VUE Reference Manual PDF
VUE Reference Manual PDF
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Trademarks
VUE, VUE Creator, PlantFactory, PlantFactory Creator, e-on Creator Solution, e-on Professional Solution,
e-on Enterprise Solution, Cornucopia3D, Mover, SolidGrowth, Dynamic Motion Reaction, Solid3D, Render-
Cow, SmartCow, NewCow, Hybrid 2.5D, AccuShadows, EasyGI, SmartGraph, EcoSystem, “The Natural 3D
Studio”, “Natural 3D”, “The Art of Natural 3D”, “Solutions for Natural 3D Environments”, ”Digital Nature”,
”Immersive Nature” are trademarks or registered trademarks of e-on software, SARL.
Windows, Windows 95, Windows 98, Windows NT, Windows 2000, Windows XP, Windows Vista, Windows 7,
Windows 8 and Windows 10 are registered trademarks of Microsoft, Inc.
QuickTime, Mac and OS X are registered trademarks of Apple, inc.
Flash and Photoshop are registered trademarks of Adobe, Inc. Maya.
Softimage and 3ds Max are registered trademarks of Autodesk, Inc.
LightWave is a registered trademark of NewTek, Inc.
Cinema 4D is a registered trademark of Maxon, Inc.
Poser is a registered trademark of Smith Micro Software.
RealMovie is a registered trademark of RealNetworks, Inc.
ArchiCAD is a registered trademark of Graphisoft, Inc.
MicroStation is a registered trademark of Bentley, Inc.
CityEngine is a registered trademark of ESRI, Inc.
SketchUp is a registered trademark of Trimble, Inc.
Revit is a registered trademark of Autodesk, Inc.
All other product and brand names mentioned in this manual are used for identification purposes only.
They may be trademarks or registered trademarks, and, as such, remain the exclusive property of their
respective holders.
Copyright
VUE Program, PlantFactory Program ©1997-2019 e-on software, SARL. All rights reserved.
VUE Documentation, PlantFactory Documentation ©1997-2019 e-on software, SARL. All rights reserved.
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This manual, as well as the software described in it is furnished under a license agreement and may only
be used or copied in accordance with the terms of such license agreement. Information in this document
is subject to change without notice and does not represent product specification or commitment on the
part of e-on software, SARL. Algorithms used inside this software were developed for visual performance
only, and may not constitute a precise simulation of real phenomena.
Warning: This software and the accompanying documentation are protected by U.S. copyright law as well
as by international intellectual property conventions. Any reproduction, sale, transfer, transcription, stor-
age in a retrieval system, translation into any language in any form or distribution by any means whatso-
ever of this software or accompanying documentation, in part or in full, without the prior written permis-
sion from e-on software, SARL is strictly forbidden. Any such act shall constitute a copyright violation and
shall be prosecuted to the fullest extent of the law.
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Contents
1 Getting Started
Introduction 51
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Default Folders for All Versions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Installing VUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Installing VUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Silent-mode installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Installing RenderCow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Installing RenderNode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Install RenderNode Integration Plug-ins. . . . . . . . . . . . . . . . . . . . . . . . . . 68
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Included Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Activating Your Product . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Activating Your Product. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Activating a node-locked license . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Floating licenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Welcome Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Feeling “At Home” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Checking Video Board Compatibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Updating VUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Canceling Updates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
NewCow™ Network Updates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Importing Files from Previous Versions . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Legacy Content Compatibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Memory Management and Fault Protection . . . . . . . . . . . . . . . . . . . . . . . 77
Memory Management. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Fault Protection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
OpenGL Crash Interceptor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Embedded Error Reporting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Compatibility Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
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Hypertextures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Bump Mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Displacement Mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Light Related Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Lens Flares . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Glow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Volumetric Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Volumetric and Spectral Atmospheres. . . . . . . . . . . . . . . . . . . . . . . . . . . 180
Volumetric Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Godrays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Volumetric Materials. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Volumetric Clouds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Spectral Clouds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Caustics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Physically Accurate Caustics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Dispersion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Ambient Occlusion, Global Illumination and Radiosity . . . . . . . . . . . . . . . . 185
HDRI and Image Based Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Illumination Baking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Sub-Surface Scattering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Absorption . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Multiple Scattering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
Advanced Effects Quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191
EcoSystem Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192
Framing and Picture Composition 194
Making Better Pictures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Choosing the Viewpoint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Moving the Perspective Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Picture Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Center of Interest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Balance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Light and Shape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Patterns, Colors and Textures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
The Power of Lines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
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Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
Customizing Keyboard Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
Triggers and Trigger Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227
Shortcuts Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
Additional Texture Map Folders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228
VUE Content Folder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Image Viewer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Preferred Documentation Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Triggers and Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230
2 Building Scenes
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Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Simple Light Sources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
Area Lights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256
Group Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
Boolean Operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257
Metablobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
Hyperblobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
Working with Group Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
Ventilators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Camera Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Advanced Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
Editing Objects 261
Selecting Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
Inside the 3D Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Inside the World Browser. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
By Category . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Walking through a Selection of Objects . . . . . . . . . . . . . . . . . . . . . . . . . 263
Deselecting Everything . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Moving Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263
Rotating Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Inside the 3D Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Resizing Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Inside the 3D Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
Twisting Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
Inside the 3D Views . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266
Using the Numerics Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Gizmo Manipulators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
Selecting the Appropriate Gizmo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
The Position Gizmo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
The Rotation Gizmo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
The Size Gizmo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Gizmo Coordinates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 270
Customizing Gizmo Behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
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Maya . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 588
Cinema 4D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 589
Lightwave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 589
Natural Film Response . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 589
Automatic Sun Softness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 590
How to use it . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 591
Light Editor 592
Lens Flare Tab. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 593
Ring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 594
Color Shift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 594
Random Streaks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 594
Star Filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 595
Reflections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 595
Fading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 596
Lens Flare Reflections Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 596
Polygonal Reflections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 597
Adding Interpolated Reflections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 597
List of Reflections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 597
New, Load, Save . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 600
Gel Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 601
Volumetric Light Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 602
Volumetric Light Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 603
Smoke/Dust in Volumetric Light Beams . . . . . . . . . . . . . . . . . . . . . . . . . . 603
Shadow Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 604
Enabling Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 604
Using Shadow Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 605
Projected Hard Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 605
Quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 605
Softness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 607
Additional Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 608
Lighting Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 608
Light Attenuation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 609
Variable Color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 610
Photometric Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 610
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SmartGraph™ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 694
Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 695
Top Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 696
Node and Function Previews . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 696
Toolbar Icons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 696
Nodes Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 698
Function Graph . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 705
Node Selection. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 705
Adding/Replacing Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 706
Connecting Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 706
Published Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 707
Node/Link Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 707
Node Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 707
Extracting Constant Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708
Link Details . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708
Multi-edition of nodes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
MetaNodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
Creating a MetaNode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
Editing a MetaNode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
Building a MetaNode Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
Saving and Re-using MetaNodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 710
Example Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 710
Locking MetaNode Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711
Scene Graph Approach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711
Object Graphs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 712
Connecting Graphs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 712
External Dependencies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 712
Recall Dependency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 713
Exporting Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 714
Function Node Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 715
Curves and Extension . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 716
Function Output Observer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 716
Cyclic Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 718
How to Use Them . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 718
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Filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 836
Perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 836
Color Blender . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 837
Texture Map Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 837
Mapping Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 837
Texture Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 837
Projected Texture Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 838
Animation Map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 839
Projected Animation Map Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 840
Blended Image Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 840
Blended Grayscale Image Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 841
Image Sample and Multi-Image Sample Nodes . . . . . . . . . . . . . . . . . . . . . . 842
Ptex node. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 843
Substance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 843
OpenVDB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 844
UV Coordinates Node. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 845
Filter Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 845
Environment Sensitive Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 845
Altitude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 845
Slope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 846
Altitude and Slope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 846
Orientation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 846
Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 847
Patches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 847
Recursive Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 848
Strata Processing Data Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 849
Strata Positioning Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 849
2nd Output: Detect Rough Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 850
Confined Strata . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 850
3D Stratification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 850
Input Filters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 851
Filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 851
Partial Filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 851
Offset (X + a) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 851
Opposite (−X). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 851
Multiply (aX). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 851
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Multiply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 882
Dynamics Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 883
Link Relationship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 883
Track Relationship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 883
Derivative. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 883
Integral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 883
Delay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 884
PID Controller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 884
Distance Constraint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 885
Axis Constraint . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 885
Grid Constraint. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 885
Acceleration Limiter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 885
Speed Limiter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 885
Low Pass Filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 885
Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 886
Creating Turbulence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 886
Slope Dependent Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 886
Variable Color-Texture Mapping. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 887
Heightfield Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 887
Erosion nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 888
Available ouputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 889
Presets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 889
Global Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 895
Terrain Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 895
Flow Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 896
Weathering Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 896
Flow Surface Output. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 897
Slope node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 897
Convexity node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 897
Blur node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 898
Terraces node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 898
Auto-mapping node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 902
Layout Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 903
Area Demarcation Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 903
Available parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 904
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5 EcoSystems
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6 Animating Scenes
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Vibrate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1009
Step 5: Object Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1010
Adding Way Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1010
Editing Way Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1011
Inserting Way Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1011
Deleting Way Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1011
Scrolling/Zooming the View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1011
Restrictions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1011
The Tunnel Case . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1012
Step 6: Animation Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1012
Step 7: Animation Preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1013
Step 8: Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1014
Animating with the Timeline 1015
Navigating Inside the Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1016
Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1017
Animation Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1017
Standard Primitive, Polygon Mesh, Group, Boolean Object, and Metablob and
Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1018
Torus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1018
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1019
Plant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1019
Directional Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1019
Point Light and Quadratic Point Light . . . . . . . . . . . . . . . . . . . . . . . . . . 1019
Spot Light and Quadratic Spot Light . . . . . . . . . . . . . . . . . . . . . . . . . . . 1020
Ventilators. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1020
Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1020
Animating Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1021
Creating the Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1021
Published Parameters for Animated Objects . . . . . . . . . . . . . . . . . . . . . . . 1022
Published Parameters for Animated Textures . . . . . . . . . . . . . . . . . . . . . . . 1022
Working with Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1022
Keyframe Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1022
Selecting Keyframes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1022
Moving Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1023
Adding Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1023
Copy-Pasting Keyframes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1023
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Renderer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1060
Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1061
Closing the Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1062
Advanced Animation Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1062
Flicker Reduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1062
Field Interlacing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1064
Pixel Aspect Ratio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1064
Automatic Illumination Baking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1064
Animation Preview Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1066
Recovering TMP Files from an Aborted Render . . . . . . . . . . . . . . . . . . . . 1067
Technical Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1068
Rotating Look Ahead and Track Objects . . . . . . . . . . . . . . . . . . . . . . . . . . 1068
Synchronizing Cameras and Lights 1069
Import Synchronization Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1069
VueSynch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1070
Installing Plug-Ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1070
Generating Synchronization Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1070
Synchronizing Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1071
Importing Vertex Keyframe Amimation . . . . . . . . . . . . . . . . . . . . . . . . . . 1072
Exporting Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1073
7 Appendices
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4. REGISTRATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1211
5. TERM AND TERMINATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1211
6. PAYMENT TERMS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1212
7. NO RENTAL OR COMMERCIAL HOSTING. . . . . . . . . . . . . . . . . . . . . . . . . 1212
8. “MULTIPLEXING” OR POOLING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1212
9. Records; Audit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1213
10. COPYRIGHT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1213
11. LIMITATIONS ON REVERSE ENGINEERING. . . . . . . . . . . . . . . . . . . . . . . . 1213
12. ARCHIVAL OR BACKUP COPY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1213
14. RESTRICTIONS ON CERTAIN SOFTWARE. . . . . . . . . . . . . . . . . . . . . . . . 1214
15. TIME CLOCKS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1214
16. TRANSFER. Internal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1214
17. NO EXTENSION OF CAPABILITIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . 1214
18. NO AUTOMATED USE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1214
19. Proprietary Information. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1215
20. No Benchmarks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1215
21. Support Services. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1216
22. LIMITED WARRANTY.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1216
23. DISCLAIMER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1217
24. HIGH RISK ACTIVITIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1217
25. USER REMEDIES.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1217
26. LIMITATION OF LIABILITY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1218
27. STATUTORY CONSUMER RIGHTS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . 1218
28. INDEMNIFICATION BY E-ON. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1218
29. EXPORT CONTROLS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1219
30. U.S. GOVERNMENT RESTRICTED RIGHTS. . . . . . . . . . . . . . . . . . . . . . . . 1219
31. Entire Agreement. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1219
32. Amendments. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1220
33. GOVERNING LAW. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1220
34. Arbitration.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1220
35. Independent Contractor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1220
36. Change of Ownership.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1220
37. Headings.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1220
38. SEVERABILITY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1221
39. Force Majeure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1221
40. Waiver. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1221
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Section 1
Getting Started
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Introduction
System Requirements
VUE is a 64 bit application, designed for the Windows® 64 bits Windows 7, Windows 8, Windows
10 and Intel Mac OS X 10.10+ platforms.
Like all 3D packages, it is highly demanding in terms of computer power. Although the appli-
cation is totally multi-threaded to ensure the smoothest possible response, you have to realize
that there is a lot going on when you work in VUE. This is why we feel that running it on reason-
ably recent and reasonably fast computer is best suited. We recommend a minimum of 4GB of
RAM.
If you find that the program is not responding as quickly as you would like it to, there are a
certain number of actions that you can take that will help speed it up. Please turn to Options
and Preferences for a complete description of these actions.
The minimum resolution for operating VUE is 1200 × 768, in hi-color or true-color modes (at
least 16 bits per pixel). For better comfort, we recommend a resolution of at least 1600 × 1200
in true color.
Installation
The VUE installation files are downloaded in .zip file format. Unzipping this file into a work
directory on your hard drive will give you all the files you need to install the software on your
computer.
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Macintosh:
• Program files: Applications/
• Configuration files: Users/[User Name]/Library/Application Support/e-on software/
VUE/
• Content Library: /Users/Shared/VUE/
VUE will also create an empty content directory structure for your own personal content in a
location that you can designate during installation. By default, this is created on the PC in the
/Users/[Your User Name]/Documents/e-on software/VUE/ directory. On the Mac, this directory
with its set of folders is created in the /Users/[Your User Name]/Documents/e-on software/VUE/
directory.
You can change the destination folders for the Program files and Content files at installation
time.
Installing VUE
Installing VUE
Follow these steps to install VUE onto your computer. Double-click on the Setup application
file. The software will now be installed.
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Language
Software language Select the language you want to use VUE in, and click Next.
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Introduction
Introduction An introduction dialog appears, with general instructions. Please read them care-
fully before clicking Next.
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Software License Agreement Please read the license agreement carefully. These terms must be
agreed to in order to continue with the installation.
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Product Choice
Product Choice Choose the application you want to install. 3 possible choices:
• VUE: will install VUE standalone application. Also installs plug-ins, if applicable (only with
Professional and Enterprise licenses)
• RenderNode: will install both a command line render tool (to render .vue scenes created
in VUE), and RenderNode plug-in(s) in 3rd party 3D host applications. More details here:
Installing RenderNode
• RenderCow: will install a RenderCow application – which can take part in a network ren-
der (initiated from HyperVUE network manager). More details here: Installing Render-
Cow
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Licensing Type
Licensing Type Depending on the license you have purchased, you can install either a local li-
cense (“node-locked”), or a network license (“floating”).
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User Information
User Information Please enter your Name, the name of your Company (if applicable), and your
activation key.
Note:
This key is confidential, and should not be communicated to third parties. You will be asked for
this key should you require technical support or wish to download data from our website.
Entreprise...
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RLM License Server Configuration To use a network (also known as floating) license, you need
to install and configure a RLM License Server. If you already have such a License Server for
another application, you just need to register E-on Sofware’s sub-server, which consists in a
file eonsoftw.set file.
For more information regarding the RLM License Administration, and how to activate a license
in the server, please refer to the RLM License Server section.
Once your server is set up, just provide with the address of the machine hosting it on your
local network. You can either type its name or its IP address. Also indicate the port number
to use (pre-filled with the default one – if your RLM License Server uses a non-default port, do
not forget to change this value here). Then, click Next to continue the installation.
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Installation paths
Installation paths
Installation paths At this step, you can change the installation path for both the application and
content files. You can also choose not to install the Content Library (typically if you already
installed it before). Press Next to validate those paths and continue.
Professional,
En-
treprise...
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Plugins
Installing Plugins
With a VUE Professional or Enterprise license, you have the possibility to install VUE as a plug-
in in different 3D host applications (Maya, 3DS Max, Cinema 4D and LightWave). At this step,
you can check the applications you want to install the VUE plugin in. The installer should
automatically detect the available host applications. In some cases (typically if you installed
host applications to custom locations), you will have to check the application(s) manually, and
then browse to the folder where it is installed on your machine.
For more information, refer to the general introduction to VUE Integration Plugins.
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MentalRay Configuration
MentalRay Configuration If one or several host applications support MentalRay, this screen will
let you configure it. Keep the default options except if you know that MentalRay was installed
in a custom location on your machine. Then click Next to proceed.
