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

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


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

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

VUE xStream 2016 works with:

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

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


xStream Integration

xstream integration

Creating and Editing VUE Environments

VUE xStream 2016 operates as a fully integrated plug-in for 3ds Max, Maya, LightWave, Cinema 4D and Softimage. It adds all of Vue's dedicated environment creation tools to your application's interface.

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

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

Edit VUE Elements inside your Application

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

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

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

VUE xStream 2016 for 3ds Max, Softimage and Cinema 4D will even let you paint EcoSystems interactively (on VUE objects or on native objects), directly through the host application's viewports*.

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


Full Support of All VUE Elements

xstream full support

You can create VUE environments directly in the host application, or you can load ready-made environments that were designed on a stand-alone version of VUE (VUE Infinite, or VUE xStream 2016 running in stand-alone mode - xStream can run either as a plug-in or as a stand-alone application).

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

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

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

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



xstream rendering

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.

* Warning: wind animation from PlantFactory species is not transferred and converting very large populations may bring your host application to its knees!

The "Integrated" Render Process

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

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

Benefits of Using Two Renderers

VUE environments easily comprise billions of polygons. Plants are unique and sway in the wind. Most of the native renderers wouldn't be able to handle this level of complexity.

The VUE renderer features unique technologies specifically designed to improve the render quality of natural elements (procedural rendering, advanced shading algorithms, etc).

These unique technologies are simply not available in other renderers.

Integration with MentalRay and V-Ray

VUE xStream 2016 is compatible with MentalRay for Max, Maya and Softimage and V-Ray for Max and Maya. This compatibility extends to specific technologies, such as Mental Ray Sun&Sky, V-Ray Sun&Sky, Mental Ray Photometric Lights or Mental Ray Distributed Bucket Rendering.

VUE xStream 2016 will automatically adjust its settings to match the effects of these features, whenever they are used.

Rendering Flexibility

VUE xStream 2016 lets you easily disable the rendering of the VUE sky and/or atmospheric effects (e.g. when using mr or V-Ray Sun&Sky). You can even disable the rendering of VUE content altogether, for instance if you want to perform tests on the host-application-part of the scene. If the entire VUE content is disabled from render, the VUE xStream plug-in won't be loaded altogether.

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

G-buffer and Multi-Pass Rendering

VUE xStream 2016 offers powerful g-buffer and multi-pass rendering features, for even greater post-processing flexibility.

Native Renderer Compatibility

A single license of VUE xStream 2016 can be used with all compatible applications and renderers installed on your system, without requiring the purchase of any Extra Renderer licenses. Additionally

  • VUE xStream 2016 for Maya works natively with MentalRay, V-Ray and Maya software renderer.
  • VUE xStream 2016 for Max works natively with MentalRay and V-Ray.
  • VUE xStream 2016 for Softimage works natively with MentalRay.
  • VUE xStream 2016 for LightWave and Cinema 4D works natively with the native renderer.



Using VUE xStream inside 3ds Max - 10' presentation

Integrated Interface

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

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

Matching Scene Scales

VUE xStream 2016 automatically matches its unit system so that the sizing of VUE elements matches that of the host application. This ensures that a one foot-large cube in VUE also measures exactly one foot in the host application.

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

Matching Lights

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

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

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

Physically Accurate Sunlight Model:

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

Render Times

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


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

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

File Management

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





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Physically Accurate Sunlight Model

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

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All plants in this scene were created with Plant Factory

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

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

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

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

Photometric Lights

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

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


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


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Tone Mapping

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

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

Natural Grain

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

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

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

Other Rendering Enhancements:

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

Improved Workflow and Interoperability

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

FBX Geometry Import

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

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

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

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Import / Export Cameras as FBX or CHAN

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

Multilayer 32Bit OpenEXR 2.0

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

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


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World Point Position (or XYZ) Pass

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

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





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EcoSystems and Vegetation

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EcoSystem Clumping

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

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



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Gravel and Small Item EcoSystems

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

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



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Plant Factory Compatibility

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

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

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Optimized Interface

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

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Redesigned Function Editor

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

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



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Perspective Views

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

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




Real-World Sun Position

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


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Other Interface Enhancements:

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

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What's new in Vue XStream2016

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.


