vue

概要

vue

VUE Infinite 2016は、3D自然景観の作成、アニメーション化そしてレンダリングに特化した、もっとも効率的で進んだソリューションです。

Vue は、SFXスタジオ、アニメーター、イラストレーター、建築家、マットペインターそしてすべてのCGプロフェッショナルに、ハイエンド3Dシーナリソリューションを提供します。

Vueは強力で生産性が高く、既存ツールとの優れた相互運用性に重きを置いています。

ワークフローへの統合が容易な、プロフェッショナルのためにデザインされた多数の画期的な機能を搭載しています。

Vueのインターフェースは直感的で、制作者の視点に立って考えられたものです。そのため、EcoSystemを使った風にそよぐ木々の様子やスペクトラル大気、そして非常に緻密な地形などのアニメーションの作成機能を、簡単にお使いのワークフローに拡張することができるでしょう。

Check e-on software's Latest Customer Showreel.

VUE 2016の新機能

インテグレーション - インポートとエクスポート

VUE xStream 2016は、植物、岩、地形、EcoSystem、シーン全体のほとんどすべてのアセットをFBX、Alembic、3ds、Colladaなどのさまざまなファイル形式でエクスポートすることができます。各ホストアプリケーション(3ds Max、Maya、Unity、Cinema4Dなど)は入力形式が異なるため、エクスポートするアプリケーションに応じて、多くのカスタムエクスポートプリセットが含まれています。もちろん、自分でエクスポート設定を調整することも可能です。

その他のインポートとエクスポートの改善

  • テクスチャ付きアセットをColladaとしてエクスポート
  • Alembicにエクスポートする際、すべてのテクスチャマップをエクスポートするか選択可能に
  • インスタンス化されたオブジェクトを含む、Alembicファイルに含まれるすべてのオブジェクトをインポート可能に
  • 他のソフトウェアからのシーンやアセットをインポートする際に、自動的にグローバルスケールファクタを検出して適用
  • メッシュのオリジナルマップをUVでエクスポート

Height Field Terrainテクノロジー

VUE Infinite 2016では、「Heightfield Terrains」という、より柔軟で強力な新しい地形モデリング技術を導入しています。

この新しいテクノロジーにより、以前は実現不可能だった地形効果を追加することができます。例えば、ハイドロロジカルおよびサーマルシミュレーションです。

プロシージャル地形と同様に、Heightfield Terrainは関数グラフに基づいていますが、固定解像度のグリッドで作成されます。 これにより柔軟性が増し、地形に現実感が加わります。 Heightfield Terrainも高速にレンダリング可能です。

Heightfield Terrainsは自分でスカルプト可能で、パラメータは視覚化することができます。 例えば地形の侵食を時間をかけてシミュレートできます。



Heightfield Terrainsテクノロジには、9種類のエロージョンプリセットや傾斜、凸凹、ぼかし、テラスノードなど、新しい専用ノードとプリセットが用意されています。

新しいレイアウトノードでは、スプラインのような手書きエレメント、シーンエレメント、シンプルなシェイプ(円、長方形、丸い四角形)を使用して、地形の「レイアウト」を行うこともできます。

線を描くのと同じくらい簡単に始められる地形エディタの力で残りをしましょう!

さらに、地形エディタのすべての地形プリセットは読み込んで使用できます。VUE Infinite 2016には42種類の地形のサンプルが搭載されています。



ハイブリッドGPU / CPUインタラクティブパストレーサ

GPUレンダリングが、新しいパストレースレンダラと共に搭載されました。 このレンダラは、自然と自然光をシミュレートし、被写界深度、コースティクス、アンビエントオクルージョン、間接照明などのエフェクトを自動的に計算します。

パストレースは、ビューポート内でインタラクティブかつレンダリングクオリティで動作します。また、オフラインのレンダリングエンジンとして利用できます。



EcoSystemの改善

PlantFactoryプリセットのバリエーション

PlantFactory 2015はプリセットの概念を導入しました。 PlantFactory 2016では、プリセットバリエーションの概念が追加されました。

プリセットのバリエーションを使用すると、植物に微妙な違いをすぐに適用することができます(例えば、花が咲いたときに芽の数を変更する場合や花びらの色を変更する場合など)。

この新しい機能により、1つの植物種でリアリスティックな環境を作り出せます。

プラントブラウザー、プラントエディター、およびEcoSystemポピュレーションリスト内のPlantFactoryプリセットやバリエーションに直接アクセスできます。

これにより、シーン作成プロセスのあらゆる過程で、種、プリセット、必要なバリエーションを選択することができます!

マルチグローバルEcoSystemとEcoPainterの改善

マルチグローバルEcoSystemsレイヤー(基礎となる素材にリンクされていないレイヤー)でシーンを作成することができます。 グローバルEcoSystemsをEcoPainterブラシとして保存し、いつでも、どのシーンでも再利用できます。

VUE xStream 2016には、12のEcoPainterブラシが付属しています。 EcoSystemブラシは、標準のEcoSystem素材でも使用できます。

また、EcoSystemの配置を動的に変更する新しいRotateエフェクタを含む、20個のEcoPainterエフェクタブラシが同梱されます。

メモリ節約技術

PlantFactoryで作成された(静的または動的)バージョンをEcoSystemに変換したり、シーン内のアセットをEcoSystemインスタンスに変換することによって、メモリ消費を最適化できます。