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V-Ray Configuration
V-Ray Configuration If one or several host applications support V-Ray, this screen will let you
configure it. Make sure that the V-Ray version is correct for every host application listed here,
and then click Next.
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Required Dependencies
Required Dependencies VUE will first install the required dependencies. Press Next when this
completes.
Installation Progress
Installation Progress The installation can be cancelled at any time as long as the progress bar
is visible by clicking on Cancel. If the installation is cancelled, the installation process must be
restarted completely, as described above.
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Installation Complete
Installation Complete The software has now been installed and the installation program will
end. Additionally, you can choose to:
• launch the application now: the program will be started as soon as the installation pro-
gram is closed.
• open a startup help page in your web browser: this help page is a basic introduction
to VUE.
• create a shortcut on your desktop: only possible on Windows.
Silent-mode installation
You can run the installation in silent mode (no graphic interface), which can be useful to deploy
VUE on a local network, via a script. To do so, you must add -q or -quiet to the command line,
and then populate the command line with following options:
• -quiet, -q: silent mode
• -product '<PRODUCT_NAME>' (required): specifies the product to install. Possible val-
ues are:
– VUE: install VUE (standalone application and plug-ins)
– RenderNode: install VUE RenderNode (command-line rendering tool and plug-ins)
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Installing RenderCow
RenderCow is an application involved in VUE’s own network rendering system called Hyper-
VUE™ Before installing it, please make sure you are familiar with HyperVUE Network Rendering
The installation process is almost the same as for VUE, except that you will not have to choose
any license type, nor enter an activation key, as the license of the master VUE application will
be used during the whole network rendering process. Also, no content library will be installed.
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Installation Complete
Installation Complete At the end of the installation, you can choose to auto-run the RenderCow
application at system boot.
This is recommended, as it will avoid having to start it manually on each machine every time a
reboot is needed.
Professional,
Installing RenderNode En-
treprise...
A RenderNode is composed of 2 different kinds of tools:
The installation process is exactly the same as described here, except that you have no choice
for the licensing type: RenderNode is only available as a network license.
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As a consequence, you need to install and configure a RLM License Server, as explained here. ...Professional,
En-
treprise
Technical Support
Included Support
If you experience difficulties installing or using the software, the first thing we recommend is
that you read the install instructions in this documentation. If you can’t find a solution to your
issue, please fill in our support form here: https://info.e-onsoftware.com/support. As
a registered user of e-on software solutions, you benefit from the following standard support
services:
• Phone-based installation troubleshooting for 90 days following your purchase,
• Web-based Technical Support,
• Free Software Updates.
You must activate your copy of VUE before you can run it.
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Activation Dialog
When you open VUE for the first time after installation, an activation screen displays with the
activation key you have filled during installation. You just need to fill your e-mail address and
click Activate.
If VUE fails to contact the online activation server (for example if your computer is not connected
to the internet, or is running behind a firewall) an alternate activation method will be proposed:
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Click the URL to open a web page where you can request your license file. Before submitting
your ticket, please ensure you copy all the information displayed in the activation dialog (Acti-
vation Key and Host ID), and indicate your e-mail address too. Once we receive all information,
our support technicians will generate the license file and send this by e-mail. Copy-paste this
license in the field below, and then click Activate.
Entreprise...
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Floating licenses
...Entreprise
Floating licenses have to be activated on a RLM License Server. The procedure is explained in
the RLM License Server section.
If VUE doesn’t manage to retrieve a license from the RLM License Server, a dialog will display,
letting you adjust the License Server settings (host machine and port):
Make sure the machine name (or IP address) corresponds to the machine hosting the RLM
License Server, and that the port number is correct (by default, the RLM License Server uses
port 5053, but this can be customized on your RLM License Server, and in this case, you must
reflect it in this dialog).
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Welcome Dialog
Startup Screen
It displays the most recent files you’ve worked on for selection (on the left side) or you can
browse to open another file.
On the right is a list of preset files to choose from for starting a new image file.
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If you are used to working with other 3D software packages, you have probably grown very
accustomed to the particular keyboard shortcuts of that package. Learning a whole new set
of keyboard shortcuts is probably not something you are looking forward to! This is why we
have implemented the ability to set the interface to match as closely as possible, the interface
of other popular 3D packages.
The first time you launch VUE, a dialog will popup letting you select the type of interface you are
familiar with so that VUE’s interface can be adjusted to make you feel “at home” as much as pos-
sible. Simply select the type of interface of your choice and press OK. The keyboard shortcuts
and color scheme of the VUE interface will be adjusted to match your selection.
Because VUE makes extensive use of advanced OpenGL features, low quality video boards with
obsolete drivers will not perform appropriately.
To ensure that the operation of your software is as smooth as possible, a video board checking
mechanism has been implemented in VUE. What this does is check that your video board and
driver are on our Qualified Hardware list.
If a potential problem is detected with your video board, either because your video board doesn’t
appear on our list of Qualified Hardware, or because you are using an obsolete driver, a warning
will appear explaining what the problem is. If the problem is severe, you will be given the op-
tion to disable OpenGL hardware acceleration. It is highly recommended that you either ensure
that your video board meets our standards, or that you disable OpenGL hardware acceleration.
Failing to do so may result in highly unreliable performance.
We update our Qualified Hardware list regularly. Please help us by taking the time to report any
issues or driver fixes to our technical support.
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Updating VUE
No software is ever perfect. This is why e-on software regularly releases software updates through
its website. These updates can provide new features as well as bug fixes. Keeping your software
up-to-date by regularly downloading and installing these updates is recommended for optimal
performance.
A list of the latest build and their respective release date is available on the software center
page: https://store.e-onsoftware.com/software-center/. If you have updated your
communication preferences, you will be receiving e-mail notifications regularly, when a major
new update is available for your product.
Canceling Updates
If for any reason, you decide that you do not want to keep the last update, you can uninstall it
and restore the previous version by selecting the menu command File | Cancel Last Update.
After a few minutes of processing, the update will be removed and the previous version re-
stored.
VUE’s updating technology features an advanced network updating component called New-
Cow™. This unique technology automatically takes care of updating the network rendering
nodes (RenderCows) installed on your network. If a software update is available for the Ren-
derCows, it will be downloaded together with the main application update, and installed on
the render nodes on demand. Please click Updating_RenderCows for further details on the
NewCow™ technology.
The latest rendernode update can be installed in the same way as the main application update.
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If you purchased some copy-protected content from Cornucopia3D for a previous version of
VUE, or if you created scenes containing plant species made in PlantFactory 2016 (or any older
version), you will be able to load it in this version of VUE, provided you register a special key file
which you have to request on the Technical Support Center.
Clicking the link in the middle of the dialog will open a web page where you can request your
legacy content compatibility file. Before submitting your ticket, please ensure you copy the
Host ID as displayed in the dialog, and indicate the e-mail address under which you had reg-
istered your previous licenses in Cornucopia3D or E-on Software’s former website. Once we
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receive all information, our support technicians will generate the .key file and send this by e-
mail.
Once you receive it, copy the file to your desktop (or anywhere on your disk), and locate the
file by clicking the Locate key file button. If keys are successfully read, your previous content
should load fine within this new version of VUE.
Memory Management
VUE features advanced memory management technologies such as texture and geometry virtu-
alization. When the amount of RAM required to process a specific scene exceeds the amount of
physical RAM available on your system, your system will automatically store and retrieve data
to disk (virtualization).
Virtualization happens automatically, without any user action being required. The only side ef-
fect of virtualization, is that the application will become more and more sluggish as it becomes
increasingly large.
If you find that application response is becoming extremely slow, your memory may need re-
organizing. Select the menu command File | Purge Memory to automatically reorganize the
system’s memory and ensure memory defragmentation and cleaning up of any data that is not
immediately required (for instance, if you delete a very large object, this object stays in memory
in case you decide to undo this operation – by purging the memory, the object will be removed
from RAM and stored on disk, until it is completely removed when the delete operation goes
out of the undo list).
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Fault Protection
Fault protection is the generic term that covers the different technologies that have been im-
plemented in VUE in order to avoid as much as possible application crashes and loss of data,
as well as improve the behavior of the application on particular setups.
The most noticeable effects of these fault protection technologies will be some warnings when
your system is getting low on RAM, as well as automatic scene saving when the system returns
a memory allocation failure. The system may return such an error although system monitoring
tools indicate that there is still a lot of free memory available in the system – this type of error
is caused by what is known as memory fragmentation, and is, generally speaking, a result of
the fact that, unlike most other applications, 3D applications often require massive chunks of
memory to operate. The risk of a memory allocation errors occurring increases if your total
memory consumption exceeds half of the total memory available.
Whenever VUE’s fault protection technology intercepts such a memory allocation error, it will
attempt to save the current scene. Usually, the application will crash very shortly after saving
the scene (if not during saving…). Next time you restart the application, VUE will automatically
detect the backup scene and offer to reload it. However, because the system was in a very
unstable state at the time of saving this scene, you should be advised that it may not be valid
and could lead to another application crash.
There is a system in VUE that will try to intercept OpenGL crashes and make a backup of the
scene prior to signaling the user of the fault.
When that happens, the user has two choices: either to restart VUE or to try to continue working
with VUE. The second choice exists to allow for possible editing of the suspected problem area
before saving the scene and eventually restarting VUE.
When VUE is restarted, the user is given the option of loading the backup scene that was created
just after the crash. Refer back to the Memory Management section for more information.
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Error Report
If VUE should encounter an error, it will bring up the E-on Software Error Report dialog. By
filling out and sending the report, a Crash Report is automatically created for this error on the
e-on software support center. These reports provide vital feedback to our maintenance effort.
If this product is not activated, no notification will be sent. While all of these reports are read
and routed to the development group when necessary, you probably will not receive any reply
from support technicians to this Crash Report.
Compatibility Mode
If the application crashes for any reason other than running out of memory, the next time you
restart it a message will appear offering you to enable the Compatibility Mode. Compatibility
mode has been designed to minimize the risks of incompatibilities between the application
and the particularities of each user’s setup (video board driver incompatibility, conflicting ap-
plications, etc.). What compatibility mode does is disable the features in VUE that may cause
the most problems (typically, advanced multi-threading and previewing options).
Note:
Don’t enable compatibility mode if you think you know why the application crashed. Enable it
only if you find that the application crashes randomly without any apparent reason.
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Plant Catalog
If you use a license of VUE Enterprise, you can load all species available in the Plant Catalog™
without any additional activation. This content needs to be downloaded separately from the
Software Center.
Else, if you use a Professional or Creator license, the Plant Catalog™ content can be activated
through an additional license (from Help > Activate Plant Catalog menu). You can subscribe to
it from our online store here: https://store.e-onsoftware.com/plant-catalog/
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Interface Overview
The VUE interface was designed with three goals in mind: ease-of-use, workflow and clarity.
This is why the interface is designed “in layers”. What this means is that every user works with
the program at his/her own level of proficiency. Although the initial impression may be that
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of excessive simplicity, as the user works along and delves in deeper, he will realize – de facto
– how many options and possibilities are truly available but couldn’t be seen at first glance.
Facing all these possibilities right from the start would have been overwhelming.
The final layout dedicates as much possible space to the 3D Views, because this is where the
user spends most of his time. Three large panels are available on the right, displaying all useful
scene and object information within mouse reach, thus allowing for quick navigation inside the
scene.
Dialog Bar
On the right edge of most dialogs you will notice a bar that contains a number of icons. This bar
is called the dialog bar. The icons in this bar depend on the dialog:
• OK: click this icon to close the dialog and accept the modifications.
• Cancel: click this icon to close the dialog and cancel all modifications.
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You can change the interface “model” anytime using the Load interface preset button in the
Options dialog.
Further Customization
You can modify the colors of the interface using the Interface Color Editor.
You can further customize the behavior of the interface and change Triggers_and_Modifiers
(Documentation/Getting_Started/Options_and_Preferences/Operations) using the Options di-
alog.
Docking
Toolbars and dockable dialogs may be rearranged at will in the main window. You can tell if a
dialog is dockable by just moving it in the interface. If it is dockable, available docking areas
will show in the interface. Freely floating windows can be moved by left-clicking on their upper
bar and dragging. While dragging, trapezoids show up in the other windows. You can dock
anywhere within the trapezoid. Moving the window and dropping it on such a trapezoid will
dock it there.
Trapezoids sometimes have a gradient of lighter borders that allow you to dock along side a
group of areas. The nearer the border the bigger the group.
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Undocking
Windows that are already docked have a grip bar on their left or top edge. Left-click on the grip
and drag it to undock the window.
If you are satisfied with your current window organization, you can lock it using the Lock Workspace
command of the Display | Workspace option of the VUE menu. The lock workspace will pre-
vents you from docking or undocking inadvertently, but you will still be able to resize any areas
using the moveable splitters. In the Display | Workspace menu you can load default and saved
docking presets as well. Docking configuration is preserved from one VUE session to another.
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All of the viewports in the workspace can be resized and moved around in the workspace. For
example, you might decide to move the Top View to the lower left. You can rename the view-
ports by using the View Display Option icon in the title bar of each viewport. You can resize
the Object properties, Camera Control and World Browser areas as well.
Once you have your workspace defined the way you like, use the Display | Workspace com-
mand from the menu to save the layout and lock the workspace. You can save several different
workspace setups and change between them if you wish.
3D Views
These are the large windows sitting in the middle of the interface. This is where you build your
scenes. By default, these windows display four different views of your scene: the Top view dis-
plays your scene as seen from above, the Front view displays the scene as if looking at it from
straight ahead, and the Side view as if looking at it from the right. Since all of these 3 views are
orthogonal projections, they are also known as the orthogonal views. They are ideally suited
for moving, rotating and sizing objects. The last view, which is the bottom right one, is the Main
camera view. It displays a preview of your scene, as seen from the camera. If you move the cam-
era around, you will notice that this view changes interactively. This view enables you best to
handle picture framing and composition.
When a Spot Light or Quadratic Spot Light is selected, the Main camera view can also be used
to look at your scene from this light source origin and adjust the light.
Active View
At any given time, there is one of these views that has a highlighted title bar. This is the Active
view. Keyboard operations (e.g. nudging with the arrows) will always be directed to the active
view. Simply click in a view to activate it.
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You can maximize a 3D View anytime by double-clicking on the title bar of the view. If you don’t
like the 4-view layout, you can maximize the main view, and do everything there. It’s a matter
of personal preference. You can also maximize a view by clicking the Toggle Current View /
Four Views icon ( ) in the top toolbar, or by selecting the corresponding menu items Display
| Toggle Current View / Four Views and Display | Maximize | xx View. To toggle back to the
4 views, simply do this again. Views can be moved around by clicking and dragging them with
the right/Ctrl mouse button. You can also zoom into or out of them by pressing Control while
you drag. Furthermore, the Main camera view can be panned by Shift dragging it.
When the mouse cursor is on top of the window separators, the cursor changes indicating that
you can click and drag to modify the proportions of the views. The ratio between the various
views is indicated in the Status Bar as you drag the mouse. Drag the mouse outside the view
ports to restore previous settings.
By hitting Alt-Enter, you can maximize the view ports so that they fill-up the screen, providing
all available space to the view ports. In this mode, the menu bar and the other tool-bars are
hidden, but you can revert to the standard layout by hitting Alt-Enter again. When Full Screen
mode is activated, all menu commands can be accessed via the popup menu.
ToolTips
If you let the mouse cursor stand still over the interface, a ToolTip will pop up, telling you what
is under the cursor. This works for icons, controls in the Object Properties and Timeline panels,
as well as for objects in the views. The latter is particularly useful to find out which object will
be selected when you click.
The button appears in the title bars of all the views. Clicking on this button displays a popup-
menu that lets you customize the behavior of that view.
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The second set of options are relative to the view’s fog settings:
• Show Fog in View: this option turns OpenGL fog on for the view. Fog is useful to give an
additional information on the distance to objects. When this option is selected, the fog
density options become available.
• Density From Atmosphere: when this option is selected, the density of the OpenGL fog
is automatically matched as closely as possible to that of the fog in the scene.
• Adjust Fog Density: this option is only available when the Density From Atmosphere op-
tions isn’t selected. It lets you adjust the density of the fog manually. If you select this
option, the mouse cursor will turn to an Up-Down arrow. Click in the view and drag the
mouse up or down to increase/reduce fog density.
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• Refresh sky: this option refreshes the sky if you’ve made any changes.
The next group contains one or two options depending on whether the current view is the main
view or one of the orthogonal views:
• Show Only Objects From Active Layer: this option will hide all objects from the view
that are not in the currently active layer. Although the objects don’t appear in the view,
they are still in the scene and will be rendered (unless they are disabled from rendering)
as any other object. This option is handy when your scene becomes complex because
it enables you to only display in the views those objects that are part of the layer you’re
working on at a given time. Using different preview options helps keep your scene sorted
by hiding or displaying items differently.
• Frame Guides…: this option is only available in the Main camera view. If you select this
option, the Frame Guides dialog will popup letting you configure safe areas and visual
guides.