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 xStream 2016. "NEW!" indicates a new feature based on a comparison with VUE xStream 2015.


  • 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.
  • Automatic synchronization of light position, color, orientation and intensity between Vue and host application.
  • Use host application tools to adjust lights of Vue environment.
  • Automatic synchronization of all types of lights, including area lights.
  • Perfect blending of your 3D objects with Vue environment when rendering GI.
  • Lights can be disabled with a single click.
  • Accurate accounting of backlight when computing GI.
  • Improved handling of highlights in GI by better accounting for the interaction of illumination with bumps at the surface of objects.
  • Use IES distribution profiles on photometric lights.
  • Included IES profiles: 30.
  • Load custom IES profiles.
  • IES profile viewer allows previewing of light distribution.
  • Light portals help rendering indoor scenes more efficiently.
  • Create Light Portals from the Object Toolbar.
  • Vue can automatically place Light Portals on meshes.


  • Atmosphere presets: Over 160.
  • Ultra-realistic spectral atmosphere model.
  • Spectral Atmospheres can use Photometric Lighting.
  • Photometric Atmosphere lighting intensities match real world.
  • Included Photometric Atmosphere presets: 4.
  • Convert any existing Spectral atmosphere into a photometric atmosphere.
  • Vue automatically adjusts atmospheric settings when switching between non-photometric and photometric models.
  • Choice of 4 different types of atmosphere models.
  • Volumetric clouds, lights, materials (visible rays, with optional dust).
  • Spectral Volume Cloud layers for extremely realistic cloudscapes.
  • Extremely detailed Spectral 3 cloud system (for cloud layers and MetaClouds).
  • 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.
  • Edit the Vue atmosphere directly from the interface of the host application.
  • Render host application scenes inside Vue atmospheres – including spectral atmospheres.
  • Position, scale and rotate cloud layers using the standard manipulation gizmos.
  • Extract cloud layers portions.
  • Extracted cloud portions can be moved to different locations in the scene uisng standard manipulation gizmos.
  • Extracted cloud portions can be saved for future use.
  • Extracted cloud portions are accessible in the host application.
  • Button to randomize cloud patterns.
  • Support for planets with arbitrarily large atmospheres.
  • Cloud layer dummies can be groupped to facilitate cloud manipulation.
  • Add or modify cloud layers through Python callbacks.
  • Automatic Rain atmospheric effect.
  • Automatic Snow atmospheric effect.
  • The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable.
  • Rain and snow impacts can control materials for water or snow coverage.
  • Motion blur can be added on weather effects.
  • Weather Effects are available for all types of atmospheres.
  • 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.


