vue

概要

vue

3Dアーティストのための入門用パッケージ

VUE Esprit 2016は、3D景観作成の入門用パッケージです。 直感的なワークフローと、高度なレンダリング機能、そしてPoser・DAZの統合を実現しています。

見通しの良いよく整理されたインターフェースと高度な機能を備え、VUE Esprit 2016は性能と使いやすさを両立しています。 Vueシリーズに共通した、高度な3D自然景観作成ツールとユニークなレンダリング品質により、様々な3Dアートをすぐに作り始めることができるでしょ う。

VUE Esprit 2016を選ぶ理由

  • 習得しやすくつかいやすいから
  • 様々な3Dフォーマットのコンテンツを読み込めるから
  • フォトリアルなラジオシティを搭載しているから
  • Poserキャラクタの取り込みとレンダリングができるから
  • 他にない3D自然景観作成機能があるから
  • たくさんのプリセットコンテンツがついてくるから
  • 高品質で高解像度なイメージをレンダリングできるから
  • Direct access to Cornucopia3D content!
  • Helpful user community!
  • Affordable package that grows with you!
Check e-on software's Latest Customer Showreel.

VUE 2016の新機能

Height Field Terrainテクノロジー

Vue Complete 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 Complete 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 Complete 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 Complete 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。

  • 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
  • EcoPainterダイアログのサイズを変更可能です

Modules

VUE Esprit 2016はあなたと一緒に成長します!

Vue Complete、Vue Studio、Vue Espritは、3Dアーティストの為の3D自然環境や風景作成ソフトウェアです。アーティストラインナップの3製品のコア機能は同一ですが、搭載するモジュール(機能のプラグイン)の数が異なります。モジュールが多いほど、使える機能が多くなったり、レンダリング性能が上がったりします。

VUE Esprit 2016に機能追加できるオプションモジュールは、Vueアーティストシリーズをバージョンアップすることで追加できます。

EcoPainter は、EcoSystemポピュレーションをマウスや筆圧関知タブレットを使って正確に、インタラクティブに散布することができる機能です。 EcoSystemインスタンスは自動的にペイント対象オブジェクトの表面に配置され、整列します。 マウスストロークでポピュレーションの全体を選択・移動・リサイズ・消去することも可能です。

風を追加することで、アニメーション表現にまったく新しい次元が生まれます。 Zephyrを使えば、アニメーション可能なベンチレータを使って、森林を構成する何百万本もの樹木を一斉に風で揺らしたり、植生単位、あるいは特定の植 生グループに対して風を与えることができるようになります。

AdvancedGraphモジュールは、“シーンの舞台裏”へのアクセスキーです。 オブジェクトの相互関係、カスタム質感シェーダー、質感のプロパティとオブジェクトの間のリンクといった高度な操作を、シーングラフアプローチを使って実 装することが可能になります。

KronosFXを使えば、アニメーションを自由自在に操ることができるでしょう。 高解像度アニメーションのレンダリングや、アニメーションプロパティカーブの編集によるオブジェクトキーフレームの微調整、ロトスコープ効果の作成などをお楽しみください。

Vueシーンのコンテンツを、3Dクオリティを保ったまま、他のアプリケーションに書き出せるようになります。 完全なテクスチャ付きのメッシュ、高精細なスカイマップ、詳細な地形マップなどを、他の3Dアプリケーションで使うことができるようになるのです。

EcoSystemモジュールがあれば、オリジナルのEcoSystem質感の作成や編集をできるようになります。 EcoSystemポピュレーションを制御する様々な要素(サイズ・カラー・向き・位置・密度など)を自由にカスタマイズしてください。 レイヤー間の相互関係を利用してポピュレーションを調整したEcoSystemレイヤー質感を作成することもできます。

Botanica の植生エディタを使うと、SolidGrowth植生を自由に編集して、独自の植生種を作成することができます。 植生全体または、茎や枝、葉などの植物のサブセットごとに設定の調整が可能です。 植生種をカスタマイズするたびに保存しておけば、微妙に異なるさまざまな種を作成することができます。