インターフェイス



カスタマイズ可能なワークスペース

VUE Infinite 2016を使用すると、インターフェイスのレイアウトを整理し、ワークフローをさらに改善できます。

  • 関連するダイアログをグループ化/グループ解除すると、スペースを節約し、自由にインターフェイスをカスタマイズできます
  • マスターダイアログを開くときに、グループ化/タブ付きサブダイアログを自動的に開きます(テレインエディタ、マテリアルエディタ、ファンクショングラフなど)
  • 関数エディタとテレインエディタのサブパーツ(ツールバーやその他のメニュー)を再編成することができます
  • [World Browser]タブと[Object Properties]タブを再編成できます
  • スプリットカメラコントロールパネル:シーンプレビューとカメラコントロール
  • カメラコントロールパネルの各部を独立してドッキングできます
  • EcoPainterダイアログのサイズを変更可能です

Feature List

Following is the complete feature list of VUE Infinite 2016. "NEW!" indicates a new feature based on a comparison with VUE Infinite 2014.

Lighting

  • Global Illumination.
  • Global Radiosity.
  • Physically accurate Photometric sunlight model.
  • NEW! 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.
  • NEW! Sub-Surface Scattering depth parameter in the Material Editor.
  • NEW! 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).
  • NEW! Auto-scale clouds with altitude.
  • NEW! Link Volumetric color of clouds to a function graph.
  • NEW! Link Ambient color contribution from sun and sky to a function graph.
  • NEW! Modulate Spectral clouds sharpness global setting with a user-defined function.
  • NEW! Use local coordinates on cloud modulation.
  • NEW! Easily Load/Add Cloud Layers using a single button.
  • 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.

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.
  • 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.
  • NEW! Multi-threaded render initializations for EcoSystems.

Ecoパーティクル 

  • 自然景観作成に特化したパーティクルシステム
  • 標準的なEcoSystem同様、あらゆる質感への追加が可能
  • スピード/方向/衝突プロパティおよびパーティクルのライフを簡単に設定可能
  • 風や重力などの外部からの影響によるEcoパーティクルの変化
  • Ecoパーティクルに局所的/全体的な影響を与える、エフェクタオブジェクトの追加が可能(トルネードやジッタ、アトラクションなど)
  • Ecoパーティクルの振る舞いをコントロールするための様々な関数ノード
  • 速度/重力/衝突/風の影響/弾性/付着力などのパーティクルの物理的性質をコントロール
  • パーティクルへの、落下/衝突/反発/外部/外力との相互作用の適用
  • 自動衝突マップを使った、衝突履歴によった質感/パーティクルエフェクタの作成
  • 衝突またはパーティクルの死による、各パーティクルのライフスパンに渡るサブパーティクルの放出
  • サイズ変化/生長/不透明性の変化/速度/量など、アニメーションに特化したEcoパーティクルパラメータ
  • プリセットのEcoパーティクルエミッタ
  • EcoParticles can be set to collide with Static EcoSystem instances.

植生 

  • 超リアルなSolidGrowth植生:175種以上
  • 加工した植物種との互換性
  • 簡単に使える植生エディタで植物のカスタマイズが可能
  • Resizable Plant Editor.
  • 既存の植物からバリエーションを簡単に作成可能
  • 既存の植物の変更、および、既存種から新種の作成が可能な植生エディタとリーフエディタ
  • 新しく作った植物種を独立したファイルに保存して再利用が可能
  • 非常に精細なSolidGrowth HDの植物をサポート
  • 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.

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.
  • Erosion types: 9.
  • Geological algorithms: 12.
  • Glaciation, alluvium and dissolve erosion effects.
  • 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).
  • NEW! 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.
  • NEW! 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.
  • NEW! Export Rocks to any standard 3D file format.
  • NEW! Export baked HyperBlobs to any standard 3D file format.

Rendering

  • NEW! 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.
  • Rendering Presets: OpenGL, preview, final, broadcast, superior, ultra, 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.
  • World 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.
  • NEW! 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.
  • NEW! Non Photo Realistic (NPR) presets.
  • NEW! Non Photo Realistic (NPR) full edition.
  • NEW! 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).
  • NEW! Render thin, one-sided surfaces (e.g. window glass), with reflectivity depending on the viewing angle BUT without refraction.
  • NEW! Double-sided materials let you define two different materials: one per side of each face.
  • NEW! Set the minimal reflectivity of a material at a given viewing angle.
  • NEW! Grouped Materials allow you to store many materials (layers) in one single material file.
  • NEW! Add global alpha and environment properties to Grouped Materials.