  • EcoSystem patented technology to easily distribute millions of objects in scenes.
  • Use preset EcoSystem materials to automatically populate your scenes with millions of objects.
  • Create EcoSystems from multiple objects.
  • Create entire forests of trees.
  • Create forests of trees blowing in the wind.
  • Scatter millions of animated objects.
  • Mix EcoSystems with standard materials.
  • Mix several EcoSystems together depending on environment (slope, altitude.
  • Automatic placement of EcoSystem population according to a user defined SmartGraph density function (that can depend on position, altitude, slope.
  • Advanced coloring control to vary the colors of the population over the EcoSystem.
  • Accurate control over the orientation of the EcoSystem population.
  • Accurate control over the size and variation in size of the EcoSystem population.
  • Automatic decay of EcoSystem density near foreign objects.
  • Optional size reduction and color decay at low EcoSystem densities.
  • EcoPainter technology: paint instances directly onto objects.
  • Add, remove and resize EcoSystem instances interactively.
  • Select individual instances or groups of instances and move/rotate/resize them interactively.
  • Paint size, color or density of EcoSystems using a pressure sensitive tablet.
  • Convert EcoSystem instances to real objects for editing, move them back to the EcoSystem later.
  • Paint EcoSystems as individual material layers or on a global basis.
  • Paint EcoSystems using standard EcoSystem population rules.
  • Adjust the population rules of the Global EcoSystem: Optional.
  • Layered EcoSystems to control individual EcoSystem populations.
  • Control "affinity" between EcoSystem layers.
  • View EcoSystem instances directly inside the host application viewports: Billboards, bounding boxes or full geometry.
  • Refresh dynamic EcoSystem population previews anytime with Preview button.
  • Paint EcoSystems from all sides, in any view.
  • Dynamic EcoSystem population technology for potentially unlimited populations.
  • Dynamic EcoSystem density adjustments for improved control of density on slopes.
  • Easily control the intensity of the coloring applied to EcoSystem populations.
  • Control the intensity of the EcoSystem coloring through the function graph.
  • Multi-processor EcoSystem population.
  • Ability to drag multiple objects from a browser into the EcoSystem population.
  • EcoSystem 4 technology.
  • Advanced flicker reduction algorithms.
  • Advanced memory management algorithmsfor large dynamic EcoSystem populations.
  • Render animated dynamic EcoSystem populations with smooth density variations.
  • Individually control the phase (animation offset) of animated elements in your EcoSystem populations.
  • Automatic addition of variations of animation phase to SoliGrowth based EcoSystems.
  • Control the animation phase of any type of animated object, including pre-animated meshes.
  • Control animation phase on a per SolidGrowth instance basis through the function graph.
  • When loading an EcoSystem layer, the layer is automatically added to the underlying material instead of being loaded with a transparent sub-material.
  • EcoSystems can be populated along a spline.
  • Areas defined by Splines can be populated with EcoSystems.
  • Splines can be used as EcoSystem masks.
  • EcoSystem instances can be aligned dynamically along the spline direction.
  • Control EcoSystem spline instances' orientation and variability.
  • EcoSystem instances can be controlled based on the EcoSystem density so that instances can automatically lean out on low density areas.
  • Stack EcoSystem instances on top of each other.
  • EcoSystem stacking is accessible from the material editor.
  • EcoSystem stacking is accessible from the EcoPainter.
  • Maximum number of stacked instances is user definable.
  • Invert the EcoSystem selection by a simple click of a button.
  • Objects can be dropped onto EcoSystem instances using the Drop or Smart Drop options.
  • EcoPainter settings (brush size, flow etc...) can be set on a per material basis.
  • Instances color can be reverted directly from the EcoPainter dialog.
  • VOB files created from a Dynamic Rock or a SolidGrowth plant will automatically generate variations when used in an EcoSystem.
  • All standard EcoSystem configuration parameters can be used for particle instance population.
  • Create your own EcoPainter brushes using a combination of Effectors.
  • EcoSystem effectors brush collection (lean, rotate, raise, lower, move etc.
  • 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 instance selection tool in the host application: in 3ds Max, Cinema4D and Softimage.
  • EcoSystem Fast population technology to interactively edit EcoSystem populations.
  • 360° EcoSystems: EcoSystems can be populated from all directions including below objects.
  • All standard population settings are applicable to 360° populations.
  • EcoSystem Clumping lets you easily control how plants from the same species grow close to one-another.
  • Amount slider lets you set the global intensity of the EcoSystem clumping effect.
  • Size slider lets you set the global size of EcoSystem clumps.
  • Small Item EcoSystem algorithms efficiently create and render vast EcoSystems of very small items (e.g. Gravel, grass.
  • Small items EcoSystems algorithms improves both computation of Static and Dynamic EcoSystems.
  • Quality setting in the EcoSystem Painter when using Plant Factory vegetation.
  • Quality setting in the EcoSystem material editor when using Plant Factory vegetation.
  • Integrated Plant Factory quality setting helps optimize rendering time and system memory resources.
  • Add/Remove/Clear EcoSystem populations through Python callbacks.
  • Access global EcoSystem through Python callbacks.
  • 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.