LightTuneは、オブジェクト単位の照明効果の影響の設定や、AccuShadows™テクノロジを使ったシャドウマッピング、スポットライト視点やカスタム減衰グラフなどの高度な照明コントロールを実現するモジュールです。

非常に複雑なシーンも、DeepAccessがあれば自由にコントロールすることが可能です。 シーンエレメントの管理に便利なレイヤーは、いくらでも追加することができます。 読み込んだオブジェクトやマップの動的な更新付きでのシーンへの取り込みにも対応します。 オブジェクトは、サイズや名前、または種類でソートすることが可能です。 複数のオブジェクトインスタンスを簡単に管理・編集することができるようになります。

HyperVue は、レンダリングジョブをネットワーク越しに最大5台のコンピュータ(MacとWindows)で分散処理することで、レンダリング時間を劇的に短縮しま す。 レンダリングネットワークのセットアップは、付属のSmartCow™とNewCow™テクノロジのおかげで非常に簡単です。

Espritに搭載済みモジュール:RenderUpモジュールは、レンダリングイメージのサイズや品質の制限をなくします(システムリソースによる制限は除きます)。 また、Vueのレンダリングエンジンのより高度なオプションにアクセスできるようになります。

Espritに搭載済みモジュール:3DImportモジュールは、ほかの3Dアプリケーションで作成したオブジェクトの読み込み機能を拡張します。 3DImportは、テクスチャ情報を備えたさまざまな主要フォーマットの読み書きに対応しています。たとえばPoserキャラクタは静止・アニメーションの情報を保持した読込みができ、またVueの中でキャラクタのポーズ変更も自由にできます。さらにPoserシェーダーツリーを使用したレンダリングにも対応しています。

Feature List

Following is the complete feature list of VUE Esprit 2016. "NEW!" indicates a new feature based on a comparison with VUE Esprit 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: With AdvancedGraph.
  • Easy GI single slider Global Illumination render quality setting.
  • Adjustment of Global light intensity.
  • Indirect lighting can be ignored on specific objects: With LightTune.
  • Influence of specific lights can be ignored from the Radiosity solution: With LightTune.
  • Advanced control over the indirect lighting engine.
  • 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: With LightTune.
  • Custom light intensity vs. distance profiles: With LightTune.
  • Lights can affect specific objects only: With LightTune.
  • Variable light color based on distance to light: With LightTune.
  • 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: With LightTune.
  • Complete lens flare system.
  • Controllable lens flares per light.
  • Lens flare editor.
  • Lens flare reflections editor: With LightTune.
  • 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.
  • Lens Glare effect simulates internal lens diffusion.
  • Lights can be disabled with a single click: With DeepAccess.
  • 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.

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: With AdvancedGraph.
  • NEW! Link Ambient color contribution from sun and sky to a function graph: With AdvancedGraph.
  • NEW! Modulate Spectral clouds sharpness global setting with a user-defined function: With AdvancedGraph.
  • NEW! Use local coordinates on cloud modulation: With AdvancedGraph.
  • 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.
  • 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: With AdvancedGraph.
  • Control cloud layers altitude to make them “go over” or circle certain objects: With AdvancedGraph.
  • 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.
  • Automatic Rain atmospheric effect: With EcoSystem and KronosFX.
  • Automatic Snow atmospheric effect: With EcoSystem and KronosFX.
  • The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable: With EcoSystem and KronosFX.
  • Rain and snow impacts can control materials for water or snow coverage: With EcoSystem and KronosFX.
  • Motion blur can be added on weather effects: With EcoSystem and KronosFX.
  • Weather Effects are available for all types of atmospheres: With EcoSystem and KronosFX.