• Zoom Extents Selected: this option is for use with the Space Navigator.
After these are the lighting options:
• Light From Scene: if this option is selected, the first 8 lights in the scene are used to light-
up the 3D view. If it isn’t selected, the 3D view gets its light from a source placed on top of
the viewer’s left shoulder.
• Shadows: this option is only available in the Main camera view. If this option is selected,
objects placed above the ground cast a vertical shadow onto it. This is useful because it
gives a better idea of the altitude of the objects above the ground.
The Display options menu of the main view offers a few additional options:
• Show Last Render in Back: this is a truly fantastic option when it comes to finding/placing
an object precisely. What it does is draw the objects in the view on top of the last rendered
picture. So you get the OpenGL preview of your objects on top of the real render! This
option can significantly slow down the 3D display on computers that are not equipped
with an OpenGL optimized video board…
• Show Only Selected Objects: this option is only available when the above option is en-
abled. Because objects are usually displayed in OpenGL as smooth shaded, they will
cover-up the picture that is in the background. In order to see the background, you’d
have to turn all objects to wireframe, or hide them manually. What this option does is
hide all objects that are not selected from the Main View so you can see the render in the
background without having to do the above.
• Display 3D View: select this option to display the OpenGL 3D view.
• Display Color Channel: select this option to display the color channel of the last ren-
dered picture.
• Display Alpha Channel: select this option to display the alpha information in the last
rendered picture.
• Display Depth Channel: select this option to display the depth information in the last
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rendered picture.
• Non Photo-Realistic Render: select this option to enable this rendering feature.
• Display Multi-Pass, Masks and G-Buffer: select this option to display the different Multi- Professional,
Pass render components, masks, or the contents of the G-Buffer (this option is only avail- En-
able if you have enabled rendering of Multi-pass, mask or G-Buffer information. treprise
This also allows you to display any of the diagnosis buffer information.
Once you have customized your 3D views (by choosing the display options as explained above,
or activating the Interactive Path Tracer in a given view, for instance), you can save your config-
uration as default, using the menu entry Save Current Viewport Configuration As Default, in
Display menu. The viewport configuration is also saved within your scenes. If you load a scene
which uses a different viewport configuration, VUE will offer you to choose between the scene’s
configuration and your default viewport configuration.
Note that because of how resources-hungry the Path Tracercan be, you can decide it should al-
ways be turned off when loading a scene, whatever the setting storeds in your default viewport
configuration and in the loaded scene’s viewport configuration. See the Reset Interactive Path
Tracer option in VUE’s Display Options.
Quick Render
Click the Quick Render icon ( ) in the title bar of a view to do a quick render of the view. The
rendering will always take place inside the view, and will always be performed using the in-
ternal renderer. If the view is an orthogonal view, an orthogonal camera will be used and all
atmosphere effects will be disabled.
By default, the quick render is done using the Preview preset render quality. However, if you
long-click on the icon, a menu will appear letting you select the preset render quality to be used
for the quick renders.
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Saving Pictures
When you have finished rendering a picture you can save it to disk by clicking the small Save
Displayed Picture icon ( ) in the view’s title bar, or use any of the other methods to save
renders.
Channels
When it renders a picture, VUE generates three different types of information for each pixel
in the picture: the color of the pixel (Color channel), whether an object is visible in that pixel
(Alpha channel), and the distance to the closest object at that pixel (Depth channel, also known
as Z-Buffer).
This information is known as channels. All three channels of information are available when
the rendering of the picture is complete. This extra information is extremely useful when you
want to do some post-processing on your pictures (e.g. compositing, or applying Photoshop
filters that are distance sensitive, such as blur).
To display each channel after rendering a picture, use the group of buttons that are at the right
hand end of the Main view’s title bar ( ), or select the corresponding menu option from
the View Display Options menu:
• Color channel: click this button to display the color information in the picture. Long-
clicking changes the button to and opens the Render Display window.
• Alpha channel: click this button to display the alpha information in the picture.
• Depth channel: click this button to display the depth information in the picture.
• Non Photo-Realistic Render: click this button to enable this rendering feature.
These buttons are not available until you have rendered a picture. To switch back to 3D view,
click once on the title bar.
Professional,
Multi-Pass, Mask and G-Buffer En-
treprise...
The Multi-Pass, Mask and G-Buffer icon ( ) expands into a menu that lets you display the
different render passes, object or material masks as well as G-Buffer channels.
These Multi-Pass, Mask and G-Buffer viewing options are only available if you have rendered
a picture with the Multi-Pass or G-Buffer data collection options enabled.
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If you select a G-Buffer channel, you can change the G-Buffer layer using the arrow icons. ...Professional,
The number in between the arrows indicates the rank of the currently displayed layer. Because En-
there is only one layer of information defined in Multi-Pass and Mask renders, these options treprise
are not available when displaying multi-pass render components of masks.
This icon is also used to display the Diagnosis Render Buffer information. To render with this
option, you need to set this on the Render Options panel (within the Render What section).
Unlike the other buffers, this information is available for all renders, even Preview quality.
To the top and to the left of these views are two toolbars. Before taking a closer look at these,
we would like to introduce you to two special types of icons available in VUE.
Additional ViewPorts
Previously, the number of OpenGL views inside VUE was limited to four. It is now be possible
to have up to 16 views at the same time.
There are two major changes concerning camera handling. Until now, the perspective view was
unique to the scene. Now it’s a camera specific to a viewport. This means you can have up to
16 perspective cameras in a scene, not only one. Before, you could only take the viewpoint of
the active camera. This meant that when you had several cameras in your scene, you could
only ever view one at the same time. You are now able to display the point of view of whatever
camera you choose, additionally to the active camera.
Adding a viewport
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Open the Display menu and choose Add View. Then, in the submenu, choose the type of view-
port you want to add.
In the image above, choosing one of the menu entries between “Main Camera View” and “Cam-
era 5 View” will make the viewport display the chosen camera, regardless of the active camera.
Having duplicate Perspective Views Like always, if you want to switch to the Perspective View,
you have lots of possibilities. One of them is to open the viewport options and choose “Perspec-
tive View”. To profit from the 16 possible perspective cameras, you just have to switch several
viewports to their “Perspective View” mode. Then, naturally, their position and orientation re-
main independent.
Navigation
The same kind of operations like panning and zooming are of course available in both modes,
but their exact behavior differ. Depending on your workflow habits or the kind of operations
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you want to do in your scene, you can choose a mode or switch between the two as needed.
Each camera can be independently switched to one of the two modes using the entries in the
menu Display | Navigation Modes or the corresponding shortcuts:
• Mouse-Centered Navigation uses Control + Alt + C.
• Target-Centered Navigation uses Control + Alt + F.
In practice panning and zooming speed as well as the center or orbiting operations all require
us to know what is your center of interest in the displayed scene. The difference between the
two navigation modes mostly lies in the way the focus point is determined.
In both cases, moving the camera will get slower as you come nearer to the focus point, and
faster as you get farther from it.
Mouse-centered Navigation
In this mode, the focus point is typically the point of the scene found “below” the mouse cursor
when you start navigating. This allows to easily navigate around a specific part of an object,
like a plant’s leaf, by panning at a speed compatible with its size, and orbiting directly around
it instead of around some object center or other off-focus center.
When there are selected objects, we assume they are the focus of your action, so the focus
point is restricted to the selected objects. As a fallback, the selection’s center is used, or some
reasonably spaced point in front of the camera (when there is no selection).
For panning and zooming actions, the speed is adjusted depending on the distance to the focus
point. When zooming, the camera will move in the direction pointed at by the mouse cursor
without changing its orientation.
For orbiting actions, the center is chosen at the same distance as the focus point, but lies always
directly in front of the camera (ie on its forward axis), because we found that orbiting around a
point that is not on the “forward” axis is counter-intuitive and that using this compromise made
for a smoother navigation.
Target-centered Navigation
In this mode, you can explicitly choose the focus point, and operating the camera will always
use it instead of looking at the scene point below the mouse. The target point is unchanged
when orbiting or dollying, whereas panning and rotating the camera will move the target as if
attached to the camera.
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era target.
• Finally, in Display | Navigation Mode, the tool Choose Targeted Point (Alt + T) allows you
to target a scene position chosen by clicking on the scene in any 3D view. This is especially
useful when your center of interest is a small detail part of a larger object, for example a
single leaf of a tree, or generally a point on the surface of an object.
Some icons in the toolbars can perform differently, depending on the way you click on them. If
you click on them, they will perform the default action, as expected. However if you do any of
the following, they will perform an alternate action:
• Click with the right mouse button,
• Shift (or Control) click,
• Click and maintain the button depressed until the icon changes to the alternate display.
Double action icons are identified by a small dot on the right border (e.g. the Render icon ).
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Unfoldable Icons
Other icons in the toolbars can have multiple actions, also depending on the way you click on
them. If you click on them in the normal way, they will perform the default action, as displayed
in the icon. However, as with the Double action icons, if you do any of the following, they will
unfold to display a set of alternate actions:
• Click with the secondary mouse button,
• Or click and maintain the button depressed until the icon changes to the alternate dis-
play.
To select an alternate action, drag the mouse through the unfolded icon, onto the requested
action, and then release the button. The default action of the unfoldable icon becomes the last
selected action.
Unfoldable icons are identified by a small white triangle on the right border (e.g. the Sphere
icon unfolds to reveal other Primitives ).
Top Toolbar
This toolbar is placed at the top of the interface, immediately below the menu. It provides
shortcuts for most common operations like file manipulation or undo. It contains the following
icons:
• New…: click to open a new file.
• Save / Save As…: click to save the current scene. Right-click to open the Save As
dialog. More information about save scene modes
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• Undo… / Undolist: click to undo the previous action. Right-click to display previous
actions that can be undone.
• Redo… / Redolist: click to redo the previous action. Right-click to display previous
actions that can be redone.
• Edit Object: click to display the Polygon Mesh Options dialog for the currently se-
lected object.
• Paint EcoSystem: click to display the EcoSystem Painter dialog to set up and create
an EcoSystem by painting.
• Show Material Summary: click to display all the materials used in the current scene.
• Frame Selected Area / Frame All/Selected Objects: Click, then select an area to
frame. Right-click to frame the selected item.
• Toggle Current View / Four Views: Click to toggle between one viewport and four.
The current (selected) viewport becomes the enlarged one.
• Browse Previous Render (R) / Save Color Picture: Click to browse previous ren-
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• Select Render Area: Click to select a render area in the Main Camera View. Click again
to remove the selected render area.
• NPR Options: This turns on the Non-Photo Realistic options and displays the win-
dows for setting up this option
• Render / Render Options: Click to render the scene using the settings as they
currently exist in the Render Options dialog. To change the render settings, right-click to
display the Render Options dialog.
Clicking on empty parts of the toolbar will deselect all selected objects.
Left Toolbar
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This toolbar is also known as the object bar. It provides shortcuts for creating, grouping, and
selecting objects.
• Water / Ground / Cloud / Enable Rain / Enable Snow ( ).
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• Text Editor ( )
• Planet ( )
• Spline / Road ( )
• Drop object on Top icon ( ). The alternate action is Smart Drop on Top ( ).
Clicking on empty parts of the toolbar will deselect all selected objects.
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The scene information bar is the bar that sits on the right hand side of the interface. It is com-
prised of 3 sections:
• the Object Properties panel that displays information on the currently selected object(s),
• the Camera Control Center that displays a real-time preview render of the scene, and
• the World Browser that shows a hierarchy of all objects in the scene.
You can resize the Scene Information bar by dragging its left edge with the mouse. All the con-
trols in the bar will be resized, including the Preview Render. You can make the Preview Render
larger that way.
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This is a contextual panel that displays information relative to the selected object(s).
The Object Properties panel is made of 3 tabs, identified by the following pictograms:
• Aspect: this tab displays information on the visual aspect of the selected objects.
• Numerics: this tab gives numerical control over the position, rotation, size, twist
and pivot position of the selected objects.
• Animation: this tab gives control over the animation characteristics (motion, link-
ing, etc.) of the selected objects.
The title of the panel is the name of the selected object (or “Mixed objects”) followed by the
number of selected objects inside square brackets, if several objects are selected. If you don’t
need this panel, click the ( ) button to fold it up. Click again to unfold it. Double-clicking the
title bar does the same.
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Aspect Tab
The Aspect Tab of the Object Properties panel displays the material of the item currently se-
lected in the material preview. This small box also contains a lot of information about that
material and presents some material editing options.
Preview of material assigned to the object. Materials define the aspect of the object’s surface.
You can edit the material by double-clicking this picture.
MultiMaterials Selection
If several objects are selected, and they use different materials, or if the selected object is made
of several materials (e.g. plants or imported objects), if you right-click on the displayed mate-
rial, menu entries corresponding to the different materials will be grouped in a submenu.
Also, a set of arrows will appear on the bottom of the preview, together with the number of
materials in the selected object. You can browse through the different materials using the left
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and right arrows, or you can use the bottom arrow to display a list of the different materials.
This material popup menu displayed by selecting a material will also exhibit the following com-
mands:
• Assign To All: this option will replace all materials of the object with the currently dis-
played material.
• Collapse Identical Materials: when this option is active, identical materials that are as-
signed to different material zones in the object will only appear once in the list of mate-
rials. If you uncheck this option, all material zones will be displayed, letting you access
individual material zones that have the same material assigned to them.
• Edit All Materials: select this option to edit all materials simultaneously. The Material
Editor will appear, letting you edit the currently displayed material. All changes made to
this material will be replicated in the other materials (provided the materials are of the
same type – e.g. all materials are “simple materials”, or all materials are “mixed materi-
als”). You can also edit multiple materials simultaneously using the Materials tab of the
World Browser.
• Load Multi-Material: this loads a material that has been saved as a multi-material. The
preview of these materials in the Visual Material Browser displays as a mosaic of all of the
materials within the one .mat file.
• Save Multi-Material: this saves all of the materials in the object or plant as a multi-material,
or one .mat file containing several materials.
• Copy Multi-Material: this is used to copy a multi-material from this object/plant.
• Paste Multi-Material: this is used to paste a multi-material copied from another object/plant.
There is a row of icons running down the left side of the box. Depending on the item selected
these icons may or may not be available.
• Edit selected object: this opens the editor for the type of object selected. If a tree is
selected, the Plant Editor will open; if an object is selected, the Polygon Mesh Options
panel displays.
• Edit material: this opens the Material Editor for the material currently displayed.
• Edit all materials: this opens the Material Editor for you to make a change to all materials
for that particular object currently selected. For example, you can reset the highlighting
for all materials using this option.
• Load material: this opens the Materials Browser for you to select a replacement material
for the material currently selected.
• Randomize: this makes a random change to all fractal and noise nodes used for a mate-
rial. You can keep clicking until you find the effect you like.
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The second set of options relate to the visibility of the object in the views. These options are:
• Locked: the object will be displayed gray and transparent. It isn’t possible to select locked
objects when clicking in the 3D views. This is useful when you don’t want to select an ob-
ject, but still need to see it in the views for reference. Locked objects are displayed in gray
in the World Browser. You can still select them there. Infinite planes are created Locked.
• Hidden: the object won’t be displayed in the 3D views. It won’t be possible to select it
either. Hidden objects are displayed in pale gray and italic inside the World Browser. You
can still select them there.
• Main View Only: the object will only appear in the main view, but won’t be displayed
in the other (orthogonal) views. Planets are created as “Main view only”. Selected ob-
jects are visible in all views, whatever their visibility setting. Removing one of the above
options won’t necessarily make the object appear (e.g. if it is inside a locked or hidden
layer.
Selected objects are visible in all views, whatever their visibility setting.
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If the object currently selected has multiple materials, you’ll find a downward arrow in the left
corner of the picture. This will list all of the materials for this object, allowing you to select
a different material, or will give you the option of collapsing identical materials or editing all
materials.
Directly under the picture, the current Scale of the selected material is displayed. This only
affects the size of the material when it is rendered in your scene. If several objects are selected
that use materials at different scales, this item will be blank.
The Preview color is a drop-down list that lets you select the color of the object when displayed
in the 3D views. When you select a new color, the selected objects will be flashed inside the
views to show the new color. Assigning a different color to your objects is good practice; since
it lets you identify them more easily. By default, objects are created a dark gray, or the same
color as you last selected in the list. Plants are always created green, lights yellow and planets
pale blue.
Neither the Preview Color nor any of the Preview Options will affect how an object renders.
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Next to the Preview Color, you will find a set of small icons.
• Hide from render: this option lets you hide objects from rendering. When this option
is set, the object will not appear in rendered pictures or animations. It will however still
appear in the 3D Views (unless you explicitly hide the object from the views as well). This
is ideal for creating objects that are used as scene helpers (e.g. objects that are tracked
but mustn’t be rendered). When an object is hidden from render, it’s icon is crossed out
in the World Browser (you can also hide an object from render by clicking this icon in the
World Browser).