Animation

  • Animation output resolution: Limited by memory only.
  • Camera animation.
  • Animate objects, materials, atmospheres, clouds, waves.
  • Import animated Poser characters.
  • Intuitive Animation wizard for easy animation setup.
  • OpenGL rendering of animations for quick proofing.
  • Dynamic Motion Reaction™ easy secondary movement setup.
  • Option to ignore time spline when computing motion (e.g. to look forward even when moving back).
  • Customizable Dynamic Motion Reaction effects.
  • Easy setup of cloud movement using direction and speed of movement controls.
  • Rigged Mesh support.
  • Control animation phase on pre-animated mesh EcoSystems through the function graph.
  • Full support for Inverse Kinematics.
  • Animated post-processing effects.
  • Camera switcher lets you switch cameras during render (ideal for storyboarding).
  • Spin and vibration effects.
  • Twinkling stars.
  • Automatic synchronization of cameras and lights: With 3DS Max, Cinema 4D, Maya, LightWave & Softimage XSI.
  • Synchronization data incorporated into scene for easy retrieval.
  • Save synchronization data to file for manual loading into Vue.
  • Animation export as AfterEffects.
  • Import motion tracking information.
  • Dynamic Motion blur anti-aliasing reduction.
  • Timeline with animation preview.
  • Easily change the duration of an entire animation.
  • Allow clipping of time slider to animation duration.
  • Animation properties in the Timeline.
  • Spline time control.
  • Field interlacing, non-square pixels, flicker reduction.
  • Enhanced time spline editor.
  • Indirect lighting evaluation mode that reduces pulsation effects.
  • Automatic keyframe creation.
  • Auto-keyframing can be disabled.
  • Copy-pasting of animation keyframes.
  • Keyframes can be created for single properties only.
  • Ability to add property keyframes by double-clicking in the property timeline.
  • Ability to add property keyframes by double-clicking in the animation curves.
  • Graph display of animated parameter values in Timeline.
  • Accurate control over tangents and tension of animated parameters curves.
  • High precision animation curve control.
  • Access to individual coordinates in animation graph.
  • Step, linear and smooth interpolation modes.
  • Automatic ease-in/ease-out keyframe option.
  • Animate rotation using quaternions or Euler angles.
  • Action safe and title safe frames and field grids (user configurable).
  • Motion-blur on animated mesh deformations.
  • Fast Hybrid 2.5D™ motion blur.
  • Accurate dithered motion blur.
  • Adjustable and animatable amount of motion blur.
  • Separate animation channel for camera exposure.
  • Automatic simulation of breeze on plants.
  • Strong wind effects defined on individual plants or groups of plants.
  • Advanced breeze customization with OpenGL preview.
  • Animated wind intensity and direction.
  • Omni and directional ventilators for local modifications of plants.
  • Ventilators can be made to influence EcoSystems.
  • Plant geometry key framing for spectacular animated life cycles.
  • Ability to mark objects as never becoming animated.
  • Object linking and tracking - forward dynamics.
  • "Scene graph" approach allows advanced relationships between objects.
  • Access and control object properties using SmartGraph.
  • Save and reload entire object graphs in a single file.
  • Object graphs can express dimensions in real-world units.
  • Object graph parameters can be published for access at top interface level.
  • Direct access to published object graph parameters at top interface level.
  • Published object graph parameters can be animated directly in the TimeLine.
  • Option to show materials in the Timeline.
  • Published material parameters can be animated directly in the TimeLine.
  • Loose forward dynamics for "real world" linking and tracking.
  • "PID" and "Delay" controllers in SmartGraph for improved realism in object interactions.
  • Option to output temporary images when network rendering an animation as independent frames.
  • Optional display of time code on frames (on a separate layer when rendering as multi-pass).
  • Automatically hide time code when rendering to final or better.
  • Option to disable or customize padding of frame files.
  • Time display as: SMPTE, frame #, time.
  • Optional automatic illumination baking of meshes.
  • Motion blur on tree deformation.
  • Separate animation range and render range.
  • EcoSystem populations can be made to evolve over time.
  • Create custom rigged mesh animations.
  • Animate cloud layers using the standard animation tools.
  • All cloud material settings can be animated in the Material editor (density, cloud modulation, etc.
  • Control animation phase on EcoSystems made of any kind of animated objects.
  • Compatible with MDD animated file format.
  • Refreshing of MDD Geometry can be disabled to avoid slowdowns while scrubbing through the animation.
  • Manage object animation functions through Python Callbacks.

