatic configuration tool that will set all OpenGL options just after install, for optimized previewing on your video board / driver.

Any reasonably recent video board (typically less than 3 years old) with at least 1GB of dedicated VRAM and up-to-date drivers should allow you to get the most out of VUE's OpenGL engine.

If you run into any OpenGL issues, try disabling background draw and antialiasing in the Options panel. Worst case scenario: you can always run VUE in software OpenGL mode.

Warning: Laptops using Nvidia's Optimus or ATI's BinaryGFX technologies may present severe OpenGl problems. We recommend that users deactivate this option when running VUE!

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Customer Reviews

Earns the Microfilmmaker Magazine's Award of Superiority

This review is for Vue Infinite v9.

The Vue Infinite series continues to make great improvements with each version to offer more realistic results while optimizing your scene. Vue 9 Infinite's many updates are extremely beneficial to getting the most out of your computer and more control over developing the environment. If you are an artist that wants the freedom to learn how to build whatever you want, the only drawback to having Vue as the only 3D software is that it's focused solely on generating natural environments. But for the visualist, such as a matte painter for a film, having just the right tool for the job is indispensable. And if the job is making beautiful landscapes, Vue 9 Infinite is the best place to start.

Read the full review by Michael J. Muwanguzi at Microfilmmaker Magine

Would you recommend this product to a colleague? Yes

By: Jeremy Hanke
Date: April 04, 2012

Page 1 of 1

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