Works on: Windows 10 | Windows 8.1 | Windows 8 | Windows 7 | Windows XP | Windows 2000 | Windows 2003 | Windows 2008 | Windows Vista | Windows 2012 SHA1 Hash: 3b20d850b7f532b3e1ce182c5fa4ab36b6932183 Size: 1.3 GB File Format: zip
Rating: 2.5
out of 5
based on 24 user ratings
Publisher Website: External Link Downloads: 1048 License: Demo / Trial Version
Vue Pioneer is a demo software by e-on software and works on Windows 10, Windows 8.1, Windows 8, Windows 7, Windows XP, Windows 2000, Windows 2003, Windows 2008, Windows Vista, Windows 2012.
You can download Vue Pioneer which is 1.3 GB in size and belongs to the software category Graphic. Vue Pioneer was released on 2016-07-02 and last updated on our database on 2017-04-14 and is currently at version 2015.2.
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Vue Pioneer Description
Lighting:
Global Illumination.
Global Radiosity.
Physically accurate Photometric sunlight model.
Photometric model optimizations for dramatic increase in rendering speed.
Fast in-depth computation of reciprocal object lighting for accurate indoor lighting.
Radiosity engine optimized for: Indoor or infinite scenery.
Global ambiance.
Ambient occlusion with user definable occlusion range.
HDRI support.
Photometric lighting produces physically plausible HDR outputs: With RenderUp.
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).
Auto-scale clouds with altitude.
Link Volumetric color of clouds to a function graph: With AdvancedGraph.
Link Ambient color contribution from sun and sky to a function graph: With AdvancedGraph.
Modulate Spectral clouds sharpness global setting with a user-defined function: With AdvancedGraph.
Use local coordinates on cloud modulation: With AdvancedGraph.
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.
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.
° 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.
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.
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).
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.
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.
D 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.
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: With RenderUp.
Illumination Caching dynamically refines the indirect lighting solution: With RenderUp.
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: With RenderUp.
Tone Mapping options allow customization of profiles from Post-render and Camera Option dialogs: With RenderUp.
Use an image or animation as a backdrop for your renders: With KronosFX.
Rendering Presets: Preview, final, superior – With RenderUp: OpenGL, broadcast, ultra, user settings.
Render size limitation: Full HD, with logo – With RenderUp: limited by memory only, without logo.
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: With RenderUp.
Navigation inside the rendered picture using pan controls.
Alpha and Z depth directly computed during the render process.
Ray-traced depth of field: With RenderUp.
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: With RenderUp.
AccuShadows shadow mapping technology for faster [soft] shadows: With LightTune.
Exclude ground from Alpha map option: With RenderUp.
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: With RenderUp.
Rendering in unlimited color depth.
Optional details in render information panel: With RenderUp.
Panoramic rendering with adjustable rotation angle.
Spherical panoramic rendering: With RenderUp.
Multi-processor panoramic rendering.
Rendering in all views (including orthogonal rendering): With RenderUp.
Render in views can be set to a different quality than normal rendering: With RenderUp.
Stand alone renderer handles rendering while you work on the scene: With RenderUp.
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: With RenderUp.
Geometry anti-aliasing.
User definable geometry anti-aliasing: With RenderUp: up to 64 rays/pixel.
HyperMipMap material anti-aliasing (including procedural materials): With RenderUp.
User definable anti-aliasing strategies to optimize speed vs. Smoothness: With RenderUp.
Energy Conservative AntiAliasing: With RenderUp.
Advanced render memory management algorithms to allow the rendering of very large images: With RenderUp.
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: With RenderUp.
Images can be saved to disk at regular (user definable) intervals during render: With RenderUp.
Dual destination render option (e.g. display to screen while rendering to disk): With RenderUp.
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: With RenderUp.
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: With RenderUp.
Edge-based anti-aliasing can be individually used and fine tuned using its Quality slider: With RenderUp.
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.
Non Photo Realistic (NPR) presets: With RenderUp.
Non Photo Realistic (NPR) full edition: With RenderUp and 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: With 3DImport.
Perfect blending of lighting and GI with Poser shading tree: With 3DImport.
Optional texture mip-mapping.
Global control over the level of mip-mapping: With RenderUp.
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: With RenderUp.
Anti-aliasing can be disabled for given materials.
Receive shadows material option.
Shadow only material option: With RenderUp.
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.
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.
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 on 64bit OS.
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.
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: With 3DImport.
“From main View†aspect ratio in render options to render to screen using the same aspect ratio as the main view: With RenderUp.
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: With RenderUp.
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: With RenderUp.
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.
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.
Colored axis coordinate (X,Y,Z) input fields helps you to immediately visualize the directions of the coordinates of the selected object.
Improved display of Material Editor Tabs to directly show which channels are used.
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.