User Interface

  • NEW! Fully dockable user interface allows you to create the workspace that best suits your workflow.
  • NEW! Totally redesigned content browser.
  • NEW! Search content in your collection using the search tool.
  • Productive, uncluttered interface layout.
  • Neutral interface with stylized design.
  • Customizable interface colors via presets.
  • Fully customizable interface colors.
  • Automatic adjustment of interface shortcuts and colors to mimic other 3D applications in your toolkit.
  • NEW! Updated navigation shortcut to recent other 3D applications.
  • Adjustable panning, rotation, etc shortcuts in editors.
  • Re-posing of Poser meshes directly inside Vue.
  • Direct re-posing of rigged meshes.
  • Access polygon mesh options for Rigged meshes.
  • Rig mesh reposing can use Inverse Kinematics solver.
  • Support for mesh morphs.
  • Select and manipulate bones directly in views.
  • Manipulate bones numerically using the Skeleton editor.
  • Support for wired helpers.
  • Highly optimized mesh skinning for fast refresh during animation scrubbing.
  • Efficient memory management: multiple instances of identical objects are stored only once in memory.
  • Automatic object instantiation.
  • Interactive alignment tool.
  • Accurate alignment and drop operations.
  • Quick color selection tool with customizable color presets.
  • Improved low saturated colors in the Color Selector for more natural colors.
  • Custom previews can be used to represent saved items.
  • Perspective camera view.
  • Frame selected objects menu command can be applied to the perspective camera.
  • Duplicate the Perspective camera to a new camera object through a command in the Display menu.
  • Secure Active Camera option lets you change point of view without affecting the render camera.
  • Easily set the render camera to match the perspective view using the Copy to Camera option in the Perspective View and Camera Control Center.
  • Easily switch back and forth between Main Camera and Perspective views.
  • Add Camera menu option in the Objects menu.
  • Drag items (e.g. objects, materials...) into your scene from the non-modal browsers.
  • Unified light editor.
  • Place an image in the background of the OpenGL views for reference.
  • Change axis conventions.
  • Change order of rotations.
  • Change the size of the animation preview in the Timeline.
  • Merge scenes.
  • Repeat last operation to create an array (extend or subdivide).
  • Alt + move object creates a copy of the object.
  • Customizable view navigation shortcuts.
  • Gizmo object manipulators (optional).
  • Adjustable gizmo size.
  • Spherical abstraction gizmos.
  • Dynamic spherical terrain unwrapping allows easy object placement.
  • Local, global, camera and parent manipulation modes.
  • Multiple object renaming.
  • View option menu commands with optional shortcuts.
  • Gizmo option menu commands with optional shortcuts.
  • Animation option menu commands with optional shortcuts.
  • Quick Render option menu commands with optional shortcuts.
  • Fully multi-threaded interface for fast response.
  • One view/4 view layout.
  • Real-time scene preview.
  • NEW! Multi-threaded Render Scene Preview, uses the same render engine as the main renderer for faster and more precise previews.
  • World Browser scene management.
  • Internal optimization in the World Browser allows massive performance gain for large scenes containing hundreds of materials.
  • Organize objects in layers: Unlimited layers.
  • Enhanced World Browser with direct access to materials, texture maps and imported objects for efficient management of complex projects.
  • Display material hierarchies with direct access to sub-materials.
  • Easy replacement of textures throughout the entire scene.
  • Library tab in World Browser shows all objects used several times.
  • Easily modify all instances of a reference object using the Library tab.
  • Scatter-replicate tool.
  • Scatter replicate tool creates variations of plants, terrains, rocks.
  • Replication tool with configurable position/size/orientation offset.
  • Random scattering and replication of objects.
  • Automatic instantiation of scattered/replicated objects.
  • Summary of materials to quickly access all materials in the scene.
  • Resizable material summary.
  • Material Summary shows all materials on several rows.
  • Material previews can be resized in the Material Summary.
  • Drop button to easily set objects on the surface of underlying objects.
  • Smart drop rests the dropped object on the surface of the underlying object.
  • Undo-Redo: Multiple undo-redo.
  • Centralized Undo-Redo include editor-specific operations.
  • Ability to reorganize the view panes.
  • Resizable viewports.
  • Dockable Timeline.
  • Access to all G-Buffer channels and layers in interface.
  • Save individual G-Buffer channels directly from the interface.
  • Access to all render passes and masks.
  • Access to vertical and horizontal camera fields of view.
  • Trackball-type camera operations and advanced camera management grouped into Camera Control Center.
  • Each camera possesses a target object for easier aiming and setting of focus point.
  • Camera targets can be linked to other objects in the scene (e.g. to automatically keep that object in focus).
  • All cameras can appear on screen.
  • Camera group manager in World Browser.
  • Resizable World Browser and Scene Preview.
  • Sort objects by size, name or type.
  • Lock or hide entire layers.
  • Lock or hide entire layers from the World Browser or from a menu command.
  • Lock or hide independent objects in the World Browser.
  • Python scripting.
  • Run Cornucopia3D third party Python scripts.
  • Compatible with Python version: 2.7.
  • Directly access frequently used scripts.
  • Python console for direct input of Python commands.
  • Python functions to add, modify and remove EcoSystem instances.
  • Python nodes that can execute Python code inside graphs, with user definable inputs and outputs.
  • Picture printing with user definable DPI resolution.
  • User-definable startup scene.
  • NEW! Welcome dialog.
  • Consistent Real-world unit system throughout the entire application (Material Editor, Terrain Editor, Function Editor.
  • Real units for object sizes.
  • Display measurements as real-world units (metric or Imperial).
  • Coherent display of real-world units.
  • Set internal units to change the overall scale of scenes.
  • Centered or relative to opposite corner object resizing.
  • Mesh splitting by material.
  • Object decimation for faster scene setup.
  • Spotlight view through for accurate aiming (OpenGL only).
  • Full-screen mode.
  • List of default folders when searching for texture maps.
  • Option to recursively search for texture maps in texture folders.
  • Optional independent panning and zooming of views.
  • Non-modal object editors.
  • Objects can be locked or hidden individually in OpenGL views.
  • Baking of objects to polygons (including Boolean operations).
  • Incorporation of texture maps in scenes.
  • User-definable keyboard shortcuts.
  • Use the “Windows” keyboard keys for shortcuts.
  • Use the “Command” and “Control” keyboard keys on MacOS for triggers and shortcuts.
  • Emulate right button click through “Control+LMB” shortcut.
  • "Only show active layer" preview option.
  • Object replacement by other objects.
  • When replacing plants, use the geometry of the replaced plants to generate the new plants.
  • Automatic detection and creation of new browser collections.
  • Ability to lock browser collections to avoid accidental modifications.
  • Cloud layers can be easily hidden/restored.
  • Linear and angular snapping grids when moving and rotating objects.
  • Customizable linear and angular grid snapping when moving and rotating objects.
  • Multiple scene file backup tool.
  • Macro recording and playback to automate repetitive tasks.
  • Easily access frequently used macros using Macro QuickLaunch dialog.
  • Easily access recently created macros.
  • Content files accessible from all system accounts.
  • Easily change the location of your content folder after installation.