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: With EcoSystem.
  • Create entire forests of trees: With EcoSystem.
  • Create forests of trees blowing in the wind: With Zephyr.
  • Scatter millions of animated objects: With EcoSystem.
  • 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: With EcoSystem.
  • Advanced coloring control to vary the colors of the population over the EcoSystem: With EcoSystem.
  • Accurate control over the orientation of the EcoSystem population: With EcoSystem.
  • Accurate control over the size and variation in size of the EcoSystem population: With EcoSystem.
  • Automatic decay of EcoSystem density near foreign objects.
  • Optional size reduction and color decay at low EcoSystem densities: With EcoSystem.
  • EcoPainter technology: paint instances directly onto objects: With EcoPainter.
  • Add, remove and resize EcoSystem instances interactively: With EcoPainter.
  • Select individual instances or groups of instances and move/rotate/resize them interactively: With EcoPainter.
  • Paint size, color or density of EcoSystems using a pressure sensitive tablet: With EcoPainter.
  • Convert EcoSystem instances to real objects for editing, move them back to the EcoSystem later: With EcoPainter.
  • Paint EcoSystems as individual material layers or on a global basis: With EcoPainter.
  • Paint EcoSystems using standard EcoSystem population rules: With EcoPainter.
  • Adjust the population rules of the Global EcoSystem: With EcoPainter.
  • Layered EcoSystems to control individual EcoSystem populations: With EcoSystem.
  • Control "affinity" between EcoSystem layers: With EcoSystem.
  • Refresh dynamic EcoSystem population previews anytime with Preview button: With EcoSystem.
  • Paint EcoSystems from all sides, in any view: With EcoPainter.
  • Dynamic EcoSystem population technology for potentially unlimited populations.
  • Dynamic EcoSystem density adjustments for improved control of density on slopes: With EcoSystem.
  • Easily control the intensity of the coloring applied to EcoSystem populations: With EcoSystem.
  • Control the intensity of the EcoSystem coloring through the function graph: With EcoSystem and AdvancedGraph.
  • Multi-processor EcoSystem population.
  • Ability to drag multiple objects from a browser into the EcoSystem population: With EcoSystem.
  • 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: With EcoSystem and KronosFX.
  • Automatic addition of variations of animation phase to SoliGrowth based EcoSystems: With EcoSystem and KronosFX.
  • Control the animation phase of any type of animated object, including pre-animated meshes: With EcoSystem and KronosFX.
  • Control animation phase on a per SolidGrowth instance basis through the function graph: With EcoSystem and KronosFX and AdvancedGraph.
  • 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: With EcoSystem and EcoPainter.
  • Areas defined by Splines can be populated with EcoSystems: With EcoSystem and EcoPainter.
  • Splines can be used as EcoSystem masks: With EcoSystem and EcoPainter.
  • EcoSystem instances can be aligned dynamically along the spline direction: With EcoSystem and EcoPainter.
  • Control EcoSystem spline instances' orientation and variability: With EcoSystem and EcoPainter.
  • EcoSystem instances can be controlled based on the EcoSystem density so that instances can automatically lean out on low density areas: With EcoSystem.
  • Stack EcoSystem instances on top of each other: With EcoSystem and / or EcoPainter.
  • EcoSystem stacking is accessible from the material editor: With EcoSystem.
  • EcoSystem stacking is accessible from the EcoPainter: With EcoPainter.
  • Maximum number of stacked instances is user definable: With EcoSystem and / or EcoPainter.
  • Invert the EcoSystem selection by a simple click of a button: With EcoPainter.
  • 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: With EcoPainter.
  • Instances color can be reverted directly from the EcoPainter dialog: With EcoPainter.
  • VOB files created from a Dynamic Rock or a SolidGrowth plant will automatically generate variations when used in an EcoSystem: With EcoSystem and / or EcoPainter.
  • All standard EcoSystem configuration parameters can be used for particle instance population: With EcoSystem and KronosFX.
  • Create your own EcoPainter brushes using a combination of Effectors: With EcoPainter.
  • EcoSystem effectors brush collection (lean, rotate, raise, lower, move etc: With EcoPainter.
  • Standalone EcoPainter brush editor dialog: With EcoPainter.
  • Publish specific EcoPainter brush parameters directly to the main EcoPainter dialog: With EcoPainter.
  • EcoSystem Selection tool directly available in the EcoPainter tool: With EcoPainter.
  • EcoSystem Fast population technology to interactively edit EcoSystem populations: With EcoSystem.
  • 360° EcoSystems: EcoSystems can be populated from all directions including below objects: With EcoSystem.
  • All standard population settings are applicable to 360° populations: With EcoSystem.
  • EcoSystem Clumping lets you easily control how plants from the same species grow close to one-another: With EcoSystem.
  • Amount slider lets you set the global intensity of the EcoSystem clumping effect: With EcoSystem.
  • Size slider lets you set the global size of EcoSystem clumps: With EcoSystem.
  • 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: With EcoPainter.
  • Quality setting in the EcoSystem material editor when using Plant Factory vegetation: With EcoSystem.
  • Integrated Plant Factory quality setting helps optimize rendering time and system memory resources: With EcoSystem and / or EcoPainter.
  • NEW! Multi-threaded render initializations for EcoSystems.