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


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


  • 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! Blend Terrain with Image automatically modifies the Heightfield Terrain function graph: With R2+ update.
  • NEW! Terrain presets included in content: 42.
  • NEW! Resample Terrain to update terrain resolution without changing its size within the scene: With R2+ update.
  • High definition data in standard terrains.
  • Procedural terrains with infinite details.
  • Infinite procedural terrains.
  • Planetary terrain rendering.
  • Flat, spherical and planetary procedural terrains.
  • Switch between flat, spherical and planetary terrains (geometry may be affected).
  • 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: In standalone mode.
  • Stratified terrains thanks to the recursive strata filters.
  • Rocky mountain fractal.
  • Full user control over Rocky mountain fractal patterns.
  • Rocky mountain fractal can be used to drive material distributions.
  • Decal and Smear terrain brushes.
  • Retopologize terrains to optimize sculpting over vertical areas like cliffs.
  • Lock material masks to prevent sculpting in the locked areas.
  • Create standalone masks (not associated to a material) for precise sculpting/painting.
  • Global Freeze mask can be used in combination with other masks.
  • Extend terrain canvas option adds "more terrain" around your terrains.
  • Automatic Terrain Zone creation when extending the canvas (to preserve the sculpting).
  • Contextual terrain brushes influenced by slope, altitude and orientation.
  • Create custom terrain brushes.
  • Organize your brushes and create libraries of your favorite ones.
  • Preset brush settings can be easily overriden.
  • Easily access your preset brushes with a single click.
  • Optiomized sculpting automatically selects between 2D and 3D effects.
  • Ability to restrict sculpting to 2D only.
  • Terrain altitudes are consistent with actual terrain size.
  • Randomize terrain fractals with a click of a button.
  • Terrain Editor displays real-world units.
  • Vector-quantization node to create procedural terrains with terraces.
  • New Strata3D node ideal for creating realistic canyon walls and stratified rock formations.
  • Custom 3D brush that lets you define a specific direction for the displacement applied to the terrain surface.
  • Preview altitude, slope or orientation constraints direclty in the terrain editor.
  • Brushes can act only on certain levels of details, while leaving others untouched.
  • Undo brush affects 3D painting in terrain editor.
  • Non airbrush mode for 3D painting works like 2D effects.
  • Brush map images can be inverted in the terrain editor.
  • Terrain altitude color map can be mapped to the visible range of altitudes.
  • Terrain effect buttons can be set to repeat a given number of times automatically.
  • Optionaly enable/disable mask rotation when painting in Terrain Editor.
  • Publishing parameters will refresh terrain geometry automatically.
  • Level of Detail (LOD) is manually adjustable the for swifter painting in 3D.
  • Limit the maximum amount of painting in the terrain editor.
  • Terrain alpha maps can be exported from within the Terrain Editor.
  • Built in Road construction tool allows you to directly draw a road path on your terrains.
  • Road are automatically textured with an asphalt material.
  • Roads automatically carves or raises the terrain surface to adjust it to your path.
  • Cyclic Noises and Fractals to generate patterns that repeat seamlessly, in space or time.
  • The cycle rate of Cyclic Noises and Fractals can be controlled along each axis.
  • Fully additive material layering system to preserve the orginal alpha presence of layers.
  • New material layering system lets you paint multiple layers simultaneously and painting one layer no longer affects underlying layers.
  • Layers are combined in the function graph using a 'Layer Painting' metanode.
  • Terrain Fractal 2 node.
  • Terrain Fractal 2 automatically improves variability of shapes with improved rough areas simulating rocks and cliffs.
  • Optional Stratification can be applied to Terrain Fractal 2 node to benefit from the Terrain Fractl 2 node internal values.
  • The presence of material layers (alpha channel) can be previewed in the terrain editor.
  • The presence of material layers (alpha channel) can be used as a painting mask.
  • A second UV Channel for 3D sculpted terrains allows precise control UV perturbation.
  • Easily change the height of Infinite procedural terrains in the Terrain Editor.
  • Create Terrains from an existing heightmap file through Python callbacks.