• Render area occluded by object in G-buffer: this option is relevant only when gen- Professional,
erating G-Buffer information. If you select this option, rendering will not stop when it En-
encounters this object; instead, it will continue gathering information about what is be- treprise
hind it. Using this information, it subsequently becomes possible to remove objects
from rendering during a post-processing phase or, for instance, to perform accurate mo-
tion blur effects without any missing information issues. You can also force the render-
ing of all occluded regions using the option in the G-Buffer and Multi-Pass Options dia-
log. This is the same as enabling the Render occluded option on all objects in the scene.
Make sure this option is not selected if you only want to render occluded information
for certain objects.
• Ignore object(s) when populating EcoSystems: when this option is selected, the
object will have no influence on the population of EcoSystems that are sensitive to the
presence of foreign objects, even if they are placed right in the middle of an EcoSystem.
• Ignore indirect lighting: this option is enabled only when either the Global Illumina-
tion or Global Radiosity lighting models. In some cases, you may decide that the benefit
of computing indirect lighting on certain objects may not be worth the investment in ren-
dering time. This option is designed for such cases: indirect lighting will not be evaluated
on objects that have this option set. The objects will however still participate in the illumi-
nation of other surrounding objects (e.g. by generating a dark halo around their bases).
• Don’t cast shadows: when this option is selected, the object will cast no shadow on
other objects.
• Don’t receive shadows: when this option is selected, the object will receive no shad-
ows from other objects in the scene.
• Only shadows: when this option is selected, the object will not render. Only it’s
shadow will render.
• Enable collisions: select this option to enable EcoParticle collision with the selected
object.
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Numerics Tab
This tab lets you enter precise numerical values for position, rotation, size, twist and pivot posi-
tion along each axis. The fields are color-coded to correspond to the 3D axes in the viewports.
This tab is divided into 5 sub-tabs: Position, Orientation, Size, Twist and Pivot position each
represented by an icon in the panel’s left icon bar. Press the required icon to display the corre-
sponding numerical values. Drag the mouse over the axes to get visual feedback on the type
of modification the object will undertake. Click-drag the controls to adjust the values, or type
values in the corresponding fields.
• Position: numerical values given for position are relative to the World origin, which
is the center point of the orthogonal 3D Views when you create a new scene. Clicking in
between axes lets you move the object inside a plane.
• Orientation: numerical rotation angles relate to the object for Pitch and Roll, but
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• Size: numerical values for size relate to the object. They are independent of the
object rotation. Consequently, using Numerics to size an object that has already been
rotated is a quick and precise method. Clicking in between axes lets you resize the object
along both axes simultaneously. Clicking in the middle of the control lets you resize the
object globally. The Lock sizing proportions ( ) is a toggle button that locks the pro-
portions of the object; meaning that, when you change the size along one axis, the sizes
of the other two axes are adjusted in such a way that the proportions of the object are
maintained. The Show actual object sizes ( ) is a toggle button that will display the
real size of the object when selected (otherwise, internal dimensions will be displayed
instead – usually not very useful, but provided for compatibility with previous versions).
The Resize around opposite corner button ( ) is also a toggle that indicates whether
the object is resized around its center, or around the opposite corner (as when resizing
objects inside the views).
• Twist: Numerical values for twisting are less straightforward. Basically, they will
twist one axis of the object towards another axis. This is rather difficult to visualize, so the
best is to try it out. However, please understand that, due to complex matrix operations,
twisting and untwisting objects in several directions may not restore the initial object
conformation.
• Pivot position: use the Pivot position sub-tab to display the location of the object’s
pivot point. The pivot point is the point around which the object will be rotated or scaled
(e.g. the pivot point of a window would be at the windows hinge). Press the Show pivot
toggle button ( ) to show/hide the pivot in the 3D views. The pivot point is displayed by
a green handle that you can grab and drag to a new location using the mouse. Alterna-
tively, you can enter numerical values for the location of the pivot point. You can elect to
display the position of the pivot in world coordinates, or in object coordinates by using
the Relative coordinates toggle button ( ).
Note:
If expressed in world coordinates, the position of the pivot point is modified when you
move the object. However, the relative position to the center of the object remains the
same. Press the Reset pivot button ( ) to reset the pivot: a left click will reset it to the
origin of the object, a right click to the center of the object. The origin is the point of
the object with local coordinates (0, 0, 0), whereas the center is the apparent “middle”
point of the object. Origin and center are usually the same point except for some objects
(usually imported from an outside source) where the origin can be some distance off the
apparent center.
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Animation Tab
This tab deals with object animation and forward dynamic hierarchy (linking and tracking).
Animation
To animate an object, select a type of Motion other than Not animated. Basically, types of
motion let you specify how the object will react to its motion (e.g. airplanes bank as they turn,
automobiles follow the surface of the ground…). If you don’t know which to pick, select Stan-
dard, which is the standard type of animation found in usual 3D packages.
When you select a type of motion other than Not animated, the Animation Wizard pops-up
to help you setup your animation easily. The instructions that appear on screen are relatively
straightforward, but it is recommended that you read the section on the Animation Wizard to
fully understand each setting.
To destroy an objects animation, select Not animated from the drop-down list or click the For-
bid Animation icon (see below).
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Whenever an animated object is selected (or the selected object tracks another one – see be-
low), the Main Axis drop down list becomes active. This list lets you select which axis of the
object should be pointing in the direction of travel (useful only for objects that have the Look
Ahead property, or which axis of the object should be pointing at the tracked object.
• Forbid animation: the forbid animation icon ( ) is the topmost icon in the icon bar. As
long as this icon is selected, the object will never become animated. If you click this icon
and the object is currently animated, a warning will appear informing you that all anima-
tion data will be lost.
• Non switchable camera: there is an additional icon ( ) that appears just below the
Pick link object icon when the selected object is a camera. When selected, this icon for-
bids animation of the camera (as above) and also prevents camera switcher keyframes
being created in an animation when you switch to this camera. If the camera is already
being used in the camera switcher, selecting this option will remove all switches to this
camera.
Click the icon in the icon bar to display the Animation Toolbox for the selected object. This
toolbox lets you adjust the global behavior of animated objects.
• press the icon or select the menu command Object | Pick link parent, then click on
the parent object in the 3D views (objects will be highlighted as the mouse passes over
them), or
• press the icon or select the menu command Object | Pick link parent, then click on
the parent object inside the World Browser. This last method is the only one that lets you
link to objects that are inside groups or Boolean objects.
You can decide how the linked object will be affected by modifications made to the link parent
by checking or unchecking the link options boxes (Position, Rotation, Size, Join).
Object tracking lets you decide that the selected object will always point in the direction of the
tracked object. To select which object is tracked by the selected object, use any of the following
methods:
• select the parent object from the Track drop-down list,
• press the icon or select the menu command Object | Pick tracked parent, then click
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on the parent object in the 3D views (objects will be highlighted as the mouse passes over
them),
• press the icon or select the menu command Object | Pick tracked parent, then click
on the parent object inside the World Browser. This last method is the only one that lets
you track to objects that belong to groups or Boolean objects.
When a track is defined for the selected object, the Main axis drop-down list becomes active.
This lets you define which axis of the object will be pointing in the direction of the tracked ob-
ject (e.g. a camera that tracks an object should have a +Z main axis so that it looks straight at
the object it tracks; selecting +X will make the camera look straight up (90° upwards from the
tracked object direction).
While standard forward-dynamic linking or tracking produces exact motion, this motion usually
looks unnatural and jolty. This is because computers perform linking and tracking in a much
too perfect manner, whereas a real operator would have a hard time following a rapidly moving
target (he would always be catching up or compensating overshoots).
VUE is now able to simulate this “human behavior” by introducing loose tracking and linking
algorithms with the Response slider. You can very easily customize the reactivity of the forward
dynamics engine for each object, from standard (i.e. perfect reactivity) to slack responsiveness.
The Camera Control Center is made of two parts: the render preview, and the camera controls.
The title bar of the panel displays the name of the currently active camera. If you don’t need
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this panel, click the ( ) button to fold it up. Click again to unfold it. Double-clicking on the
title bar does the same.
The camera control center is now split into two parts: the scene preview and the camera con-
trols. Therefore, they are now independently dockable.
Render Preview
The top half of the panel displays a real-time thumbnail render of your scene. Modifications
you make to your scene are immediately reflected in the preview. This can prove extremely
useful, especially when adjusting subtle parameters, such as atmosphere and lighting. You can
increase the size of the preview by adjusting the width of the Scene Information bar.
When you click on the preview while it is being rendered, it will be interrupted. On the other
hand, clicking on a finished or interrupted preview will make it start a new render.
There is a number of ways you can act on the speed and reactivity of the preview; if you right-
click on the preview, a menu will appear that lets you customize its behavior.
• Auto-Update: the first option in this menu instructs VUE to automatically refresh the pre-
view each time a modification takes place. This is checked by default, but if you find that
the program is not reacting as fast as you would like, disabling this feature may be a good
way of speeding things up (especially when dealing with scenes that contain lots of ad-
vanced rendering features, such as volumetric lights, depth of field, etc.). Click on the
preview each time you want it to be updated.
• Show Framing Strips: this option (selected by default) tells VUE to only render the part
of the scene that is framed by the camera. Black frames will be displayed around the
picture, as required by the aspect ratio of the picture. If this option isn’t selected, the
entire preview area will be rendered, regardless of the picture’s aspect ratio. This option
is only available when the picture’s aspect ratio has been set to something other than 4/3
(the aspect ratio of the preview).
• Preview Quality: this option lets you select the overall precision of the render preview.
If you find the preview is too slow, select Fast quality. Using Best quality is generally not
recommended, except on really fast machines.
• High Priority: by default, VUE renders the preview at the same time as it completes other
pending tasks (e.g. refreshing all material/function previews, refreshing all dialogs, draw-
ing the detailed version of the 3D views). This obviously slows down the preview signifi-
cantly, and, when a timely response from the render preview is what you need, you may
want to select the High Priority option. When selected, this option will postpone all back-
ground tasks until rendering the preview is complete – with the consequence that the
other tasks will be delayed accordingly. Also, clicking on the preview when the High Pri-
ority option is not selected will temporarily grant maximum priority to the preview.
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• Render Dynamic EcoSystems: by default, VUE computes dynamic populations for the
preview, which can take a large amount of resources depending on the complexity of the
EcoSystems. You can choose to deactivate this feature for the preview.
• Render Displacement Mapping: by default, VUE computes displaced geometries for the
render preview. Here again, this can be turned off. Then, no displacement will be com-
puted. Beware the results can be very different from the final render, if the displacement
amplitude is high.
Note:
in order to increase responsiveness, breeze is not applied to plants in the render preview.
Camera Controls
The lower half of the panel features a group of controls that let you manage cameras and easily
move around in your scene.
• Pan: click and drag on this control to move the camera left-right and/or top-bottom.
The movement is done in the camera plane, which means that if the camera is pointing
down and you pan towards the top, you are actually moving the camera forwards. De-
pending on the part of the control you click on, either one or both directions of movement
are possible. Movement is blocked by the clipping plane.
• Zoom: click and drag on this control to move the camera forwards or backwards in
the direction it is pointing. If the camera is pointing down and you drag forwards, you
are actually moving the camera down. Also, make sure you understand the difference
between moving back/forth and modifying the focal process (movement of the camera
is blocked by the clipping plane).
• Rotate camera around selection (aka. Orbit): this icon rotates the camera around
a selected object. If no object is selected, a reasonable orbiting center is chosen based
on the objects before the camera.
Note:
you can slow down the camera controls by holding down the W key as you move this can be
customized using the Operations tab of the Options panel.
• Focal: click and drag on this control to adjust the focal length of the camera. Drag-
ging the mouse up will zoom into the scene, dragging down will zoom out. The camera
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• Copy to Camera: The first icon is the one that will be shown when you are
in perspective view. Click on this icon to store the persepective view to the active cam-
era. The second icon is the one that will be shown when you are in main view. Click on
that icon to store the main view camera settings to the perspective view. Right click on
either of this two icons will create a new camera based on the current camera settings.
You won’t be prompted to name the camera. Instead, VUE will automatically name it as
’Camera ##’, where ## is an automatically incremented number.
• Secure Active Camera: enable this option to change the main view in perspective
view whenever you modify the camera settings with the mouse. This will permit you to
play with the perspective camera, and once you are satisfied with the settings you can
then store them into the main camera.
Adjusting a Spotlight
If the selected object is a spotlight or quadratic light and the View through option is selected,
the controls will act upon the position, orientation and spread angle of the spotlight, rather
than the camera.
Note:
The Render preview still shows the scene as viewed from the active camera.
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World Browser
The World Browser is at the bottom of the Scene Information bar, underneath the Camera Con-
trol Center.
The World Browser is used for fast navigation inside your scene. Click on the Expansion icon
( ) to expand the World Browser so that it fills up the entire right column.
The World Browser displays a list of all the objects in the scene.
The World Browser displays four tabs. Each tab is designed to let you access a different type of
information regarding your scene.
• Objects: this tab lets you view the objects in the scene; you can list the objects
using different sorting methods.
• Materials: this tab displays all the materials used in the scene, together with their
hierarchy (for mixed materials).
• Library: this tab displays all the objects that are used several times in the scene
(including all EcoSystem populations). Using this tab, you can modify all copies of the
same object simultaneously.
• Links: this tab displays all linked items in the scene (texture maps and imported
objects).
At the bottom of each tab is a small toolbar that display tools frequently used in each specific
tab.
Status Bar
This is the general information bar that sits right at the bottom of the interface. The left side of
it displays current render status, and menu command help messages.
To the right, you will find an indication on the number of processors on your computer as well
as the number of objects and the number of lights in your scene. While the only limit to these
figures is the power of your machine, we feel that keeping them under 200 objects and 20 lights
would be reasonable.
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The rightmost figure is an estimate of the equivalent number of polygons that your scene would
require if it were modeled inside a “standard” 3D package. A drop-down list lets you switch to
displaying the free resources or used GPU resources instead.
Objects Tab
The first tab in the World Browser displays a list of all the objects in the scene. This list of objects
can be organized in several ways; when the Objects tab is the active tab, clicking on the tab will
display a popup menu that lets you change the way objects are displayed:
• Organize In Layers: in this type of organization, a list of the different layers in the scene
is displayed, with all the objects that belong to this layer appearing below it. This is the
default type of organization. Read here for a more detailed description of VUE layers.
• Sort By Names: in this type of organization, the objects are displayed in a list that is
sorted by name in alphabetical order. This is useful when you want to locate an object in
a complex scene and you only remember its name.
• Sort By Size: in this type of organization, the objects are displayed in a list that is sorted
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by order of increasing size. Tiny objects will appear at the top of the list, whereas very
large objects will be displayed at the bottom. This is useful for locating very small objects.
• Sort By Types: in this type of organization, the objects are displayed in a hierarchical
list sorted by object types (e.g. Spheres, Terrains, Boolean operations). This is useful to
pinpoint objects of similar nature.
Ungroup and re-Group groups or Boolean operations to modify one of their members! Click
again, and the name of the object changes into a label where you can edit the object name
(press Enter to confirm the new name).
You can move up and down in the list using the Up/Down arrows.
And you can drag and drop objects from one position to another. You can also drag objects into
or out of groups or Boolean objects!
Pressing Control while dragging objects will result in a copy of the dragged objects being gen-
erated, and placed at the drop point.
Multiple objects can be selected by Control clicking on them. Shift clicking will select all ob-
jects in the marked range.
Pop-Up Menu
If you right-click on any object (plant, object, terrain) in the list of objects in the World Browser,
a menu displays. The options available depend on the type of object you’ve selected.
• Frame Selected Objects: selecting several objects and clicking this option puts a frame
around them for easy moving as a group. This applies for the perspective camera as well
as the other cameras.
• Show All Layers: if some layers have been hidden, this restores all to show.
• Hide All But This Layer: this option hides all but the selected layer from view. This does
not hide from render.
• Show Current Layer: this unhides a selected layer.
• Lock Current Layer: if a layer is locked, its objects are displayed in gray and cannot be
selected in the viewports.
• Hide Current Layer: this hides the contents of the layer in the viewports. This does not
hide them from render.
• Collapse All But Current Layer: this collapses all open layers except the selected one.
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• Expand All Layers: this opens all layers to show contents. World Browser Objects Tab
• Cut: Removes selected object from scene. The object can be restored with a Paste oper-
ation.
• Copy: click to copy the selected object. Use a Paste operation to add the copy of the
selected object to the scene. This works with cameras as well as other objects in the
World Browser.
• Paste: adds an object to the scene from a previous Cut or Copy operation. This works
with cameras as well as other objects in the World Browser.
• Delete: removes selected object from scene. Unlike Cut, it cannot be restored with a
Paste operation. You would need to use Undo.
• Select All: selects all objects in the scene.
• Deselect All: deselects all objects in the scene.
• Hide From Render: hides the selected object from a render.
• Enable Collision: when toggled on, EcoParticles will collide with a bounce off this object.