EcoParticles

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

Vegetation

  • Ultra-realistic SolidGrowth vegetation: 70+ species.
  • Compatible with modified plant species.
  • Easy-to-Use Plant Editor for plant customization: With Botanica.
  • Instantly create variations of existing plants.
  • Plant Editor and Leaf Editor let you modify existing plants or create entirely new plant species: With Botanica.
  • Create and save new plant species as stand-alone files for future use in your scenes: With Botanica.
  • 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: With Botanica.
  • Open Plant Factory directly from the Plant Editor to fine tune your tpf specie: With Botanica.
  • Plant Factory plants imported in .tpf automatically create variations.
  • Health and Seasonality parameters for Plant Factory vegetation are animatable directly within the Plant Editor: With Botanica.
  • Changing Health and Seasonality on TPF plants automatically creates Keyframes in the animation timeline: With Botanica and KronosFX.

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: With AdvancedGraph.
  • Control procedural terrain altitudes based on relationships with other objects: With AdvancedGraph.
  • The altitude of procedural terrains can be dynamically affected by other objects: With AdvancedGraph.
  • 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: With AdvancedGraph.
  • 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: With AdvancedGraph.
  • 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.
  • 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: With AdvancedGraph.
  • Level of Detail (LOD) is manually adjustable the for swifter painting in 3D.
  • Limit the maximum amount of painting in 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: With AdvancedGraph.
  • The cycle rate of Cyclic Noises and Fractals can be controlled along each axis: With AdvancedGraph.
  • 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.

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.
  • 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.
  • 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: With EcoPainter.
  • Rock library availble directly in the Ecopainter tool: With EcoPainter.
  • Each rock type used in an EcoSystem automatically generates variations.
  • NEW! Export Rocks to any standard 3D file format: With Exporter.

Rendering

  • 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.
  • 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: With KronosFX.
  • 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: With LightTune.
  • Exclude ground from Alpha map option.
  • Objects can be easily hidden from render: With DeepAccess.
  • Hide objects from render and disable lights by clicking their icon in World Browser: Optional.
  • 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: With HyperVue.
  • Network rendering of pictures: With HyperVue.
  • Rendering across hybrid network of computers (OS X and Windows): With HyperVue.
  • Fail-safe HyperVue network rendering: With HyperVue.
  • Interactive Network Rendering: With HyperVue.
  • Advanced Caching technology to optimize responsiveness of network rendering: With HyperVue.
  • Number of render nodes (RenderCow) licenses included in product: 5 with HyperVue.
  • Maximum number of render nodes: Up to 5 with HyperVue.
  • SmartCow automatic node detection and activation: With HyperVue.
  • Hotplug render nodes to add/remove nodes during render: With HyperVue, on MacOS X and Windows.
  • NewCow automatic updating of render nodes: With HyperVue.
  • Rendercows can be paused directly from the tray icon: With HyperVue.
  • Rendercow CPU affinity is automatically synchronized with the Windows task manager: With HyperVue.
  • 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 64 rays/pixel.
  • HyperMipMap material anti-aliasing (including procedural materials).
  • User definable anti-aliasing strategies to optimize speed vs. Smoothness.
  • NEW! Energy Conservative AntiAliasing.
  • 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.
  • Ability to resume an interrupted render.
  • Abort rendering on mouse-click in render area: Optional.
  • 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).
  • 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.
  • Customize input gamma on a per-texture basis: Set input gamma to 1 or 2,2.
  • 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.
  • 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: With LightTune.
  • NEW! Non Photo Realistic (NPR) presets.
  • NEW! Non Photo Realistic (NPR) full edition: With AdvancedGraph.