  • Rename individual render passes (e.g. "Maple Tree 527" -> "Hero Tree").
  • Disable/bypass Visual Browsers completely (e.g. when browsing images).
  • Intelligent re-titling of files when saving under new filename.
  • Use preset MetaNodes to easily assemble elaborate SmartGraph graphs.
  • Group parts of SmartGraph graphs as MetaNodes.
  • "Publish" specific MetaNode parameters for easy access from the level above.
  • Build your own MetaNodes library of commonly used graph snippets.
  • Create custom interfaces by publishing function graph parameters.
  • Control published function graph parameters at top interface level.
  • Ability to fix the altitude of the camera above the ground.
  • Freeze all camera attributes (including animation key frames).
  • Press "Ctrl" to slow down the controls in the Camera Control Center.
  • Dedicated water editor to easily create and adjust infinite water planes.
  • Go from still to stormy waters with a single slider.
  • Easily add true displacement to the water surface.
  • Customize the look of water surfaces using the MetaWater materials.
  • Run several instances of Vue simultaneously.
  • Support for 3Dconnexion tracking devices (SpaceNavigator, SpaceExplorer, etc).
  • Automatic renaming of Standalone- and HyperVue-generated frames if overwriting.
  • Automatic renaming of RenderNode-generated frames if overwriting.
  • Global EcoSystem visible as proxy object in World Browser.
  • Select and delete Global EcoSystem instances with one click.
  • Format specific options accessible through a special button in Save file box, and no longer prompted for each time.
  • Adjustable separator in Timeline to change width of animated items list.
  • Material preview option which displays materials mapped onto a small terrain object.
  • Name of atmosphere appears in Atmosphere editor caption.
  • Name of edited function appears in Function editor caption.
  • Visual motion browser lets you select rig poses or animations visually.
  • Preview motions/poses before applying them.
  • Typical motions directly accessible from skeleton rig editor.
  • Customizable camera altitude locking (above terrains, above other objects, etc).
  • Default views are automatically adjusted according to internal units.
  • Automatic Smart-Saving technology that saves your scene in the background.
  • User defined Auto-Save time intervals.
  • Auto saved backup files are accessible directly through the application menu.
  • Push-button scene snapshot technology.
  • Scene snapshots are no longer deleted automatically when the maximum number of auto-saved files is reached.
  • User-triggered scene snapshots are differentiated from Vue's AutoSave file in the “Revert to Snapshot” menu.
  • Non destructive texture resizing in the Link tab of the World Browser.
  • Option to restore full size version of downsampled images.
  • Option to dump all texture maps to a specific folder.
  • Double-click texture map in World Browser to view at full resolution (using external viewer).
  • Choose a specific external image viewer from the Operations tab of the Options dialog.
  • Missing textures are identified as broken links.
  • Automatic range adaptation in Function Graph.
  • Slopes can be expressed in the -180°;180° range.
  • Manually adjustable EcoSystem population threshold before triggering a warning.
  • Freely move layers up and down in the World Browser (even if they are closed).
  • Edit fields automatically expand to accomodate large numbers when editing.
  • Edit fields display rounded values (but retain original values).
  • Ruler indicating the scale in each viewport.
  • Abitilty to orbit and pan the camera simultaneously.
  • When nothing is selected in the scene, orbiting is done around the object in front of the camera.
  • Brush picture is visible when painting with a pinned mask in Terrain Editor.
  • Move Infinite terrains using the manipulation gizmos.
  • Import settings are preserved when importing multiple objects of the same type.
  • “From main View” aspect ratio in render options to render to screen using the same aspect ratio as the main view.
  • Select the slot into which a material snapshot will be saved.
  • The scatter/replicate dialog now remembers previously entered parameters, which can easily be restored.
  • Save a render area as a full sized image, so that it can be easily overlayed in post.
  • Render area include alpha info if the format permits.
  • The aspect ratio can now be set on a per camera basis inside a single Vue scene.
  • When changing the aspect ration in an animated scene that contains cameras with various aspect rations, Vue will offer to automatically switch all cameras used in the animation to the new aspect ratio.
  • EcoPainter dialog can now be folded to a more compact version.
  • Optimize EcoPainter dialog display using unfoldable sections.
  • Easily replace any texture file with another file simply by renaming the filename in Library tab of the World Browser.
  • The RenderCow dialog shows the IP address it is using in the About menu.
  • Change the priority of pending batch rendering tasks.
  • Drag and drop bitmaps directly into the 4 views and in the material editor.
  • Object preview identifies pre-animated meshes by displaying a corresponding icon.
  • Render Stack with comparison tools.
  • NEW! Resize the Render Stack to fit the selected render.
  • Render Stack can be set to store in a global or per-scene stack.
  • Stacking of your renders is done automatically or on demand.
  • Stacked renders are stored with alpha, depth, relighting and diagnosis passes.
  • Stacked renders are stored with G-Buffer and Multi-pass passes.
  • The size of the stack on your hard drive is fully controllable.
  • Interactively pan and zoom in and out of the render in the render display dialog- even as it is being computed.
  • Easily compare different versions of a render using the render comparison tool.
  • It is possible to Zoom in and out while comparing two renders.
  • Difference tool to show differences between 2 renders.
  • Difference Boost tool to dynamically exagerate differences.
  • Ability to create Lightweight Clones of your renders to compare different post-processing options.
  • Cloning process only duplicates all post-processing options (including Relighting information) while remaining non destructive for other buffers.
  • Each render in the stack can be removed individually.
  • The Automatic stacking of renders can be optionally disabled when rendering an area.
  • The Automatic stacking of renders can be optionally disabled when rendering in preview mode.
  • Merge Render Areas in a final render directly from the Render Stack.
  • Apply previous camera settings to the current camera from the Render Stack.
  • Flip renders horizontally within the Render Stack to evaluate composition and other aspects of your renders.
  • Easily name renders in the Render Stack.
  • Move the render display dialog while Vue is rendering.
  • Replace multiple objects simultaneously.
  • Drag-drop objects into a scene drops the object at the position of the mouse cursor.
  • Copy/cut/paste/delete cameras like other objects, through the world browser.
  • Set shortcuts to move the camera along the horizontal or vertical axis in the OpenGL view, when using Main camera view.
  • Set shortcuts to move the camera along the horizontal or vertical axis in the OpenGL view, when using Perspective view.
  • Save/reload camera as .Vob files.
  • Enable or disable dialogs to popup or set callbacks with dedicated Python functions.
  • Set physical position of sun in sky according to date, time and location on Earth.
  • Select location on Earth using list of predefined cities, by lattitude/longitude or simply by pin-pointing the location on a map.
  • 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.
  • NEW! Colored axis coordinate (X,Y,Z) input fields helps you to immediately visualize the directions of the coordinates of the selected object.
  • NEW! Improved display of Material Editor Tabs to directly show which channels are used.
  • NEW! Edit multiple nodes in the Function Editor in one go.