• Group Objects: places the selected objects into a bounding box.
• Ungroup Objects: removes the bounding box from selected objects.
• Replace By (Keep Proportions): use this command to replace an object with the object
of your choice, keeping the proportions of the original object. All copies of the object
will be replaced by the new object. If you select multiple objects to replace, all selected
objects will be replaced by the new object.
• Replace By (Fit Object): use this command to replace an object with the object of your
choice, fitting the new object into the bounding box of the original object. All copies of
the object will be replaced by the new object. If you select multiple objects to replace, all
selected objects will be replaced by the new object.
• Bake to Polygons: converts any selected object in a VUE scene into a polygon mesh ap-
proximation. The word “approximation” is important here, as some objects used in VUE
simply don’t have a polygonal equivalent (for instance, spheres or plants).
• Convert to Area Light: converts the selected object to an area light. This action cannot
be undone.
• Add Daylight Portal to Object: adds a daylight portal to the object selected.
• Change Material: opens the Visual Material Browser for new material selection.
• Edit Material: opens the Material Editor for editing of material.
• Edit Object: If the item selected is an object, the Edit Object dialog displays. If the item
selected is a plant, the Plant Editor opens. If the item selected is a cloud layer, the Atmo-
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• New layer: click this button to add a new layer to your scene.
• Delete selected object(s): click this button to delete the selected object(s) and/or
layers. This button is only available when one or several objects or layers are selected.
• Edit selected object: click this button to open the Object Editor for this object (e.g.
the Plant Editor for a plant).This button is only active when the selected object is editable.
• Export selected object: click this button to export the selected object. This button
is only available when a single exportable object is selected.
• Edit Objects Graph: Click this button to open the object graph for this object.
Object Identification
Objects are depicted by small pictures placed in front of them. These pictures are designed to
facilitate object identification. The signification of the pictures is:
• Infinite Plane: this object is typically a water, or ground plane.
• Sphere: this object is a Sphere,
• Cylinder: this object is a Cylinder,
• Cube: this object is a Cube,
• Pyramid: this object is a Pyramid,
• Cone: this object is a Cone,
• Torus: this object is a Torus,
• Plane: this object is a Plane,
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Object Renaming
You can rename objects by clicking twice on their name. This will open a little field letting you
enter the new name for the object. You can rename several objects simultaneously using the
Rename… command from the popup menu. The Object Renaming dialog will appear, letting
you enter a new name for all the selected objects. If the Keep object numbering option is
selected, any digits that appear at the end of the object names will be appended to the new
name.
When an object is hidden from render, or when a light is turned off, a small cross will appear
on top of the object’s identification picture (as described above) indicating that the object is
now hidden from render (or that the light is turned off). Objects that are hidden from render
(or lights that are turned off) still appear in the list of objects and in the 3D Views, but they don’t
appear when you render the picture (or animation). Hiding objects from render is particularly
useful when creating helper objects.
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The / symbol means that the object is folded up; members of the group are not displayed
inside the browser. Clicking on the picture will unfold the contents of the group.
The / symbol means that the object is unfolded; members of the group are displayed
underneath the group, and are linked to it in the list using a dotted line. You can access any of
the members directly by clicking on them. Clicking on the picture will fold the group back up.
The ability to select objects that are inside groups makes for tremendously convenient use. Ob-
jects can be modified even once they are inside a group. Better still, objects may be added or
removed from groups simply by dragging them into, or out of the group (in order to do so, the
group has to be unfolded).
MetaClouds are a slightly specific type of group in that they can only contain MetaCloud primi-
tives. You cannot add any other type of object to a MetaCloud.
Camera Group
The camera in the list of objects also has the group symbol (PC: or , Mac: or ) in front
of it. If you unfold the camera group, you will see a list of all the different cameras in the scene.
The current camera is identified by the active camera symbol ( ), whereas other cameras are
identified by the inactive camera symbol ( ). Click on an inactive camera to select it, and
double-click to make it the active camera. Notice that the name of the camera group changes
to reflect the currently active camera.
Note:
You can also select inactive cameras by clicking on them in the 3D Views, and you can switch
active cameras by double-clicking on the camera to activate.
Layers
All the objects that you create are automatically placed inside layers. In order to see the layers,
you need to organize the list in layers.
When the list is organized in layers, the objects will be displayed under the layer they belong
to. Layers act as organizers for the objects inside your scene. Objects will render the same,
whatever layer they are placed in (unless you tell the renderer to ignore specific layers).
To create a new layer, simply press the New layer button ( ) at the bottom of the World
Browser. A new layer will automatically be added at the bottom of the list, and new objects
will subsequently be placed in this layer. You can add as many layers as you want.
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To delete a layer, click on the layer to delete, and then click on the Delete selected object(s)
button ( ). All objects in the selected layer will be deleted, and the selected layer will be re-
moved. If you delete all of the objects within a layer, the layer will not be deleted automatically.
The empty layer may remain or be deleted manually.
The contents of the layers may be visible or hidden, depending on whether they are unfolded
or not. Unfolded layers are depicted by a ( on Mac) on the left of the browser. To fold
up and hide what the layer contains, click on that picture. The layer folds up, and the button
changes to ( on Mac). Please understand that objects inside the folded up layers still exist,
although they are not listed in the World Browser. Folding layers up is a good way of limiting
the number of objects displayed by the browser.
Layers can be hidden from render globally. Just check the Hide from render icon ( ) next to
the layer name to hide the entire contents of the layer from the render. If you choose not to
hide the entire layer, you can still hide any item in that layer by checking them individually.
Objects may be moved from one layer to another by dragging them out of the old layer and drop-
ping them into the new one. Layers can be moved freely up or down in the hierarchy, whether
they are hidden, locked or active.
Clicking on the name of a layer will select all objects inside the layer. Clicking again will let you
rename it (press Enter to validate the new name).
On the right side of the layer is a little picture indicating the state of that layer. This can be any
of the following:
• Active layer: objects inside active layers are visible and may be selected in the 3D
Views.
• Locked layer: objects inside locked layers are displayed in gray and cannot be se-
lected in the 3D Views.
• Hidden layer: objects inside hidden layers are not visible and cannot be selected in
the 3D Views. All layers can be hidden.
To change the state of a layer, click on the state picture. The state of the layer cycles through
Active / Locked / Hidden. Double-clicking on the state picture always activates the layer.
The ability to change the state of a layer is the key to their organizational power. The fact that
you can lock or hide layers means that you can decide to temporarily hide away parts of your
scene by putting them into a hidden layer. In doing so, objects will still be there for rendering,
but won’t clutter up your 3D Views as you concentrate on another part of the scene. When you
need them back, just click on the layer state, and here they come! Alternately, putting objects
in a locked layer will keep them visible in the 3D Views (e.g. for reference), while not hindering
selection of other objects you are working on. Objects can still be copy/pasted to locked or
hidden layers.
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All layers can be freely moved up and down in the World Browser. This doesn’t affect the image
in any way.
The state of a layer has absolutely no influence on the way objects are rendered (unless ex-
pressly asked for – see Render Options). Not convinced? Take a look at a sample scene. Objects
in the scenes are usually organized in layers. Try activating or hiding the different layers, and
you will see how cluttered the scene can become, making selection and progress tedious.
When you start a new scene, all objects are, by default, positioned in the first layer. Successive
objects that you create will be placed in the layer that has the focus. The name of the layer that
has the focus appears in red. It is the last active layer you used. Selecting an object from an
active layer will give focus to that layer.
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Materials Tab
The second tab in the World Browser provides a handy list of all materials used in the scene.
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• Cloud materials: this category holds the cloud materials used in the Clouds tab of the
Atmosphere Editor,
• EcoSystems: this category holds all the materials that define EcoSystems(that is EcoSys-
tem materials, mixed or layered materials with one of the sub-materials being an EcoSys-
tem,
• EcoSystem materials: this category contains all the materials used on the population of
the various EcoSystems in the scene.
In a similar way to how layers operate, the contents of each category can be folded up. Unfolded
categories are depicted by a ( on Mac) on the left of the browser. To fold up and hide the
contents of the category, click on that picture. The category folds up, and the button changes
to ( on Mac). Although the materials are no longer displayed in the list, they still exist, and
unfolding the category will show them back. Empty categories are depicted by a . Clicking
on this has no effect.
Clicking on a material name will select all the objects that use this material. This is a handy way
of checking which objects use a given material. Click again and a small label will appear, let-
ting you modify the name of that material. Material names that are framed by a gray rectangle
indicate that the material is used by a selected object, but other objects using the material are
not selected.
Double-click on the material name to open the Material Editor and edit this material. Please
look here for details on the Material Editor. You can also edit cloud materials directly. This is
much faster than opening the Atmosphere Editor and browsing to the desired layer.
Right-click on the Materials tab to display the choices. Your options are:
• Show Only Materials of Selected Objects: select an object(s) and choose this option to
display only those materials for the selected objects. If no objects are selected, the World
Browser will display empty.
• Show Only Materials Names: this displays names only, without the small icons, simpli-
fying the displayed list.
• Hide Materials of EcoSystem Specimens: this hides materials used in objects of EcoSys-
tems.
These options are saved in the User preferences so it is applied to all scenes in each session of
VUE. These options can be toggled on/off.
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Material Types
The different types of materials are identified by a symbol in front of the material name:
• Simple material: this material is a simple material (see here and here). It can be used
to define the entire material, or sub-materials of mixed materials, or layers of layered
materials.
• Bitmap material: this material is a simple material with its colors based on a bitmap
image.
• Mixed material: this material is a mixed material (see here and here).
• Layered material: this material is a layered material (see here and here).
• Volumetric material: this material is a volumetric material (see here).
• EcoSystem material: this material is an EcoSystem layer (see here).
Mixed and layered materials appear in the World Browser as a hierarchy, letting you access sub-
materials or layers directly. They are identified by a small symbol in front of them (PC: or
, Mac: or ). EcoSystem materials will also appear that way, letting you access the un-
derlying material directly.
The / symbol means that the material is folded up; sub-materials or layers of this material
are not displayed inside the browser. Clicking on the picture will unfold the contents of the
material.
The / symbol means that the material is unfolded; sub-materials or layers of this material
are displayed underneath the material name. You can edit any of the sub- materials directly by
double-clicking on it. Clicking on the small symbol will fold the material back up.
This feature is very handy when material hierarchies become complex. Because you can access
remote sub-materials directly, you don’t have to open all the intermediate material levels first
(this can also be done using the material popup menu). The material hierarchy of individual
materials can also be accessed using the Material Hierarchy of the Material Editor.
To the far right of each material and material group listed is a small icon. This icon has three
states:
• The default setting for this icon is to render normally.
• Click once and the material is hidden from render.
• Click again to render the material as a flat color. Right-click to open the Color Selector to
change the color.
This can be useful if you want to see the exact impact of the environment settings on the edited
layer, or if you want to concentrate on a given layer without losing the other layers (in this case,
just hide all other layers temporarily).
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Material Preview
In front of each material name is a tiny preview of the material used to facilitate identification
of the material. You can adjust the size of the preview using the Preview size ( ) control in
the toolbar at the bottom of the World Browser (see below). Click on this control and drag the
mouse up to increase the size of the preview. Drag down to reduce the size.
• Edit material: click this button to open the Material Editor and edit this material.
This button is only available when a single material is selected.
• Replace material: click this button to open the Material Browser and replace the
selected material with another one. This button is only available when a single material
is selected.
• Edit material graph: click this button to directly access the graph of the selected
material (see here for details on the Function Graph).
• Preview size: this button is used to resize the material previews (see above for de-
tails).
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Library Tab
The Library tab displays a list of all the objects in the scene that are used several times. If the
multiple copies of the object were created by copy-pasting, duplicating or replicating, the ob-
jects will be identified as Master objects. If the multiple copies were created using an EcoSys-
tem, or the EcoSystem Painter, they will appear under the EcoSystem population category.
If you select a master object on this list, all the copies of this object will be selected.
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provides quick access for changing a material for all EcoSystem items.
Popup Menu
The options of the popup menu in the Library tab are:
• Replace By (Keep Proportions): use this command to replace a master object with the
object of your choice, keeping the proportions of the original master object (see Replac-
ing Objects). All copies of the master object will be replaced by the new object. If you
select multiple objects to replace, all selected objects will be replaced by the new object.
• Replace By (Fit Object): use this command to replace a master object with the object
of your choice, fitting the new object into the bounding box of the original master object
(see Replacing Objects). All copies of the master object will be replaced by the new object.
If you select multiple objects to replace, all selected objects will be replaced by the new
object.
• Edit Object: if the selected item is editable, use this command to edit it. This will open
the corresponding type of editor. Any modifications made to the master object will be
applied to all the copies of the object.
• Master Object Edition Mode: if you select this option, a veil will appear, cloaking all the
objects in the 3D Views except for a single copy of the master object. If the object is a
group, a Boolean or a Metablob object, this mode lets you edit the different components
of the master object directly in the views. To exit the Master Object Edition Mode, simply
deselect the master object or reselect this menu command. Any modifications made to
the master object will be applied to all the copies simultaneously.
• Convert to individual objects: this removes the duplicated object from the Master ob-
jects list so edition of each object can be made separately.
Note:
you can edit an individual copy of a master object like any other object. If you modify a copy of
a master object, the “connection” with the master object will be automatically broken.
• Edit selected master objects: if the selected items are editable, use this button to
edit them. This will open the corresponding type of editor. Any modifications made to
the master object will be applied to all the copies of the object.
• Master object edition mode: click this button to activate the master object edition
mode; A veil will appear, cloaking all the objects in the 3D Views except for a single copy
of the master object. Using this mode, you can resize or rotate the master object. If the
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object is a group, a Boolean or a Metablob object, you can edit the different components
of the master object directly in the views. To exit the Master Object Edition Mode, simply
deselect the master object or reselect this menu command. Any modifications made to
the master object will be applied to all the copies simultaneously.
• Delete selected master objects: click this button to delete the selected master ob-
ject(s) and all their copies. This button is not available for EcoSystem populations.
Links Tab
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The last tab in the World Browser maintains a list of all the external items that were loaded into
VUE, and the way they are linked. The list is organized in two categories:
• Texture maps: this category displays all the texture maps (imported pictures) used in
the scene together with a small icon indicating the way the texture map is linked. Please
check the details on the Material Editor – Mapped Picture for an example of loading a
texture map.
• Objects: this category holds a list of all the objects that were created in another 3D ap-
plication and imported into VUE (see here for details on importing objects from other
applications).
In a similar way to the categories in the Materials tab, the contents of each category can be
folded up. Unfolded categories are depicted by a ( on Mac) on the left of the browser. To
fold up and hide the contents of the category, click on that picture. The category folds up, and
the button changes to ( on Mac). Although the items are no longer displayed in the list,
they still exist, and unfolding the category will show them back. Empty categories are depicted
by a . Clicking on this has no effect.
Texture Maps
The first category displays a list of all the texture maps used in the scene. Clicking on a texture
map name will select all the materials that use this texture map, and all the objects that use
these materials. This is a handy way of checking which objects use a given texture map. Missing
textures will be identified as broken links.
Double-click a texture to view the texture map at full resolution (using external viewer).
Alongside the name and preview of the texture map, you will notice a small symbol that identi-
fies the way the texture map is linked. Possible linking options are:
• No symbol: with this linking option, only the name of the file is saved in the scene.
When you reload the scene, the texture map will have to be at the same location in order
to be successfully loaded. If you modify the texture map in an external application, the
version used by VUE will not be updated until you reload the scene.
• Synchronized: this is similar to the previous option, except that the texture map is
automatically reloaded if it has been modified in an external application (a prompt will
appear offering to reload modified texture maps).
• Incorporated: with this option, the texture map is saved together with the scene. You
don’t have to worry about modifying or deleting the original file, because a copy of this
file will be stored inside the scene. Of course, this results in much larger scene files, but is
very useful when you need to transfer items to another party or publish them; you don’t
need to worry about including appropriate texture map files. If the texture map is modi-
fied in an external application, it won’t be modified inside VUE until you reload it.
• Incorporated and synchronized: this is similar to the above option, except the texture
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Imported Objects
Whenever you import an object created with another 3D application, this object will be listed
in the Objects category of this list. Clicking on the name of an object in this list will select the
corresponding object. Double-clicking on the name of the object will open the Polygon Mesh
Options dialog.
When you import an object from another 3D application, you have the possibility of decimating
the object (see here for details on polygon decimation). Objects that have been decimated are
identified by a small pictogram ( ) to the right of the object’s name. You can remove decima-
tion by re-importing the object without decimation (see below).
Popup Menu
The popup menu of this tab offers the commands below. Menu commands apply to the se-
lected items or the item under the mouse cursor at the time of displaying the menu if no item
is selected.
• Incorporated: select this menu option to toggle the incorporated status of the texture
map under the mouse cursor. This option is only available if the item under the mouse
cursor is a texture map.