Materials

  • Material presets: Over 550.
  • Level(s) of material Edition: 3, 4 With AdvancedGraph.
  • 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: With AdvancedGraph.
  • Function Editor displays real-world units.
  • Option to reset material to default with each creation.
  • Control all material parameters via function graphs: With AdvancedGraph.
  • 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: With AdvancedGraph.
  • Time dependent noises (including animated 'Open Ocean' water node): With KronosFX.
  • 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: With DeepAccess.
  • 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: With DeepAccess.
  • World Browser option to show only the materials of the selected objects: With DeepAccess.
  • World Browser option to show only the materials names: With DeepAccess.
  • World Browser option to hide materials of EcoSystem Specimens: With DeepAccess.
  • Rotoscoping (Use animations as texture maps): With KronosFX.
  • Forbid animation option in Material Editor: With KronosFX.
  • Detailed function output observer: With AdvancedGraph.
  • Detailed node previews in function editor: With AdvancedGraph.
  • Baking of procedural materials as texture maps: With Exporter.
  • 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: With DeepAccess.
  • Material layers can be hidden/shown directly from the World Browser: With DeepAccess.
  • 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: With AdvancedGraph.
  • 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: With AdvancedGraph.
  • 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): With AdvancedGraph.
  • 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: With AdvancedGraph.
  • 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: With AdvancedGraph.
  • 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: With DeepAccess.
  • Altitude node handles Object height unit.
  • Select the mapping mode for all Projected Texture Maps independantly from general material mapping mode: With AdvancedGraph.
  • Select the mapping mode for Projected Animation Map nodes independantly from general material mapping mode: With AdvancedGraph.
  • 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: With AdvancedGraph.
  • 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: With AdvancedGraph.
  • 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 to 720 pixels wide, 1920 With KronosFX.
  • 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: With KronosFX.
  • 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: With EcoSystem and KronosFX.
  • 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.
  • Timeline with animation preview.
  • Easily change the duration of an entire animation: With KronosFX.
  • Allow clipping of time slider to animation duration: With KronosFX.
  • Animation properties in the Timeline.
  • Spline time control.
  • Field interlacing, non-square pixels, flicker reduction: With KronosFX.
  • Enhanced time spline editor: With KronosFX.
  • Indirect lighting evaluation mode that reduces pulsation effects.
  • Automatic keyframe creation.
  • Auto-keyframing can be disabled: With KronosFX.
  • Copy-pasting of animation keyframes: With KronosFX.
  • Keyframes can be created for single properties only: With KronosFX.
  • Ability to add property keyframes by double-clicking in the property timeline: With KronosFX.
  • Ability to add property keyframes by double-clicking in the animation curves: With KronosFX.
  • Graph display of animated parameter values in Timeline: With KronosFX.
  • Accurate control over tangents and tension of animated parameters curves: With KronosFX.
  • High precision animation curve control: With KronosFX.
  • Access to individual coordinates in animation graph: With KronosFX.
  • Step, linear and smooth interpolation modes: With KronosFX.
  • Automatic ease-in/ease-out keyframe option: With KronosFX.
  • Animate rotation using quaternions or Euler angles: With KronosFX.
  • Fast Hybrid 2.5D™ motion blur.
  • Separate animation channel for camera exposure.
  • Automatic simulation of breeze on plants: With Zephyr.
  • Strong wind effects defined on individual plants or groups of plants: With Zephyr.
  • Advanced breeze customization with OpenGL preview: With Zephyr.
  • Animated wind intensity and direction: With Zephyr.
  • Omni and directional ventilators for local modifications of plants: With Zephyr.
  • Ventilators can be made to influence EcoSystems: With Zephyr.
  • Plant geometry key framing for spectacular animated life cycles: With Botanica.
  • Ability to mark objects as never becoming animated: With KronosFX.
  • Object linking and tracking - forward dynamics.
  • "Scene graph" approach allows advanced relationships between objects: With AdvancedGraph.
  • Access and control object properties using SmartGraph: With AdvancedGraph.
  • Save and reload entire object graphs in a single file: With AdvancedGraph.
  • Object graphs can express dimensions in real-world units: With AdvancedGraph.
  • Object graph parameters can be published for access at top interface level: With AdvancedGraph.
  • 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: With KronosFX.
  • 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: With AdvancedGraph.
  • Time display as: SMPTE - KronosFX adds frame # and time.
  • EcoSystem populations can be made to evolve over time: With EcoSystem.
  • 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: With EcoSystem and KronosFX.