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


  • NEW! 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.
  • Ambient Occlusion Pass.
  • Create a separate color and alpha mask of clouds.
  • Generate color and alpha masks for Global EcoSystem instances.
  • Create layers for additional render information such as Z depth, object ID, material ID, global alpha mask, normal vectors.
  • Export all channels and masks into a convenient Photoshop PSD multi-channel, multi-mask file.
  • Export multi-pass renders as a EXR 32 bit files with each pass stored in high dynamic range format.
  • EXR passes available in full floating point, 32-bit unsigned integer or 16-bit (half format) precision.
  • Export all rendering passes as OpenEXR 2.0 32-bit multi-layer files.
  • Wold Point Position pass available in the multipass options.
  • Apply the render exposure (which combines the camera exposure and the automatic exposure) to relevant multi-pass layers.
  • Full support of G-Buffer compositing information.
  • Store all anti-aliasing and rendering channel samples on separate G-Buffer layers.
  • Render occluded objects (on a per object or global basis) to render hidden parts of the scene.
  • Render export as RLA or RPF for advanced compositing options.
  • Exclude ground from Alpha map option.
  • Objects can be easily hidden from render.
  • Hide objects from render and disable lights by clicking their icon in World Browser: Optional.
  • Hide objects from render through Python callbacks.
  • Global and per-material reflection maps.
  • Rendering in unlimited color depth.
  • Optional details in render information panel.
  • Panoramic rendering with adjustable rotation angle.
  • Spherical panoramic rendering.
  • Multi-processor panoramic rendering: In standalone mode.
  • NEW! 360 VR Panorama Render Option: With R2+ update.
  • NEW! Automatic (optional) leveling of Camera when rendering a 360 VR Panorama: With R2+ update.
  • NEW! 360 VR Panorama automatically recognized by 360 compliant social platforms (e.g. Youtube or Facebook 360): With R2+ update.
  • 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.
  • Control the rendering of Vue environments using the render settings of your 3D application.
  • Render Vue content inside your 3D application.
  • Render millions of EcoSystem plants or objects directly inside your 3D application.
  • Perfect blending of the objects of your 3D application with the Vue environment.
  • Mutual shadow casting of Vue objects on the objects of your 3D application, and vice-versa.
  • Vue objects reflect the objects of your 3D application, and vice-versa.
  • Perfect handling of transparency and refraction for the objects of your 3D application and Vue objects.
  • Rendering compatible with V-Ray: 3ds max and Maya.
  • Rendering compatible with V-Ray 3.
  • Rendering compatible with MentalRay standalone render nodes.
  • Rendering compatible with MentalRay Distributed Bucket Rendering.
  • Generate detailed network rendering logs.
  • Real-life camera aberrations (cushioning and barreling).
  • Abort rendering on mouse-click in render area: Optional.
  • Render in all compatible renderers with a single license.
  • Option to disable the rendering of Vue sky and/or atmosphere (e.g. when using mr Sun&Sky).
  • Option to easily include/remove the Vue scene from a host application render.
  • Render Vue atmosphere and elements alongside other host application volumetric plug-ins.
  • Compatible with mr Daylight, mr Sun&Sky and mr Photographic Exposure.
  • Compatible with V-Ray Sun and Sky.
  • Easy-to-use camera mapping for retro projection of renders onto simplified geometry.
  • The total amount of RAM allocated to displacement mapping is adjustable.
  • Images can be saved to disk at regular (user definable) intervals during render.
  • Dual destination render option (e.g. display to screen while rendering to disk).
  • Generate detailed log files during network rendering.
  • Host application render settings can be automatically adjusted to match those of Vue.
  • Generate render diagnosis buffers to optimize your renders and avoid bottlenecks: Optional.
  • Display per-pixel render time, number of sub-rays, anti-aliasing samples, shadow rays, recursion, final gather samples, etc.
  • Render displacement on arbitrarily large terrains.
  • Improved rendering of indirect lighting in preview mode.
  • Automatic adjustment of render buckets to optimize rendering of small images on multi-core systems.
  • Full input, output and display gamma control.
  • Customize input gamma on a per-texture basis.
  • Easily override default output gamma.
  • Quick calibration tool to easily adjust the display gamma setting.
  • Anti-aliased Z-depth buffer: Optional.
  • Accurate accounting of cloud radiosity in indirect illumination.
  • Relighting technology allows real-time adjustment of lights after rendering.
  • Adjust contribution of sunlight without re-rendering.
  • Adjust contribution of the Atmosphere without re-rendering.
  • Advanced adaptive precision computation for the rendering of skymaps.
  • Render algorithms for thin translucent and backlit materials with realistic shadows.
  • Advanced flicker reduction algorithms.
  • Advanced shadowing algorithms help remove undesired shadow artifacts on terrains and meshes.
  • Advanced bicubic interpolation algorithms produce smooth gradients.
  • Efficient Pause and Resume Render options with the stand alone Batch Renderer.
  • Optional addition of an information strip under the rendered picture.
  • Frame labeling can display information such as scene file name, render time, author, etc.
  • Mixed materials alpha channel can be edited.
  • Edge-based anti-aliasing to complement the previous color-based anti-aliasing scheme.
  • Edge-based anti-aliasing can be individually used and fine tuned using its Quality slider.
  • Dramatic changes in the structure of internal scene processing allows for faster rendering: Up to 30% faster compared to VUE 10.
  • Improved statistical samples distribution allows for a quicker Depth of Field and Motion Blur computation.
  • Physical Water shading engine.
  • Set absorption and scattering parameters for body of water.
  • Physical water shader produces photoreal underwater caustics.
  • Underwater caustics focus can be adjusted to make them appear at maximum sharpness at specific depth.
  • Easily create visible shafts for underwater lights.
  • Physical transparency model that accurately reproduces how light interacts with particles of matter inside transparent materials.
  • When rendering in radiosity, Vue warns you if there are luminous materials in the scene.
  • Point lights can create dark shadows even in Environment Mapping mode.
  • Load a video or an image sequence to the environment map control in the Atmosphere editor.
  • Shadow parameters (cast shadows, receive shadows, only shadow, etc ...) can be controlled per-object.
  • Non Photo Reailistic (NPR) rendering.
  • Vertical and Horizontal film offset.
  • NEW! Render VUE content using any renderer (Such as Arnold, Vray RT, Octane, Renderman...) thanks to the xStream Convert tool: In 3dsMax, Maya and Cinema4D.