Real-Time Preview

  • High-speed OpenGL real-time preview engine.
  • Choice of 3 OpenGL engines: shader based, fixed pipeline and software provide optimal quality/compatibility options.
  • Shader-based OpenGL engine maximizes efficiency and visual accuracy on high-end GPUs.
  • Completely threaded OpenGL architecture makes the best of multi-core systems.
  • Fully customizable OpenGL previewing options.
  • Realistic OpenGL preview of plants, planets, lens-flares, texture map atmosphere... with instant and detailed feedback.
  • Dual-resolution OpenGL preview for faster response.
  • Preview specular highlights in real time.
  • OpenGL preview of EcoSystem instances as billboards, boxes or full geometry.
  • Preview EcoSystem instances as shaded billboards.
  • Optimized previewing of EcoSystems billboards.
  • User definable radius around the camera in which EcoSystem instances appear at full resolution.
  • Dynamically populated EcoSystems around the camera can be viewed in viewports.
  • Control minimum size and maximum number of dynamic EcoSystem instances previewed.
  • Dynamic filtering of EcoSystem shaded billboards to improve accuracy and reduce flickering in realtime preview.
  • Adjust EcoSystem display quality on individual population elements.
  • Control displaying at full quality of EcoSystem instances near the camera on individual population elements.
  • Limit overall EcoSystem instance preview quality with a single command for faster navigation in complex projects.
  • Textured OpenGL preview.
  • OpenGL Preview of Boolean operations.
  • OpenGL Preview of Metablobs.
  • Threaded previewing of procedural terrains with dynamic LOD.
  • Normal Mapping accurately displayed in OpenGL Preview.
  • Anti-aliased real-time OpenGL preview.
  • Automatic selection of preview color based on procedural material color.
  • Show objects as box, wireframe, shaded or smooth shaded.
  • Axis preview in viewports.
  • OpenGL and rendered plant preview in Plant Editor.
  • Automatic caching of shaded billboard data for faster vegetation preview.
  • Sky preview with clouds.
  • Realistic MetaCloud preview.
  • Realistic sun shadows.
  • High accuracy of realtime OpenGL sun shadows.
  • Colored EcoSystem instance preview.
  • Dynamic plant display optimization.
  • Decimated object preview for faster previewing.
  • Minimum setting for preview frame rate (dynamic preview simplification to maintain frame rate).
  • Control over OpenGL clipping planes.
  • Selected objects appear with a red wireframe: Optional.
  • Parts of selected objects that use the current material appear highlighted: Optional.
  • Selection wireframe always appears on top of other objects that are in front: Optional.
  • Selected objects are "ghosted" in red.
  • Selection wireframe color is user definable.
  • Highlighted material selection wireframe color is user definable.
  • Bone highlight color is user definable.
  • High quality texture and terrain previewing.
  • Rendered images can be displayed in the background of all viewports.
  • Camera mapping preview in real time preview.
  • OpenGL viewports reflect camera exposure and gamma settings: Optional.
  • Planes are visible from all sides in the OpenGL views.
  • Accurate OpenGL display of materials in world coordinates.
  • Status bar can display poly count, free system resources, and used GPU resources.
  • Ability to hide all layers in the World Browser.
  • Ability to copy-paste objects into hidden or locked layers.
  • Manual deletion of empty layers in World Browser.
  • Easily restore default installation folders at install time.
  • Optimized Full Quality Near Camera option for faster high quality previewing.
  • Optimized handling of complex group hierarchies.
  • Adaptive grid level that changes scale with the level of zoom.
  • More detailed grid display/division options.
  • Gradual movement of the camera away from objects when using mousewheel.
  • Mouse zoom towards point under pointer.
  • Mouse wheel automatically zooms view beneath mouse pointer.
  • Nudge step proportional to zooming level.
  • Optional updating of animated mesh geometry when scrubbing animations.
  • Turn on and off various settings of the atmosphere preview (such as lens flares, planets, clouds, etc) directly via the application menu.
  • Set an animation preview to loop.
  • Scroll through scrollable areas using mouse wheel.