• Synchronized: select this menu option to toggle the synchronized status of the texture
map under the mouse cursor. This option is only available if the item under the mouse
cursor is a texture map.
• Locked: This option locks the material image and the material to this object only. This
operation cannot be undone.
• Downsample: this option allows you to non-destructively change the current resolution
of the material. Your options are:
– To halve resolution
– To divide it by four
– To divide it by eight
– To select a custom downsampling coefficient
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• Replace link: clicking this button will display a Standard File Browser letting you
select a picture or an object that should replace the selected item.
• Export link: clicking this button will display a standard Picture or Object File Browser
letting you select the name of the file under which you would like to save an incorporated
texture map or an imported object.
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• Reload link: click this button to reload a texture map or an imported object that has
been modified in an external application. If the reloaded item is an imported object, and
this object has been decimated, it will be reloaded with the same level of decimation.
• Delete object: click this button to delete the selected object(s). This button is only
available when the selected item is an imported object.
• Preview size: this control is used to resize the texture map previews.
Animation Timeline
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To display the animation Timeline, select the menu command Display | Display Timeline or
click the Display Timeline icon ( ). This displays the Animation Wizard together with the
Timeline (you can disable this feature using the checkbox on the first page of the Wizard). The
Animation Wizard helps you easily setup an animation of your scene. If you don’t want to use
the Wizard, just press Escape or click Close.
The Timeline panel is subdivided into 4 sections: the Main Timeline, the Properties Timeline, the
Animation Graph and the Animation Preview. Initially, only the Main Timeline is visible.
You can display the other sections of the Timeline by pressing the corresponding unfold icons:
•
displays the Properties Timeline
•
displays the Animation Graph
•
displays the Animation Preview.
Click those icons again to fold-up the corresponding part of the Timeline.
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The Main Timeline summarizes the animation information contained in your scene. It com-
prises a set of controls ( ) that are used to navigate and preview the animation. Un-
der this set of controls you will find the Current time edit box. This box displays the current
time inside the animation. You can modify it by entering a new value, or by dragging the Current
time slider to a new position. The current time can be displayed as:
• Seconds
• SMPTE
• Frames
To the right of the animation controls, you will find a ruler. It is this ruler that displays sum-
marized information about your animation. It allows you to position events in time, and is
graduated in seconds.
The solid bar in the middle of the ruler is the Duration bar. It depicts the total duration of the
animation. It is not possible to adjust the length of this bar manually, because it automatically
adapts to the duration of the longest property animation in the scene.
This Duration bar is struck through by a yellow line. This yellow line indicates the active part of
the animation. This is the part that will be played if you press the Play icon ( ), or rendered if
you press the Generate preview icon ( ). You can modify the active part of the animation by
dragging the handles situated at both ends of the line ( ) and ( ). The line will shrink or
expand accordingly. By default, the end of the active part of the animation “clings” to the end
of the Duration bar. If you modify the end of the active part of the animation, this is no longer
the case. You can restore it by dragging the end slider to a negative time value.
The Current time slider sits above the Duration bar. Drag it to the left or to the right to change
the current time. The views will be automatically updated to show the scene at the new time.
If the Current Time | Constrain Current Time option is selected from the Timeline menu, the
current time slider will not be able to move beyond the beginning and end of the active part of
the animation.
Below the Duration bar are drawn the Keyframe handles. Only the keyframes belonging to
the currently selected objects are displayed in the Timeline. This reduces clutter when many
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keyframes have been defined in a scene. If no objects are selected, the keyframes of all objects,
materials and atmosphere in the scene appear.
Auto-Keyframing
By default, keyframes appear each time you define a new property for an object, at a differ-
ent time. This is called auto-keyframing. For instance, if you select an object, modify the cur-
rent time and then drag the object to a new position, a position keyframe will be created. This
newly created keyframe will appear under the Duration bar. You can modify the time at which
a keyframe occurs by dragging it to the left or to the right.
The Auto-Keyframing icon ( ) lets you control the way keyframes are created.
If you click on this icon, a menu will appear with the following options:
• Enable Auto-Keyframing: select this option to enable/disable auto-keyframing. When
auto-keyframing is disabled, keyframes will not be created automatically; the Auto-Keyframing
icon will be changed to the Manual Keyframing icon (see below).
• Add Keyframe to all Properties: select this menu command to add a keyframe to all the
animation properties of the selected objects at the current time.
• Add “xxx” Keyframe, where “xxx” is the name of an animation property: selecting this
menu command will add a keyframe to the “xxx” property at the current time.
When auto-keyframing is disabled, the Auto-Keyframing icon changes to the Manual Keyfram-
ing icon ( ). Click this icon to create a new keyframe (when auto-keyframing is disabled,
keyframes are not created automatically as soon as you change an object’s property. If you
check an object’s property and click the icon, appropriate keyframes will be created. If you
don’t, the animated object will revert to its original state as soon as you change current time).
If you long-click the Manual Keyframing icon, the keyframe menu will appear.
To Zoom in or out of the Timeline, press Control as you drag the mouse down (zoom out) or up
(zoom in) with the right mouse button down.
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Use the icon to refresh the animation preview. Activate the alternate action ( ) of this icon
to access the Animation Preview Options dialog.
Use the icon to render the animation (read more here). Activate the alternate action ( )
of this icon to directly access the Advanced Animation Options dialog.
You can resize the Timeline horizontally. You can also resize it vertically. If the Animation Pre-
view Timeline is displayed, resizing will add new lines of previews. If the Properties Timeline
is displayed, resizing will add new lines to the Properties Timeline. If the Animation Graph is
displayed, resizing will increase the size of the graph. If both the Animation Graph and the Prop-
erties Timeline are displayed, you can adjust the respective size of these two elements using
the resizer handle in between them.
When you press the button, the Timeline expands to include the Properties Timeline.
The Properties Timeline gives you a detailed view of all the animated items of your scene. To
the left, you will find a list of all these items (animated objects, animated materials, animated
atmosphere…). This list operates much like the World Browser except that all objects can be ex-
panded (they are preceded by a / , like groups in the World Browser). Clicking on the /
will display all of the animatable properties of the object (e.g. position, orientation, size…).
However, unlike in the World Browser, pressing Delete will not destroy the object, but only de-
stroy its animation.
• Animated cloud: this element is an animated cloud material (either Surface, Velocity
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• Animated post processing: indicates that some global post-processing applies to all
cameras, and that this post-processing is animated (see here for details on post-processing).
The ruler to the right displays a list of all keyframes defined for the properties, together with a
solid bar that depicts the total duration of the properties animation. Keyframes are automat-
ically added each time you modify a property of an object (e.g. a new Position keyframe will
be added to the object animation each time you move it at a different time). You can modify
the time at which the keyframe occurs by dragging it with the mouse. To delete a property
keyframe, just click on it and press Delete (or select the Delete keyframe from the Timeline
popup menu).
To the right of the properties ruler, you will find a set of controls that let you further customize
the behavior of your objects animations. The first three relate to the way the path followed by
the object is displayed in the 3D Views (they are only useful if your object actually moves during
the animation):
• Persistent path: select this option to display the path even when the object is not
selected.
• Show path as ribbon: this affects the way the path is displayed in the 3D Views. In-
stead of being displayed as a thin line, it will be depicted by a ribbon, giving an idea of
the orientation of the object as well as its position.
• Show tangents: this will display the tangents of the objects path at each keyframe.
Note:
It is not possible to modify these tangents directly (you have to modify the path to modify
the tangents), because it is spline driven. It is possible to edit these tangents directly in
the timeline’s animation graph, however.
The last button ( ) opens the Animation Toolbox for the property.
Opposite each animation property, you will find the Show in curve ( ) toggle button. When
this button is pressed, the corresponding animation property will always appear in the anima-
tion graph (see below), even when the property is not selected. This is useful e.g. if you want
to adjust the curves of one property according to that of another property.
Alongside the Show in curve button you can see a curve. This is known as the Time spline. This
Time spline lets you fine tune the flow of the animation.
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When you press the button, the Timeline expands to show the Animation Graph.
The Animation Graph provides advanced control over the way each animation property evolves
with time. The list to the left of the graph shows all the animation properties of the currently
selected objects. If you select one of these properties, one or several curves will appear on the
graph to the right of the list, showing the evolution of the property over time.
The number of curves that are displayed for each property depends on the type of the property:
• If the selected property is a color or a position, three curves will appear in the graph; one
for each component. The property will be preceded by a / symbol in the property
list, indicating that it can be expanded, letting you select individual components of the
animation properties (XYZ for a position and RGB for a color).
• The Orientation property is also preceded by the / symbol. By default, orientation
is processed using quaternion arithmetic. If you want to access the individual angles of
rotation, you need to convert the animation to the Euler model. This is done automati-
cally when you expand the animation property (after displaying a warning). You can then
access the individual rotations in the graph.
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You can select single or multiple keyframes in the graph using standard selection tools. You
can drag keyframes around in the graph to modify keyframe times and values (the keyframes
of some properties do not correspond to “values” per se – for instance, a terrain geometry
keyframe is not a “value”. For such properties, you can only modify the keyframe time).
You can add keyframes to a specific component of an animation property (e.g. add a keyframe
to the X coordinate of the Position property) by selecting the appropriate component in the list,
and selecting the Add Keyframe command from the popup menu in the graph.
The last part of the Timeline features a real preview render of your animation. Click on the
button to display it. VUE renders a small preview of the animation, and then plays it repeatedly
inside a tiny window. Press Escape or click to stop playing the animation.
A set of tiny windows appears, displaying successive frames of the animation. The window
that is framed by a solid line displays the frame at the current time. If you drag the Current time
slider, the frames will scroll accordingly. Clicking on a frame sets the current time to that of the
frame.
Press the Render animation preview icon ( ) to refresh the preview. Activate the alternate
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You can play-back the animation preview alone (i.e. without animating the 3D Views for smoother
playback) at any time by activating the alternate Play icon ( ).
Visual Browsers
Whenever you need to select a file, VUE will display a Visual Browser to help you make your
selection.
The Visual Browser lets you select files using preview pictures instead of filenames. Moving the
mouse over one of the preview pictures ( or clicking on the icon ) will display it a larger size
next to the selected item in a popup, along with the title of the file and a short text description.
The name of each item is displayed by passing the cursor over the item.
Underneath the text description, you will also notice the name of the file. This is useful when
you want to delete a file, or move it to another folder.
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If the items in this collection display on more than one page, use the dots at the bottom of the
browser to display other items currently not visible.
Right-clicking an item will display a menu. You can Show a ToolTip, Add to Favorites list, Re-
move the image from the browser and Load the file. You can also delete items in the list by
highlighting them and hitting the Delete key. A prompt will appear asking if you want to delete
the item completely (i.e. delete the file from your hard drive) or if you just want to hide the item
from the collection.
Some visual Browsers are non-modal, so that you can leave them open and drag content from
the browser into the scene anytime.
Collections
Inside the Visual Browser, items are organized in collections. The collections are displayed as
icons ( ) across the top of the browser.
Running the mouse over the icons displays the name of the collection. The items that are cur-
rently displayed belong to the highlighted collection. If the collection has subfolders, these will
be listed on the left side of the browser. Click on any folder in the list to display contents.
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In the lower left of the browser are plus (+) and minus(-) signs. Click on the plus sign to enlarge
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the pictures of the items in the browser; click on the minus sign to display those images smaller.
You can also use Ctrl+Wheel to change the size of the previews.
Collections are in fact shortcuts to directories containing items of the requested type. You may
add as many collections to the list as you like by creating new folders in the root folder of the
type of item displayed by the Visual Browser (e.g. Materials folder for Material Browser) or by
clicking the plus sign icon at the end of the current list. Browse to the folder location on Stan-
dard File Browser that appears. Browse to the new collection’s folder, and select the desired
folder. You will be prompted for a name. This is the name the collection will have inside the
Visual Browser. Click OK, and wait for a couple of seconds while VUE builds the item previews
and displays them).
If you add files to a folder that is listed by a Visual Browser as being a collection, the correspond-
ing new items will automatically be added to the previews.
Collections may be removed from the list by right-clicking the icon for that collection and se-
lect Hide Collection. A prompt asks you to confirm the removal of the currently highlighted
collection.
Note:
Removing a collection does not delete any actual files from your hard disk.
The contextual menu of the tabs can also change the icon of a collection or move the tabs right
or left.
You can bypass the Visual Browser completely when loading items by checking the Use System
Browser option in the General Preferences tab of the Options panel or in the browser options.
Search
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Browser Options
There are some general options that can be selected by clicking the settings icon ( ). This
displays the setting dialog with these options :
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Browser Options
.
• Show items names on preview: Filter if you want to see the name of files on the previews
according to the size of the previews. You will still have the files name by moving the
mouse over a preview.
• Auto popup item details: This will deactivate the auto tooltip on previews and show the
icon)
• Use system browser: This allows to bypass the visual browser when selecting an item
to load. Your operating system browser displays instead. Since the visual browser will
no longer show, the only way to revert this option is to uncheck “Use system browser”
in the Options dialog, General Preferences tab. Note that if you want to bypass the vi-
sual browser just once when loading an object, image, etc. you can usually use Alt+click
on the button that would have opened it. For example, to load a single object using the
system browser, you can Alt+click on the Load object icon in the Left Toolbar (an-
other possibility for this particular case would be to drag and drop the file from your OS
explorer).
• Single click to load items: You only have to click once to choose item.
• Deselect other items on click: When you click on an item in the browser, any other items
that have been checked are unchecked, or deselected. Having this unchecked may cause
problems when selecting items for an EcoSystem. If you select one item, you will get all
checked items in the browser into your EcoSystem.
• Show tab names on tabs: This displays the name of the categories on the tabs.
• Apply to All: All these options are defined for the current browser. This button apply the
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Next to that icon is the icon ( ) that will display your recent choices.
In the lower right corner are the icons to increase/decrease the items’ size in the browser ( )
Virtual Collections
Some collections have a slightly different behavior, because files from these collections are not
necessarily available on your Hard Disk. These collections are known as Virtual.
The whole purpose of Virtual Collections is to offer you a large selection of files, without requir-
ing massive amounts of Hard Disk space.
When you select a file from a Virtual Collection, the following pictogram appears in the preview:
. This means that the file you have selected was not physically copied to your Hard Disk at
the time of installation. Instead, a reference was created to this file on one of the product’s Extra
CD.
If you load the file, a dialog box will appear instructing you to insert a given CD. Simply insert
the CD in your CD ROM drive and press OK.
If you don’t want to have to fetch the CD next time you use that file, select the option Copy the
file to my Hard Disk. When you press OK, the file will be first copied to your Hard Disk, and
then loaded into the program. Next time you select this file in the collection, you will notice
that the pictogram has disappeared from this file’s preview.
You can also decide to copy all the files from the collection to your Hard Disk by checking the
option Copy all files in this collection to my Hard Disk. When you press OK, all the files in
the collection will be physically copied to your Hard Disk, and the collection will no longer be
virtual.
If you don’t want to use files in this collection any more, press the Remove collection button.
If you have to locate the file manually, press the Locate file manually button. A Standard File
Browser will appear letting you browse to the location of the selected file.
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Downloading Collections
If you wish to download all of the scenes (or objects), select the icon in the upper right of the
browser. This will download all of the scenes to your hard drive so you won’t need a continuous
Internet connection to get the scenes, downloading one scene at a time.
Scene Versions
This section is specific to the Scene browser. When several backup versions of a scene exist, a
pictogram representing a clock appears on its preview, to let you choose between the available
backup versions.
When you click on the pictogram, you can see the list of available versions, and select any of
the latter.
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You can also display this list from the contextual menu which pops up when you right-click over
a scene preview.
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Note:
When you remove a scene from the browser using the Remove Item menu command, and choose
to remove the file from disk too, all backup versions of the file will be removed from disk too.
Grouped Dialogs
Related dialogs or panels can now be grouped for easier use and the saving of space in the user
interface.
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Panels grouped
When you are on a dialog (for example, the Atmosphere Editor), important sub-dialogs like the
Advanced Cloud Material Editor can optionally open in the same window. By default, the sub-
dialog will be tabbed with the first one. A dialog can have many sub-dialogs (Atmosphere editor
can have Advanced Cloud Material Editor or Function Graph as a sub-dialog, or both).
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Another option is to attach the sub-dialog to the right of the first dialog.
Each dialog has OK/X buttons. If there is more than one dialog grouped together, every dialog
will be affected by the OK/X on the main dialog. In other words, if you select X on the main
dialog, all dialogs will close.
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A menu can be accessed by right-clicking on the tab/caption of the dialog. You can choose
to ungroup sub-dialogs by right-clicking on a tab and selecting to use the dialogs as floating
(separate dialogs) or to have the second dialog attached to the right of the first dialog. If, after
you’ve selected to ungroup the dialogs and use them as floating, you wish to group them again,
this is set in the main or first dialog.
HiDPI
HiDPI, or High Dots Per Inch, is a high res display available on PC’s with Windows 7 and higher.
It’s the PC equivalent of the Mac Retina screens.