User Interface

  • 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.
  • 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.
  • 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 the size of the animation preview in the Timeline: With KronosFX.
  • Merge scenes.
  • Repeat last operation to create an array (extend or subdivide).
  • Alt + move object creates a copy of the object.
  • 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.
  • 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: With DeepAccess.
  • Organize objects in layers: 8 layers max/ unlimited with DeepAccess.
  • Enhanced World Browser with direct access to materials, texture maps and imported objects for efficient management of complex projects: With DeepAccess.
  • Display material hierarchies with direct access to sub-materials: With DeepAccess.
  • Easy replacement of textures throughout the entire scene: With DeepAccess.
  • Library tab in World Browser shows all objects used several times: With DeepAccess.
  • Easily modify all instances of a reference object using the Library tab: With DeepAccess.
  • 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: Three operations – With DeepAccess: multiple undo-redo.
  • Centralized Undo-Redo include editor-specific operations.
  • Resizable viewports.
  • Dockable Timeline.
  • 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: With DeepAccess.
  • Camera group manager in World Browser: With DeepAccess.
  • Resizable World Browser and Scene Preview: With DeepAccess.
  • Sort objects by size, name or type: With DeepAccess.
  • Lock or hide entire layers.
  • Lock or hide entire layers from the World Browser or from a menu command: With DeepAccess.
  • Lock or hide independent objects in the World Browser: With DeepAccess.
  • Run Cornucopia3D third party Python scripts.
  • Compatible with Python version: 2.7.
  • Directly access frequently used scripts.
  • Picture printing with user definable DPI resolution.
  • 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.
  • Centered or relative to opposite corner object resizing.
  • Mesh splitting by material.
  • Spotlight view through for accurate aiming (OpenGL only): With LightTune.
  • Full-screen mode: With DeepAccess.
  • Non-modal object editors.
  • Objects can be locked or hidden individually in OpenGL views.
  • Incorporation of texture maps in scenes.
  • "Only show active layer" preview option.
  • Object replacement by other objects: With DeepAccess.
  • When replacing plants, use the geometry of the replaced plants to generate the new plants: With DeepAccess.
  • Automatic detection and creation of new browser collections.
  • Ability to lock browser collections to avoid accidental modifications.
  • Cloud layers can be easily hidden/restored: With DeepAccess.
  • Linear and angular snapping grids when moving and rotating objects.
  • Content files accessible from all system accounts.
  • Easily change the location of your content folder after installation.
  • 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: With AdvancedGraph.
  • "Publish" specific MetaNode parameters for easy access from the level above: With AdvancedGraph.
  • Build your own MetaNodes library of commonly used graph snippets: With AdvancedGraph.
  • Create custom interfaces by publishing function graph parameters: With AdvancedGraph.
  • 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): With DeepAccess.
  • 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.
  • Support for 3Dconnexion tracking devices (SpaceNavigator, SpaceExplorer, etc): With DeepAccess.
  • Automatic renaming of Standalone- and HyperVue-generated frames if overwriting: With HyperVue.
  • Global EcoSystem visible as proxy object in World Browser: With EcoPainter.
  • Select and delete Global EcoSystem instances with one click: With EcoPainter.
  • 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: With DeepAccess.
  • Option to restore full size version of downsampled images: With DeepAccess.
  • Double-click texture map in World Browser to view at full resolution (using external viewer): With DeepAccess.
  • Choose a specific external image viewer from the Operations tab of the Options dialog: With DeepAccess.
  • Missing textures are identified as broken links: With DeepAccess.
  • Automatic range adaptation in Function Graph.
  • Slopes can be expressed in the -180°;180° range.
  • Manually adjustable EcoSystem population threshold before triggering a warning: With EcoSystem.
  • 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: With DeepAccess.
  • The scatter/replicate dialog now remembers previously entered parameters, which can easily be restored.
  • 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: With EcoPainter.
  • Optimize EcoPainter dialog display using unfoldable sections: With EcoPainter.
  • The RenderCow dialog shows the IP address it is using in the About menu: With HyperVue.
  • 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: With DeepAccess.
  • NEW! Resize the Render Stack to fit the selected render.
  • Render Stack can be set to store in a global or per-scene stack: With DeepAccess.
  • Stacking of your renders is done automatically or on demand.
  • Stacked renders are stored with alpha, depth, relighting and diagnosis passes: With DeepAccess.
  • 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: With DeepAccess.
  • It is possible to Zoom in and out while comparing two renders: With DeepAccess.
  • Difference tool to show differences between 2 renders: With DeepAccess.
  • Difference Boost tool to dynamically exagerate differences: With DeepAccess.
  • Ability to create Lightweight Clones of your renders to compare different post-processing options: With DeepAccess.
  • Cloning process only duplicates all post-processing options (including Relighting information) while remaining non destructive for other buffers: With DeepAccess.
  • 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.
  • Apply previous camera settings to the current camera from the Render Stack: With DeepAccess.
  • Flip renders horizontally within the Render Stack to evaluate composition and other aspects of your renders: With DeepAccess.
  • Easily name renders in the Render Stack: With DeepAccess.
  • 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.
  • Save/reload camera as .Vob files.
  • 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: With AdvancedGraph.