Import/Export

  • Static Poser scene import.
  • Support for Poser dynamic clothes and hair.
  • Animated Poser scene import.
  • Support for multiple Poser SDKs.
  • NEW! Maximum supported Poser version: Poser Pro 2014 (SR2).
  • Option to limit the resolution of your character's bitmaps during import.
  • Convert objects from Max into Vue format (requires 3DS Max).
  • Unrigged objects are exported from Max as standard Vue meshes.
  • Compatible with Cornucopia3D cost-effective locked content.
  • Cornucopia3D items are identified in the Visual Browsers using a small icon.
  • Cornucopia3D content display options in Visual Browsers: "All", "Best Selection" or "None".
  • Import options dialog to control imported object position and sizing.
  • When loading objects, option to automatically drop them to the ground.
  • Motion tracking import: MatchMover (RZML, RZ3), Boujou & SynthEyes (MS).
  • 2D Import: BMP, BUM, DEM, EXR, GIF, HDR, IFF, Jpeg, PCX, Pict, PNG, PSD, RLA, RPF, TGA, TGD, Tiff, Vistapro DEM.
  • Animated 2D import: Sequence of pictures, MOV (Macintosh only), AVI (Windows only).
  • NEW! Use FFMPEG library to load/save animations.
  • Vector data import: Postscript and Illustrator up to 3.2.
  • Exposure and contrast controls in HDRI images.
  • NEW! Textured model imports as: 3DS, 3DMF, COB, DAE, DEM, DXF, LWO, OBJ, PZ3, PZZ, RAW, SHD, VRML, MDD, DTED, SDTS/DDF, GeoTIFF.
  • Import PlantFactory 3D Plants as: .TPF, .VOB.
  • Textured and animated Collada file import.
  • Support for rigged Collada meshes.
  • Daz Collada import supports morph targets.
  • Collada IK information is automatically imported when converting characters to Vue's rigged mesh format.
  • 2D Export: Tiff, TGA, Pict, BMP, GIF, EPX, PSD, Jpeg, PNG, PCX, IFF, RLA, RPF.
  • Export high dynamic range images (including skydomes).
  • Export 48 bit color images.
  • High Dynamic Range 2D Export: HDR, EXR.
  • 32 bit resolution, floating point EXR import and export.
  • Embed alpha information in Tiff and PNG formats.
  • Object export (with textures).
  • Optimized object and texture map exports.
  • Textured object export as: 3DS, C4D, COB, DXF, LWO, OBJ.
  • Scene export: 3DS, LWS.
  • Sky exports as sky-boxes or sky-domes.
  • Multi-threaded sky map export dramatically speed up the export process.
  • Camera animation export (e.g. to After Effects): Maya MA.
  • Object animation export (motion, orientation, size): 3DS, MOT.
  • User-definable mesh and texture map resolution for exports.
  • Automatic re-importing of externally modified texture maps and 3D objects.
  • Objects can be marked as not being exportable.
  • Advanced unwrap algorithms for low-distortion UV mapping.
  • Advanced vertex merging algorithms allow fast and smooth exporting of terrain meshes.
  • Multiple UV layers support: up to 4 layers.
  • Multiple UV layers can be accessed via the function graph.
  • Save a deformed mesh (without animation) by simply selecting and saving the sub-object.
  • Import a 2D vector graphic file to create Vue splines.
  • Automatic creation of multiple splines if the imoprted 2D vector graphic defines multiple curves.
  • NEW! Import geometry from Zbrush using the GoZ standard.
  • NEW! Export any goemetry as tris from VUE directly to Zbrush using the GoZ standard.
  • NEW! Export terrains as quads from VUE directly to Zbrush using the GoZ standard.
  • NEW! Import scenes, objects, camera paths and synchronization data as Alembic (ABC) files.
  • NEW! Exort scenes, objects and camera paths as Alembic (ABC) files.
  • NEW! Alembic supported version: Up to 1.5.3.
  • NEW! Multi-threaded map export dramatically speed up the export process.
  • NEW! Import geo-located terrains as DTED, SDTS/DDF, and GeoTIFF.
  • NEW! Export VUE scenes to LumenRT.

System Resource Management

  • Robust threading architecture.
  • Texture virtualization allows rendering with extremely high resolution texture maps.
  • Geometry virtualization allows rendering of polygon-intensive objects.
  • "Purge Memory" command to cleanup memory and reduce fragmentation.
  • Automatic memory monitoring system attempts to preserve scene integrity after memory allocation failures.
  • Optional compatibility mode minimizes hardware compatibility issues.
  • Degraded display mode (dynamic simplification of OpenGL preview when resources become critically low).
  • Optional limit on OpenGL polygon count.
  • Automatic suspension of mesh simplification, Boolean/Metablob preview and background draw threads when system resources become critically low.
  • Automatic software updating (optional).
  • Video-board compatibility checking.
  • Automatic checking of OpenGL driver compatibility.
  • Option to clear OpenGL data before rendering.
  • Embedded error-reporting feature to help reduce time-to-fix.
  • User definable maximum video board memory usage.
  • Automatic configuration of OpenGL options for optimized previewing on your video board / driver.
  • OpenGL monitoring system that will continuously check OpenGL activity and video resource usage, and will attempt to intercept any OpenGL driver issues before they happen.
  • OpenGL monitoring system automatically backs up your scene before issueing a warning when the system detects that the OpenGL driver is misbehaving.
  • Updates are downloaded in the background.