This means VUE scales the user interface with Windows scaling.
To activate, open the Windows Control panel and select Appearance and Personalization>Adjust
screen resolution. Changing a value on this screen will make the VUE user interface larger by
the same ratio. (With Windows 7, 125% and 150% are proposed).
Windows 10 latest updates allows to have a setup with screens with different DPI (example:
a normal screen and a 4K screen).In that case, VUE will rescale automatically the dialog that
changes screen.
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Saving Scene
• Save as... is the default mode (Fast-save mode, it creates a .fsvue file): This mode is
the fastest ; it should be used during the creation of your project, as long as you edit
it alone, on your machine. Note that this mode replaces user snapshots which used to
exist before VUE 2016 Release 3. Unlike scene snapshots, which were lost when VUE was
closed, .fsvue scenes are persistent. They are based on the same incremental system as
snapshots (heavy data such as EcoSystem populations are not written each time you save
the scene, except if they were actually modified). Those .fsvue files do not incorporate
texture maps or EcoSystem variations. Therefore, you should use another mode to share
a projects with other artists (see below)
Warning:
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Folder View
VUE now displays its content directories as preview thumbnails. Even without VUE being launched,
you are able to see the preview of VUE files. Also, when opening a native browser window in-
side VUE, you can still see the preview, but it won’t be in a special control at the bottom of the
window, it will be directly integrated inside the window.
You must have the option to Use System Browser selected on the Options panel, General Pref-
erences Tab.
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How to use it
Open Windows Explorer and navigate to a folder containing a format supported by VUE. The
example shown here is a folder of atmospheres. When using the Windows Explorer launched
by VUE, do not forget to change the display mode to ’[Small/Medium/Large/Extra Large] icons
to see the previews of the files.
At this time, this feature is only available for Windows. It will be available later for the Mac.
VUE installs with materials, atmospheres, terrains and other content. The default location for
this content is now installed in these locationss.
The content is installed with subdirectories for /clouds, /materials, /objects, and so on.
If you should use the default location for the installed content, on the PC, this location is a hid-
den directory/file. So to see the directory of installed items while browsing in the Windows File
Explorer, you must have the option to see these hidden directories/files turned on in Windows.
To turn this on, on the Windows File Explorer window, from the menu, select Tools>Folder Op-
tions. On the Folder Options dialog, select the View tab. On the list that displays, under Files
and Folders, select Show hidden files, folders, and drives. Click on ’Apply, then OK. Then
you will be able to see this contents directory.
During installation, you also have the option of creating a new user content directory. This is in
addition to the VUE installed content directory. Or you can point to an existing directory that
you use for your content.
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Understanding VUE
Operations
Clipping Plane
You may have noticed that objects below the ground are not visible in the main 3D view. This
is because they are automatically clipped below the ground, to improve the visual comprehen-
sion of the view.
This feature can be turned off by using the Options dialog in the View Options section of the
Display Options tab. It may also be activated in the orthogonal views using that same dialog.
To decide which plane is going to be the clipping plane, VUE looks through all of the layers of
the scene, to find the first infinite plane that is perfectly horizontal, and facing upwards (so if
you rotate the ground plane so that it is no longer horizontal, it won’t be a valid clipping plane
any more, and will not be retained). If you add water to the scene, another infinite plane will
be created above the ground. It will be placed in the World Browser just before the ground,
thus becoming the first available clipping plane. This is why everything under the surface of
the water is now invisible (which is usually what is wanted). If you drag the ground above the
water in the World Browser, the ground will become the new clipping plane again (e.g. when
you want to see underwater).
It is important that you understand how VUE decides which is the clipping plane, to avoid get-
ting confused after having inadvertently manipulated the infinite plane that happens to be the
current clipping plane.
Note:
Do not confuse this with the OpenGL clipping planes that define the range of minimum and
maximum distances from the camera of objects displayed in the OpenGL 3D Views (this can be
adjusted using the Display tab of the Options dialog.
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Popup Menus
Popup menus (also known as contextual menus) are available almost everywhere in VUE. A
popup menu is a menu that lists operations relative to the item under the mouse cursor. It is
called by clicking on the desired item with the right mouse button. In the 3D views, you have
to be careful not to move the mouse in between the moment you press the button and the
moment you release it; if not the views will be moved and no popup menu will appear.
3D Coordinates
World Space
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To understand how objects are positioned and oriented relative to each other, we have to define
a coordinate system. In VUE, this is (very classically) constructed from 3 axes, all at right angles
from one another.
The center of the world, also known as the origin, is the point located in the middle of the or-
thogonal views, when you create a new scene. All positions are indicated relative to this point.
The ground is also initially positioned at altitude 0.
The vertical axis is known as the Z axis, with positive numbers representing points above the
ground, and negative ones representing points under the ground. Although this may seem un-
usual, it is the correct International Unit System.
Looking at Top view, the X axis is the horizontal one, with positive values representing points to
the right of the origin, and negative values representing points to the left of the origin.
Also in Top view, the Y axis is the vertical one, with positive values representing points above
the origin in this view, and negative values representing points under the origin.
Note:
If you are familiar with other coordinate systems, you can configure VUE to use another ‘up axis’.
This is available on the Options panel, Units & Coordinates Tab.
Object Space
World space
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Object space
Object space is linked to an object, and is independent from the orientation of the object inside
the World. You may rotate, stretch and twist an object in any way you like, object space will still
indicate the same axes for the object, because it is relative to that object.
It is important to understand the difference between the two coordinate systems, and when
each one is used. The 3D views operate only in world space, that is, object independent coordi-
nates. If you resize an object using the resize handles inside the 3D Views, the resulting object
depends on the objects orientation: try creating a cube, resizing it vertically, and then rotating
it 45°. Now create another cube, rotate it 45°, then resize it vertically. The result is not the same.
The Numerics tab of the Object Properties panel operates in object space. Try repeating the
above operations, this time using the Numerics control. As you will notice, the results are iden-
tical in both cases.
Standard
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Cylindrical
Materials can be expressed in either coordinate system. Imagine you have a cube, made out
of a black and white checker pattern. If you rotate the cube, the checker pattern won’t fit the
object any more. The solution consists in defining the material as being in Object space, so that
the axes of the checkerboard match those of the object. Obviously, this is not what you would
want all the time.
Standard
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Spherical
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Ray Tracing
Ray tracing is probably the most powerful 3D imaging technique for rendering photo-realistic
pictures. It’s incredibly complex too! The major drawback of this technique is long render times.
It’s the usual tradeoff: quality or speed.
Ray tracing was not invented for computers, as most people think, but for capturing the physics
of rainbows. And this was back in 1637! The idea is that a picture is the result of the interaction
of light with the objects that build up a scene. The optical principle behind ray tracing is that
light follows exactly the same path, whether it travels forwards, or… backwards. So, what ray-
tracing does, is follow all those light rays reaching the camera back through the scene, up to the
light source. For each and every pixel of a picture, the render engine will trace the ray of light
back into the scene, decide what objects were hit by the ray, bounce that ray back if the surface
is reflective, transmit it through the object’s surface if it is transparent, and eventually head
for light sources, making sure nothing is getting in the way, that would shadow the object… A
simple scene made out of a water plane and a ground plane requires tracing 7 rays per pixel !
(And this is if you are not using any elaborate features, like soft shadows, blurred reflections or
transparencies, depth of field, super-sampling; you could go up to hundreds…).
This complexity is the reason why ray-tracing yields such beautiful results. And also why it is so
slow.
For VUE, we wanted the best. So we chose ray-tracing… However, numerous optimizations and
special ways of displaying pictures as they render have enabled us to produce what we think is
a render engine fast enough to be enjoyable.
Render Engine
This is the process that converts the mathematical description of 3D scenes into 2D pictures. It
scans each line of the picture, deciding what should be the color of every pixel of the line. When
Tile rendering is selected it proceeds in several passes, doubling the resolution of the picture
at each pass. The first pass renders groups of 16×16 pixels, the second groups of 8×8, the third
4 × 4, the fourth 2 × 2, and finally, the last pass renders the picture at full blown resolution. In
doing so, the user rapidly sees his picture take shape and can decide early if the result is going
to be as expected, or decide to stop the process by pressing Escape. The render engine may be
customized to a large extent through the Render Options dialog. This is explained in detail in
the section on Framing and rendering.
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Soft Shadows
Soft shadows
Real shadows seldom look as sharp as their computer generated counterpart. You always find
smooth transitions between light and shadow; the farther the object casting its shadow, the
smoother the transition. This is because light emanates from a surface rather than from a single
point.
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stands in the light, otherwise, it stands in the shadow. To generate soft shadows, the render
engine sends a bunch of rays, aimed at the whole surface of the light. It then compares the
results to decide if more rays are needed. When enough rays have been cast, it computes an
average luminosity for the point. The quality and efficiency of the result depends on that of
the algorithm that decides how rays are cast. This technique is so powerful that it captures soft
shadows cast by one complex object (e.g. a tree) onto itself.
Soft-shadows are turned on, on a “per light” basis, using the Object Properties panel. Use them
with care, due to the extra computation they require. 5° is a good Softness value.
Shadow Map
While ray-traced soft shadows have the distinct advantage of being technically accurate, they
have a severe drawback: they are very time consuming – especially if you want to get rid of
noise artifacts, because you will have to increase the number of samples taken for each light.
This is why VUE offers the shadow map alternative.
Shadow maps are a good way of rendering smooth soft shadows with very little noise and,
most importantly, they are significantly faster to compute. To be more precise, the efficiency
of shadow maps when compared to ray-traced shadows increases with the scene’s complex-
ity. This is an important rule to keep in mind. Of course, shadow maps have drawbacks too:
performance is obtained at the cost of a loss of accuracy.
There are several ways of finding a good compromise between performance and accuracy when
using shadow maps.
Here is a basic description of how shadow maps work: the shadow map is an approximation of
the scene representation from the light’s point of view. The light’s field of view is divided into
cells, each cell containing information about encountered objects. The limited number of cells
reveals the main shadow map weakness: accuracy. Too few cells will result in a coarse approx-
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imation of the scene (and shadows will therefore suffer from a lack of precision), whereas too
many cells will result in a very accurate representation of the obstacles encountered by rays
leaving the light source, but will result in a huge memory consumption as well as a drastic loss
of performance.
VUE uses an advanced proprietary shadow mapping technology known as AccuShadows™. This
technology is similar in some ways to the deep shadow mapping technology. It allows for the ef-
ficient processing of shadows created by transparent objects as well as directional light sources
(e.g. sunlight).
The behavior of shadow maps can be customized using the Shadows tab of the Light Editor.
Area Lights
Unlike simple light sources, area lights emit light from all points of their surface. Because ob-
jects placed in front of area lights will only block part of the light emitted by the area light source,
they will create nice soft shadows. Area lights are very useful to recreate smooth, real-life-like
lights. They are unfortunately a lot slower to compute than the other types of light.
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Once again, the standard ray-traced, mirror-surfaced sphere (on a checkerboard?) is a poor
approximation of what would really happen in nature. Perfect reflections or transparencies
rarely occur. Instead, as reflected (or transmitted) light travels further, it spreads out, due to
imperfections on the surface of the objects. Therefore, the reflected (or transmitted) picture
eventually gets blurred. Although some natural surfaces are really smooth, this effect always
ends up happening, as light travels further.
VUE can also capture this extremely subtle effect, in much the same way as that used for gener-
ating soft shadows. Instead of casting one reflected (or transmitted) ray, it casts a whole bunch,
spread out at an angle dependent on the quality of the surface. It then decides if enough rays
were cast, and, if so, computes the average color. As for soft shadows, the quality and efficiency
of the result depends on that of the algorithm that decides how rays are cast.
Blurred reflections and transparencies are turned on, on a “per material” basis, using the Re-
flections and Transparency tabs of the Material Editor. 5° is a good value. You can even decide
to vary the amount of blurring over the surface of the material! Use blurring with care, however,
due to the extra computation it requires.
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Reflection Maps
Computing true reflections can sometimes be very costly, especially for blurred reflections that
require distributed ray-tracing (see above), which can suffer from noise artifacts in addition to
a strong increase in rendering time. In order to speed up rendering of reflections while getting
rid of noise artifacts, VUE offers the possibility to use reflection maps.
A reflection map is a bitmap that is used as if it were mapped onto a static sphere enclosing
the scene. Thus, for reflective objects using a reflection map, this bitmap will be “reflected” at
their surface instead of the real surrounding environment. This feature can speed-up render-
ing time amazingly, but should only be used when reflections don’t need to display the true
surrounding environment. For instance, this technique is particularly useful for chrome-like
objects which must exhibit a reflective behavior without necessarily having to produce truly
accurate reflections in order to look realistic.
Like Shadow maps, reflection maps trade-off picture quality for improved render times. Reflec-
tion maps usually produce satisfactory results when used in animations.
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Depth of Field
clear version
blurred version
Depth of field is what makes some parts of a picture blurred, while other parts, in focus, are clear.
It defines the depth of the band inside which objects are in focus. This band is centered on the
focus distance. All real-life lenses have depth of field. Even the human eye. This is because the
depth of field of a lens is related to the proportion of light it lets through. This proportion of
light coming through the lens is called the aperture. The higher the aperture, the shorter the
depth of field.
Note:
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In the pictures, look how the black sphere appears in the blurred picture. No amount of post-
processing applied to the clear picture will ever capture this.
With computer generated pictures, luminosity is not really a problem, since the lens is defined
mathematically. Hence, it becomes possible to have a very large depth of field, so large, in
fact, that everything is always in focus. Although it is straightforward, it is not natural… And
don’t think realistic depth of field can be achieved by blurring parts of a clear picture in a paint
program: realistic depth of field can only be generated at render time, because of the way light
is spread by the lens (see sample renders on the right).
VUE can also capture realistic depth of field. This is done by taking into account a real lens
aperture, rather than considering it to be a pinpoint. Instead of casting one single ray through
the center of the pinpoint aperture, a bunch of rays are cast from all over the aperture, and
traced into the scene. Results are then compared to decide if more rays are required. If not, an
average value is computed and displayed.
Depth of field is turned on by increasing the Blur value from the Object Properties panel, when
the camera is selected. The focus distance is adjusted using the Focus control. Beware, depth
of field will make render times several times longer…
In VUE, rendering of depth of field can be done using either a standard distributed ray-tracing
approach, or a Hybrid 2.5D approach.
Motion Blur
Motion blur is a natural phenomenon that makes rapidly moving objects look blurred when
they are photographed. The reason why this happens lies in the principles of traditional pho-
tography: light enters the camera through the lens, passes a shutter and exposes the film. The
longer the shutter remains open, the more light reaches the film. So that it is exposed properly,
the film requires a given amount of light that depends on its sensitivity. Which means that the
shutter must remain open some amount of time, usually no longer than a small fraction of a
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second.
However, this fraction of a second is long enough for a rapidly moving object to change its posi-
tion between the start and the end of the exposure. This is why it appears blurred. You can see
on the previous picture an example of motion blur on a shiny black sphere moving from left to
right. Note the blurred highlight and shadow.
Although this may sound like a defect, it is actually very close to what happens inside the human
eye: since the human brain can only process something like 24 pictures per second, rapidly
moving objects are seen blurred. If you present the human eye with a set of perfectly sharp
pictures of an object that moves rapidly, the resulting animation will be perceived as flickering.
Because the eye is used to seeing rapidly moving objects blurred.
VUE handles motion blurring as efficiently as possible. It does however adversely affect render
times. To simulate motion blurring, VUE samples the scene at many different times inside the
frame, (obviously concentrating its efforts on moving objects). It then averages the results of
these samples to produce the desired blurring. VUE takes the simulation of motion blur very far,
since every aspect of an animation supports motion blurring (including animated materials),
resulting in perfectly smooth animations.
Note:
Motion blurring is only available from Broadcast preset render setting upwards (refer to the
Render Options section for further details on preset render settings, and on how to turn Motion
Blur on).
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Simulating motion blur is the only way to provide smooth animations. But it is not only useful
for animations. It can also dramatically increase the realism of still pictures, giving an impres-
sion of speed to moving objects (check the Animation Wizard introduction picture opposite for
an example).
In VUE, motion blurring can be achieved using a standard distributed ray-tracing approach, or
a Hybrid 2.5D approach. Please read below for a discussion on both approaches.
Distributed Ray-Tracing
Motion blur and depth of field are features that are usually rendered with distributed ray-tracing.
This method is a physically accurate approach that converges towards the exact solution as the
number of samples per pixel increases. Unfortunately, if the number of rays is not sufficient, dis-
tributed ray-tracing suffers from noise artifacts, especially in areas that display a large amount
of blur. To reduce this noise, a solution is to boost quality by increasing the number of sam-
ples per rendered pixel. This method works but can lead to dramatically slow renderings. To
avoid such a loss of performance, VUE offers the possibility to compute an approximation of
the motion blur and depth of field effects, known as Hybrid 2.5D blurring.