  • 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 w

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

Minimum System Requirements

VUE is a 64 bit application, designed for 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.


  • Mac OS X v10.8+ 64 bit
  • 2GHz Intel processor or faster,
  • 1GB of free RAM,
  • 200 MB of free Hard Disk space,
  • 1200x768 in 65K colors/16 bits (24+ bits recommended).


  • Windows 7/Windows 8/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, Windows 8 or Windows 10), Mac OS X v10.13
  • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro), AVX compliant (windows)
  • 8GB+ of RAM,
  • 4GB+ of free Hard Disk space (on the drive hosting the OS),
  • An OpenGL accelerated video board (see below for optimal compatibility)

Supported Video Boards

VUE xStream 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!

Natively Supported Applications and Renderers



  • 64 bit version: 3DSMax 2011 to 2019

Cinema 4D

  • 64 bit version: Cinema 4D R13 to R19

LightWave 3D

  • 64 bit version: LightWave 3D 9.6 to 2015


  • 64 bit version: Maya 2011 to 2018


  • 64 bit version: Softimage 2010 to 2015

Macintosh - MacIntel architecture only

Cinema 4D

  • 64 bit version: Cinema 4D R13 to R19

LightWave 3D

  • 64 bit version: LightWave 3D 9.6 to 2015


  • 64 bit version: Maya 2011 to 2018
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What's new in VUE 2016 R6.2?

  • [Environment map] Added new importance sampling option to improve image-based lighting
  • Fixed disappearing gizmos when OpenGL polygons limit is reached
  • Fixed wrong infinite terrain when reloaded from a fast-save or auto-save
  • Fixed potential crash with interface docking
  • Fixed regression: lost randomization when creating individual rocks.
  • Fixed object duplication not creating references
  • [HyperVue] Fixed animation saving in .mp4 format

Key New Features in VUE 2016 R6

  • UI/UX and navigation improvements:
    • Vastly improved display speed and UI responsiveness
    • New interactive multi-object selection display
    • New mouse-centered and advanced target-centered scene navigation modes that can be set on a per camera basis
    • New drop on top/smart drop on top actions
    • 2 new replace-by scaling options
    • Updated industry standard shortcuts, and addition of several new shortcut triggers
    • Improved top-view spline editor
    • Revamped import options
  • Atmospheric effects and lighting:
    • Image based lighting (IBL) importance sampling greatly improves lighting accuracy
    • Set gamma corrections for environment maps
    • Randomize cloud layers parameters
    • Several improvements on MetaCloud technology (density production, auto scale, additional volumetric material roughness and more)
  • Performance:
    • Up to 6x faster EcoSystem cache generation
    • 10% faster rendering of very large EcoSystem populations
    • Faster overall read and write mechanisms
    • EcoSystem populations with native instances in 3dsMax, Maya and Cinema4D (1)
    • Populate EcoSystems onto native assets
    • Add native assets/proxies to EcoSystem population lists
    • Load scenes created with Carbon Scatter
  • Interoperability improvements:
    • VUE xStream now supports LightWave 2018
    • EcoSystem display quality can be set for each item in the population list, and set to box, point cloud, billboard or geometry