Miscellaneous

  • Multi-processor rendering: Unlimited number of CPUs.
  • Hundreds of preset atmospheres, objects, materials.
  • Terrainscapes preset terrain material library.
  • 64 bit version optimized for Windows and Mac OS X Cocoa.
  • Floating licenses: With optional License Server.
  • Licenses can be used as floating licenses when installed in the optional License Server.
  • License Server can run as a service.
  • Automatic detection of License Server.
  • License valid for commercial use.
  • RenderNodes can be set to only render a portion of a picture.
  • The scene render size can be overwritten directly via a RenderNode command line.
  • Rendernodes can be set to render the GI Prepass only.
  • Rendernodes can load a pre-computed GI Prepass.
  • Adjust the time after which the beep sounds when rendering completes.
  • Improved accuracy of the evaluation of remaining render time in HyperVue.
  • Automatic activation system avoids juggling with multiple forms and serial numbers - requires an internet connection during activation.
  • Automatic activation system requires an e-on user account.
  • NEW! Compatible with MacOS 10.10 (Yosemite).
  • Inline help: Online Wiki or included PDF Manual.
  • Direct access to Wiki or PDF using Help key (set your preference between Wiki and PDF in User Preferences).
  • NEW! PDF Manual: 985 pages .
  • NEW! Media: Application: ∼1.2 GB zip file - Extras Disk: ∼2.5GB zip file.

動作環境 & 価格

最小動作環境 

64bit版のWindows® Windows 7、 Windows 8、Windows 10。Intel Mac OS Xプラットフォーム。

他の3DCGソフトウェア同様、Vueもコンピューターパワーを多く必要とします。Vueを操作する際は、スムーズなレスポンスの為に不要なアプリケーションを終了するなどの工夫をしてください。

最小動作環境では、レスポンスが遅くレンダリング時間は長くなります。

快適な動作の為に、推奨動作環境以上の環境をおすすめいたします。

Macintosh

  • Mac OS X v10.6以上 64bit,
  • 2GHz Intelプロセッサ以上,
  • 1GBの空きメモリ,
  • 200 MB以上の空きハードディスクスペース,
  • 1200x768の解像度。65000色/16bit以上 (24bit以上を推奨).

Windows

  • Windows 7/Windows 8/Windows 10 64bit,
  • 2GHz Pentium IVまたは同等以上のプロセッサ,
  • 1GBの空きメモリ,
  • 200 MB以上の空きハードディスクスペース,
  • 1200x768の解像度。65000色/16bit以上 (24bit以上を推奨).

推奨動作環境 

  • Windows 64bit (Windows 7、Windows 8、Windows 10)。Mac OS X v10.12。
  • マルチコアCPU (Intel QuadCore、Core I7、Mac Pro), AVX compliant (windows)
  • 8GB以上のメモリ,
  • 4GB以上の空きハードディスクスペース (ホストOSのあるハードディスク上に),
  • OpenGLに対応したビデオカード (see below for optimal compatibility)

ビデオカードのサポート

Vue Infinit 2015には、インストール後に追加れたビデオカードやドライバーを最適化するOpen GL自動設定ツールが搭載されています。

VueのOpen GLエンジンを快適に使用するためには、1GB以上のVRAMを搭載したビデオカードと最新のドライバをお勧めします。 

もし、Open GLに問題がある場合は、バックグラウンド描画とアンチエイリアスを無効にしてみてください。これでも改善しない場合は、ソフトウェアOpen GLモードでVueをお使いください。

注意: ノートパソコンでNvidiaやATI's BinaryGFX のOpen GL問題が発生した場合、Open GL機能を停止してVueを使用することをお勧めします。

体験版:VUE 2015 パーソナル ラーニング エディション(PLE) 

3D自然景観作成ソフト

VFXスタジオ、アニメーター、建築家、マットペインター、CGを学ぶ学生そして教育関係者に。CGプロフェッショナルのための、あらゆる制作ワークフローとのシームレスな統合を実現する、驚くほどリッチでリアルな自然景観作成ソリューション。

  • VUE Infinite: Vueのフラッグシップ版

    ワークフローを重視するプロフェッショナルのための、最上級スタンドアロンソリューション。※スタンドアロンで使用する場合は、xStreamとInfinitの機能は同等です。

  • VUE xStream: 他のCGソフトウェアと連携するVueの最上位版

    Vue Infinitの全ての機能に加え、3ds Max、Maya、Softimage、CINEMA 4DそしてLightWaveとシームレスな統合を実現するプラグインを搭載。

パーソナル ラーニング エディション

パーソナル ラーニング エディション(PLE)版は、VUE xStream/Infiniteのほぼすべての機能をお試しいただくことができます。インストール時にxStream/Infiniteいずれかを選択してインストールできます。

PLE版でできること:
  • ファイルの保存やほかのアプリケーションへの書き出しができるので、完成したプロジェクトを作成することができます
  • フルHDのレンダリング、720Pまでの静止画とアニメーションのレンダリングが可能です。**
  • プラグイン機能がインストールできるので、3ds Max/Maya/LightWave/CINEMA 4D/Softimageでの動作を見ることができます
  • VUE RenderNodesをお試しいただけます。
  • 使用期限がないので、自分のペースで試せます
  • 本PLEは英語版です
  • PLEの動作環境は、製品と同じです。詳細な動作環境はこちらをご覧ください

PLEは、学習用途のみで使用可能であることにご注意ください。特に商用利用で使用することは禁じられています。

*PLEは個人的な、非商業用途でのみご使用いただけます。ほかのPLEユーザとファイルを交換することはできません。また、作成したファイルはPLE以外のVueとは互換性がありません。
**インストールから30日後より、レンダリング結果にはウォーターマーク/製品ロゴが表示されます。

パーソナル ラーニング エディションは、次の環境で動作します。 WIN:Windows XP、Vista、Windows 7、Windows 8 (64ビットのみ)。Mac:MacOSX 10.6以上、Intel (64ビット) 搭載。

VUE 2015のダウンロード方法:

ダウンロードリンクをe-onアカウントに登録したメールアドレスに送信します。e-onアカウントを持っていない場合は、新規で作成してください。