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: With EcoSystem.
  • 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: With EcoSystem.
  • Dynamically populated EcoSystems around the camera can be viewed in viewports: With EcoSystem.
  • Dynamic filtering of EcoSystem shaded billboards to improve accuracy and reduce flickering in realtime preview.
  • Adjust EcoSystem display quality on individual population elements: With EcoSystem.
  • Control displaying at full quality of EcoSystem instances near the camera on individual population elements: With EcoSystem.
  • Limit overall EcoSystem instance preview quality with a single command for faster navigation in complex projects: With DeepAccess.
  • 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: With Botanica.
  • 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.
  • Selected objects appear with a red wireframe.
  • Parts of selected objects that use the current material appear highlighted.
  • Selection wireframe always appears on top of other objects that are in front: Optional.
  • Selected objects are "ghosted" in red.
  • High quality texture and terrain previewing.
  • Rendered images can be displayed in the background of all viewports.
  • OpenGL viewports reflect camera exposure and gamma settings.
  • 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: With DeepAccess.
  • More detailed grid display/division options: With DeepAccess.
  • 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.
  • 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.
  • 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.
  • 2D Import: BMP, BUM, DEM, GIF, HDR, Jpeg, Pict, PNG, PSD, TGA, TGD, Tiff, Vistapro DEM.
  • Animated 2D import: With KronosFX: 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.
  • NEW! Textured model imports as: 3DS, 3DMF, COB, DAE, DEM, DXF, LWO, OBJ, PZ3, PZZ, RAW, SHD, VRML, 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, Jpeg, PNG, BUM.
  • Export high dynamic range images (including skydomes).
  • Export 48 bit color images.
  • High Dynamic Range 2D Export: HDR.
  • Embed alpha information in Tiff and PNG formats.
  • Object export (with textures): With Exporter.
  • Optimized object and texture map exports: With Exporter.
  • Textured object export as: With Exporter: 3DS, C4D, COB, DXF, LWO, OBJ.
  • Sky exports as sky-boxes or sky-domes: With Exporter.
  • Multi-threaded sky map export dramatically speed up the export process: With Exporter.
  • User-definable mesh and texture map resolution for exports: With Exporter.
  • Automatic re-importing of externally modified texture maps and 3D objects: With DeepAccess.
  • Advanced unwrap algorithms for low-distortion UV mapping: With Exporter.
  • Advanced vertex merging algorithms allow fast and smooth exporting of terrain meshes: With Exporter.
  • Multiple UV layers support: up to 4 layers.
  • Multiple UV layers can be accessed via the function graph: With AdvancedGraph.
  • 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! Multi-threaded map export dramatically speed up the export process: With Exporter.
  • NEW! Import geo-located terrains as DTED, SDTS/DDF, and GeoTIFF.
  • NEW! Export VUE scenes to LumenRT: With Exporter.