What's new in Vue 2016 R5

Key New Features in VUE 2016 R5(1)

  • Export and interoperability improvements
    • Level of detail (LOD) export for objects or group of objects
      • User defined number of LODs to be exported
      • Capability to export only one texture per LOD
      • Export objects as billboards
    • Export options UI redesigned and simplified
    • Export preview now supports PTex
    • New PTex graph node available in the function graph
    • Optional wind animation export when exporting PlantFactory vegetation as static meshes
    • Up to 20x faster metaball/metablob baking to polygons process
    • New Python callbacks for populating EcoSystem materials or a synchronous animation and still rendering
    • VUE xStream now supports Autodesk 3ds Max 2019
  • UI/UX and navigation improvements
    • Homogenized navigation manipulation throughout the whole UI.
    • Reworked shortcut presets to mimic other 3D applications (such as Autodesk Maya, 3ds Max, Maxon Cinema4D)
    • Added new user - configurable shortcuts and triggers for better UI/UX customizability
    • Added mesh normal map quick color inversion (for both front and back faces)
    • Added user defined aspect ratio for Panoramic (VR360 and VR180 - Stereoscopic or not) renders (e.g. for PlayStation VR support)
  • Environment mapping improvements
    • New environment mapping modes: LightProbe, Cylindrical, Cube Map and Compact Cube Map completes the already existing Spherical and Hemispherical modes.
    • New Dome Rotation Environment Mapping manipulation settings (replaces former Map Offset)
    • Environment mapping UI redesigned

(1)Some features may not be available in all software versions.


Vue Brochure

What's new in Vue XStream 2016 R4

Stereoscopic Rendering

VUE xStream 2016 allows you to render your scenes in Stereo for Stills and Animations. Stereoscopic rendering is available for both panoramic (360° and 180°) and non-panoramic renders. Stereo renders are compatible with most of VUE's Render Options, such as multi-pass or High Dynamic Range (HDR) for instance.

Interpupillary Distance is user defined (default: 6.4 cm) as well as final image layout (top/bottom or left/right). For maximum customization, VUE xStream 2016 offers 3 convergence modes for handling paralax: Parallel, Converged and Off-axis.

Stereo images and videos are automatically recognized by Stereo-compliant platforms (such as Youtube for instance) and can be played on stereo compliant devices such as Occulus Rift, HTC Vive, Nvidia 3DVision, Sony PSVR, Google DayDream, Google Carboard etc.

180 Degree VR Panoramas

Rendering in 360° can sometimes take a lot of computing resources. VUE xStream 2016 now offers VR180 Panoramic still and animation rendering, which in essence will render a 180° vertical and horizontal FOV of your scene. VR180 will be ideal to save some rendering time, for those instances where you don't need to render what's behind the camera!

Multi-Pass Rendering Improvements

Ideal for compositors, VUE xStream 2016 R4 offers optimized handling of semi-transparent materials to prevent background color to bleed within object mask color data. For instance, Cloud passes or tree leaves masks won't show the sky in the background.

Additionally, you can now embed the alpha channel for each mask pass (when the output format supports it).

Path Tracer Renderer Improvements

  • The VUE Path Tracer now supports normal mapping.
  • You can specify the OpenCL devices that should be used for the Path Tracer: All Available Devices, GPU Devices Only, or CPU Devices Only.

Misc. UX/UI Improvements

  • VUE xStream 2016 now supports CPUs with more than 64 cores on Windows.
  • Improved 4K/HiDPI display compatibility.
  • Adds support for Maya 2018 (MentalRay and VRay - incl. viewport 2.0) and Cinema 4D R19.
  • Better responsiveness and faster computation of Procedural Terrain within the Terrain Editor.
  • Alembic compatibility updated to version 1.7.3.

What's new in Vue XStream 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
  • xStream Integration
    • Adds support for 3ds Max 2018 (requires a separate installer available from the update page)
    • Optimized native spline handling
  • 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 XStream 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.


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

Getting Started with e-on Vue - Create a 3D Environment

Aya from e-on Software walks you through how to setup a quick scene with terrain, trees, atmosphere, and ocean.