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.
  • Automatic software updating (optional).
  • Video-board compatibility checking.
  • Automatic checking of OpenGL driver compatibility.
  • Embedded error-reporting feature to help reduce time-to-fix.
  • User definable maximum video board memory usage: With DeepAccess.
  • 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

  • NEW! Multi-processor rendering: 8 CPUs.
  • Hundreds of preset atmospheres, objects, materials.
  • Terrainscapes preset terrain material library.
  • 64 bit version optimized for Windows and Mac OS X Cocoa.
  • License valid for commercial use.
  • Adjust the time after which the beep sounds when rendering completes: With DeepAccess.
  • Improved accuracy of the evaluation of remaining render time in HyperVue: With HyperVue.
  • Automatic activation system avoids juggling with multiple forms and serial numbers - requires an internet connection during activation.
  • Automatic activation system requires a Cornucopia3D 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: 825 pages.
  • NEW! Media: Application: ∼1.2GB zip file - Extras Disk: ∼2.5GB zip file.

Comparative Chart

VUE Artist Bundles

VUE EspritStudio and Complete represent pre-bundled, cost-effective alternatives to the modular approach of Pioneer:

VUE PioneerVUE EspritVUE StudioVUE Complete
Free$199.00$399.00$599.00
DescriptionLets 3D-newcomers and casual artists easily create realistic 3D landscapesSerious creative power for 3D artists, with full 3D import capabilityExtended creative power for advanced 3D ArtistsComplete natural scenery solution for expert 3D artists and small studios
Contents
Core application
Content Starter Pack
RenderUp
3DImport
Botanica
DeepAccess
LightTune
HyperVue
EcoSystem
EcoPainter
KronosFx
AdvancedGraph
Exporter
Zephyr

VUE Esprit 2016

機能比較用のフォームを入れる(機能比較表待ち)

VUE Studio 2015

Check out VUE Studio 2015, the bundle of VUE Esprit 2016 plus the following 5 modules: BotanicaDeepAccessLightTuneHyperVue and EcoSystem.

Requirements & Pricing

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).

Note: VUE Esprit 2016 installed on a multi-core CPU computer will use a maximum of 8 CPUs on a 64 bit OS.

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)

Vue Esprit、Studio、Complete体験版

Vueアーティストラインナップ製品はすべてコア機能は同じです。違いは搭載されるモジュールの数が異なり、レンダリングのクオリティ、他のツールとの連携や設定できる機能などが異なります。

Vue Esprit: The Enhanced Digital Nature Application

2つのモジュールを搭載。もっともお求めやすいVue。Vueの基本機能から始めたい場合はこちらがおすすめです。VUE Pioneer(日本未発売)の機能に加え、RenderUPと3DImportのモジュールが追加されています。

>>More information

Vue Studio: The Advanced Digital Nature Application

7つのモジュールを搭載。VUE Espritの機能に加え、Botanica, DeepAccess, EcoSystem, HyperVue and LightTuneのモジュールが追加されています。

>>More information

Vue Complete: The Complete Digital Nature Solution

12のモジュールを搭載。Vueアーティスト製品の基本機能をすべて搭載した上位版、アニメーション機能など12のモジュールを搭載した製品です。

>>More information

期間限定体験版(30日間) 

Vueアーティストラインナップの体験版は、以下の制限があります:

  • 保存はできません (シーン、植物、オブジェクトなど),
  • レンダリングは、静止画は1920x1080、アニメーションは1280x720の解像度までの制限があります,
  • アニメーションは5秒までとなります,
  • コンテンツの制限 (only a small selection of materials, plants, atmospheres...),
  • Terrain export, standalone rendering and network rendering disabled.

体験版は商用利用はできません。レジストレーション後、30日間ご使用できます。

体験版はこちらから:


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