Hybrid 2.5D
Hybrid 2.5D is a method that is totally noise-free and much faster to compute. Also, computa-
tion time is not very dependent on scene complexity. The one drawback is that this method is
not as physically accurate as its distributed ray-tracing counterpart.
In most cases, for complex scenes, using hybrid motion blur or depth of field rather than dis-
tributed ray-tracing will speed-up your renderings to an amazing extent. Of course, since it is
built on approximations, this method has a few limitations that will be detailed below.
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To render motion blur, VUE uses a Hybrid 2.5D technology that produces smooth results very
quickly. Basically, VUE looks at the speed at which all the pixels in the image are moving (or
how blurry they are), and spreads them out according to their velocity (blur level).
This method of rendering motion blur is very efficient, but it has some limitations.The main
limitation of Hybrid 2.5D effects is that information regarding what is lying behind blurred ob-
jects is missing. This is why Hybrid 2.5D blurring will always appear stronger than ray-traced
blurring.
You can reduce this defect by increasing the number of passes. This will reconstruct a reason-
able amount of information about what is taking place in the background – especially for depth
of field, as blurred objects in the foreground will cover significant areas of the background. This
will however slow down rendering time accordingly.
Generally speaking, rendering strong depth of field will require a large number of passes to pro-
duce accurate results. On the other hand, motion blur, which is usually subtle, doesn’t require
as many passes (actually, one pass is usually sufficient). Keep in mind that rendering with 10
passes will take exactly five times longer than rendering with 2 passes.
Another limitation is that Hybrid 2.5D motion blur and depth of field don’t work well together. If
you decide to use both effects together, you might get totally unexpected results. This is due to
the fact that for performance reasons, each blurring effect has its own approximation method
which is not compatible with the other.
When your scene exhibits both motion blur and depth of field, it is recommended that you use
distributed ray-tracing rather than Hybrid 2.5D.
Finally, concerning motion blur, you might notice that for moving objects that cast shadows on
the scene (on the ground, for instance), these shadows will not be blurred. This is unavoidable
as a projected shadow not only depends on the object that casts it, but also on the receiving
object that is not necessarily animated. Moreover, it is not always possible to tell which object
is responsible for a specific shadow.
This is not true for camera animation. When the camera is moving, the whole scene looks like it
is moving. As a result, shadows will be blurred as expected. More generally, Hybrid 2.5D motion
blur shows better results when associated to a camera movement, especially camera rotation.
Scenes with animated camera orientation are the best candidates for Hybrid 2.5D motion blur.
Hybrid 2.5D can be enabled and adjusted using the Blur Rendering Options dialog.
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Systematic object anti-aliasing is incorporated inside Fast Hybrid 2.5D. Therefore anti-aliasing
settings become linked to the depth of field settings. This means that only systematic anti-
aliasing becomes available, and the minimum number of rays per pixel becomes equal to the
number of depth of field passes (changing either of them changes both values).
Hypertextures
Hypertextures are an interesting hybrid between solid materials and volumetric materials that
are very well suited for rendering porous materials (such as sponge or corroded metals). They
are created using a specific subset of volumetric materials in the Material Editor.
Bump Mapping
Bump mapping consists in artificially perturbing objects surface normal using a height map (or
more generally any scalar function that represents a height value through space), in order to
add detail, as if the surface was much more complex than actually described by underlying ge-
ometry. As acting only on the surface normal, the bump-mapped object outlines won’t change
accordingly, as opposed to displacement mapping (see the following section). However, it is
very efficient as it does not generate additional small scale geometry, thus rendering faster and
using less memory than displacement mapping.
Displacement Mapping
Bump (left) vs. Displacement (right) Mapping. Notice how the displaced sphere appears larger.
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Displacement mapping is the ultimate way of adding detail to the surface of your objects. In-
stead of only fooling the eye into seeing detail (by modifying the normal vector to the surface),
displacement mapping really adds those details to the geometry of your objects. Because they
are true geometry, those details will cast shadows and create very pleasing soft shadows when
rendering with global illumination.
with Bump
with Displacement
The typical example of the use of displacement mapping is in the case of rendering a brick wall.
If you use a bump map to simulate the fact that the bricks stick out of the mortar, looking at the
wall from a low angle of incidence will show that the wall is flat. On the other hand, if you use
displacement, the edge will no longer be flat, and you will see the bricks protruding from the
wall.
Displacement mapping dynamically adds detail to the geometry of your objects. The higher
the render resolution, or the closer you look at the objects, the more detail gets automatically
added, so that your objects will always look fully detailed.
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Lens Flares
Lens flares appear when the camera is pointed towards a bright source of light. They are caused
by light rays being reflected and refracted inside the lens – or the eye – and are generally con-
sidered by photographers and directors as an unwanted effect. It is precisely in order to avoid
– or minimize – this defect that camera lenses are often equipped with sun visors.
However, this defect is also a great addition to Computer Graphics, because it adds a touch of
imperfection to an otherwise too perfect look, thus largely enhancing realism.
Because lens flares happen inside the camera, they are not affected by the rest of the scene.
They won’t appear in the reflections of other objects either.
In VUE, lens flares are generated at the time of rendering, which means that you get a very quick
impression of what the result will be, without having to wait for the render to complete. Please
read here for details on how to setup lens flares in your scenes.
Glow
Glow is a haze of light that appears around certain objects. It is an interesting feature that can
help you achieve amazing effects. It is generally useful when representing very hot materials
that will illuminate the air around them. Although glowing materials seem to illuminate their
whereabouts, they do not cast any actual light. Glow works best with self-illuminating materials
(i.e. luminous materials).
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Glow is a post-processed effect meaning that it is added after the rendering of the 3D scene is
complete.
Volumetric Effects
Volumetric effects, common in everyday life, add a degree of realism to your scenes. Instead
of computing the interaction of light and materials at the surface of objects, volumetric effects
will compute these interactions inside the entire volumes.
Because of this added dimension, and the resulting increase in complexity, volumetric effects
can play a significant role in creating ever more realistic environments. The counterpart is a
dramatic increase in render times…
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For each ray of light that it processes, VUE evaluates the density of all the components of the at-
mosphere (humidity, gases) along the ray, and calculates the corresponding scattering of light.
These results are then integrated to produce such realistic effects as the reddening of sunlight
close to the horizon.
Volumetric Lights
Volumetric lights will give physical volume to the beams of light. If an object is placed in front
a volumetric light, the shadow of the object will be visible inside the beam of light.
Volumetric lights are particularly well suited when trying to achieve a dramatic environment.
In real life, beams of light are created by light bouncing off the surface of numerous tiny particles
in suspension in the air (e.g. dust, smoke, …).
When computing a volumetric light, VUE determines whether each point inside the volume is
actually exposed to the light, or is being shadowed by an object placed between it and the
source. VUE evaluates the brightness of the air at any given point by combining the exposure
of all the points along a ray.
Godrays
Godrays appear when the sunlight is partially hidden by thick, obscure clouds. This effect is
particularly noticeable when facing the sun, and the cloudscape is dense, but with holes in it.
Just like in the real world, godrays only happen under very specific conditions – they are not an
easy effect to achieve.
Although they are similar, godrays and volumetric lights are two different types of effect in VUE.
Godrays take into account the shadowing produced by clouds – and only by clouds – whereas
volumetric lights take into account the shadowing produced by other objects in the scene – and
not the clouds.
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Godrays are only possible when using the Spectral atmosphere model. They are enabled using
the Godrays option in the Atmosphere Editor.
Volumetric Materials
Volumetric materials are extremely useful when recreating objects that don’t have a well estab-
lished frontier, such as clouds of dust, gas, smoke, etc.
When rendering volumetric materials, VUE evaluates the density of the material in many points
along each ray, and computes the resulting global density and lighting.
Volumetric Clouds
Volumetric clouds are very similar to volumetric materials in the way they are processed. For
increased realism, they use a special algorithm that takes into account the internal lighting of
the clouds.
Spectral Clouds
Spectral Clouds are a particularly advanced type of volumetric effect that is specifically opti-
mized for the rendering of extremely realistic clouds. They take into account the subtle interac-
tion of light with the water particles that form the clouds. Spectral clouds are used in spectral
cloud layers as well as the standalone MetaClouds.
You can edit Spectral Clouds through a specific subset of volumetric materials in the Material
Editor.
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Caustics
If a transparent material has a greater density than air (i.e. an Index of Refraction greater than
1), it bends the rays of light that cross its surface. This bending not only occurs on what you see
through a magnifying glass, it also occurs on rays of light coming from a light source and cross-
ing the magnifying glass; it focuses the rays of light onto a given point (this is how you burn a
piece of paper using a magnifying glass, by concentrating all the light onto a small area). Be-
cause all the rays of light are focusing onto one point, all the other points behind the magnifying
glass get darker. The total amount of light behind the glass is still the same, but its distribution
changes.
The fact that light behind a transparent object is being concentrated onto some areas rather
than being distributed equally over the surface of the shadow is called a caustic.
The higher the index of refraction of the material, the more concentrated the light will be; so
the brighter the central spot, and the darker the rest of the shadow. This behavior is correctly
simulated by VUE.
The processing of physically accurate caustics is a lot more complex than the default caustic
effect, but can produce interesting results when rendering detailed refractive materials. Physi-
cally accurate caustics will also capture caustics created by reflective materials (such as in the
metal ring opposite).
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Reflective caustic
Reflective caustics happen when light gets bounced off the surface of reflective materials. Re-
flective materials reflect the light in a preferred direction. As a result, depending on the geom-
etry of the object, light will either be “focused” by concave areas of the object, creating caustic
“hot spots”, or “scattered” by convex areas of the object.
In the ring image opposite, you can see a caustic “hot spot” at the center of the ring, where
light is concentrated by the concave interior of the ring – and you can also see a slightly brighter
area around the outside of the ring, where light, reflected by the convex exterior of the ring, is
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scattered.
Note:
Because by construction the surface of infinite planes is infinite, infinite planes cannot generate
physically accurate caustics. When such an effect is required, you should use standard planes
instead. While infinite planes cannot generate accurate caustics, they can still receive them
from other objects.
Dispersion
Dispersion takes place when the different wavelengths in the light are not refracted the same.
This results in the well known spectrum effect after light goes through a crystal prism. This
effect is simulated by VUE.
In the standard ray-tracing lighting model, objects receive light from the different light sources
placed in the scene. If an object is not directly lit by one of the sources of light in the scene,
it is considered uniformly dark. Obviously, this is not the way light behaves in the real world,
because objects that are not directly lit still receive light from the other objects around them.
To compensate for this fact, the standard ray-tracing model adds a uniform light known as am-
bient light. Unfortunately, this only constitutes a very crude approximation of the way light is
scattered around in the real world.
A number of techniques have been developed recently to improve this basic lighting model.
These techniques are usually referred to under the generic term of “Global Illumination” tech-
niques. Unfortunately, these techniques work best when the scene is confined in a relatively
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small area – typically not the case when rendering outdoor scenery. Our engineers have put a
significant amount of effort into developing lighting models that are capable of simulating the
subtlety of natural light throughout extensive outdoor scenery. The result of this research has
been included in VUE as 3 different models of increasing accuracy. Unfortunately, the more
refined the model, the slower the rendering speed. This is why, despite the use of highly opti-
mized algorithms, when using the Global radiosity model (which is the most accurate model)
you should expect render times that are at least an order of magnitude slower than with the
ray-tracing model.
The simplest of these models is actually only a refined version of the ray-tracing model, where
the intensity and color of the ambient light is defined by the color of the sky around the objects.
As a result, objects that are in the shadow and looking away from the sun may take a different
color tone than objects pointing towards the sun. This model is known as Global Ambience
and is the fastest to compute among the advanced lighting models.
VUE’s Ambient Occlusion and Global Illumination models are more accurate than global am-
bience in that they take into account the light cast by the sky onto the scene, as if the sky were
constituted of an infinity of small colored lights. The shadows cast by each one of these little
lights is taken into account, resulting, among other realistic effects, in very soft shadows ap-
pearing around the base of objects.
The main difference between Ambient Occlusion and Global Illumination is that, in the Ambi-
ent Occlusion model, only objects that are close enough together will cast soft shadows on
each other. As objects get further apart, the shadowing effect diminishes until it totally disap-
pears at the Ambient Occlusion range. Because VUE only searches for occluding objects within
a given range, rendering with Ambient Occlusion is usually faster than with Global Illumination.
Ambient Occlusion also leads to lighter shadows.
Despite the use of very advanced optimizations, the rendering of all these subtle shadows re-
sults in much longer render times than with the standard ray-tracing model. The effects of
global illumination are particularly noticeable when there is a lot of ambient light in the scene.
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Global Radiosity render. Notice how the picture is brighter due to color bleeding.
The main limitation of the Global Illumination model is that it really only scatters shadows
around objects. To model the full subtlety of natural light, you need to scatter light around
objects. This is what the Global radiosity model does by taking into account the light cast by
each object onto all the other objects in the scene. With this model, a bright red object will
cast red highlights onto other objects around it. The radiosity model is obviously much slower
to compute, but will yield incredibly pleasant and realistic results, and is essential to achieve
convincing interior renders.
The other drawback of global illumination techniques is that they are often complex to setup,
with dozens of exotic parameters that you can act upon to improve quality or speed. Because
we think that artists should not be asked to cope with such complex parameters, our engineers
have developed a unique technology known as EasyGI™. What this does basically is allow you
to adjust the quality of the global illumination renderings with one single slider!
These lighting modes are activated on the Light Tab of the Atmosphere Editor.
HDRI stands for High Dynamic Range Image. It is a special picture file format (.HDR) that is
capable of describing pictures with very important variations in light intensity. In other words,
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this file format is capable of storing pictures with details in the very high lights as well as in the
very dark areas. Imagine a photo that would be so bright in places that it would actually light
your face as you look at it.
HDRI pictures are created by combining several identical pictures taken at different exposures.
Although HDRI images could be any shape and could be used to map any object, they are usu-
ally designed to be mapped on a sphere and used as an environment map.
One of the typical applications of HDRI images when setup as an environment map is to use
the lighting information in the picture to illuminate the scene. Each pixel in the HDRI picture is
then considered as a source of light and traced into the scene to determine illumination. This
is known as Image Based Lighting, and is a technique commonly used by the motion picture
industry to ensure that the lighting of a CG scene matches exactly that of the real environment
(captured as a HDRI image).
Setting up a scene for Image Based Lighting (IBL) can be a little tricky, but VUE actually lets you
do this within a few clicks! Also, because VUE lets you combine IBL with its own atmosphere
engine, you can create stunningly realistic pictures easily (by matching the atmosphere of the
scene with that of the background image you will avoid the typical IBL image discrepancies
between the CG rendering and the atmosphere seen in the background image).
Setting up a scene for Image Based Lighting is done from the Effects Tab in the Atmosphere
Editor.
Illumination Baking
Illumination baking is a very useful technique when rendering static objects in global illumina-
tion or global radiosity. What illumination baking does is create a separate texture channel for
the baked object, evaluate the amount of indirect lighting that reaches the object at each point
of its surface, and store this illumination information in the texture map.
That way, after the illumination has been computed and stored once, it can be retrieved as many
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times as necessary, very quickly. If you are rendering an animation, this will result in a dramatic
increase in rendering speed. This is typically the case when rendering architectural projects. If
some objects in the scene are animated, the baked illumination may not be correct throughout
an entire animation (because indirect lighting is influenced by surrounding objects). However,
depending on the level of lighting accuracy required by your projects, this may not be an issue.
Illumination baking can also be a fantastic time saver when working on stills. Because creating
a satisfactory still usually involves numerous renders, you end up evaluating indirect lighting
numerous times. By baking the illumination once and for all, you can save a lot of time in sub-
sequent renders.
Because only indirect lighting is taken into account when baking illumination, the position and
intensity of lights can be changed without affecting the validity of the baked illumination (when
using the global radiosity lighting model, this is only true to the extent that illumination of envi-
roning objects is not affected too severely by the changes in lighting conditions). Direct lighting
(including shadows) will be recomputed as expected.
Illumination baking only works with polygon meshes. If you wish to bake the illumination of
a non-polygonal object, you will first have to convert the object to polygons (see here). If you
want to bake the illumination on the ground plane around an object, you should create a plane
below the object and bake the illumination on that object. Baking illumination on the entire
ground plane will lead to poor results (due to the size of the ground plane).
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Sub-Surface Scattering
Rendered without
Rendered with
subsurface scattering
Translucent materials react to light in a very different way than “regular” materials. With a regu-
lar material, incident light is either diffused, reflected, or refracted. With translucent materials,
the light is also absorbed by the surface of the material and re-emitted at a point that is not the
same as the point where it arrived.
This results in very subtle light showing up in parts of translucent objects that would otherwise
be in the shadow. Typical translucent materials are marble, jade, human skin, fruit flesh, milk,
orange juice, etc.
Absorption
Also known as “single-scattering”, absorption is what happens when light travels through a
translucent material and bounces as it hits imperfections in the material. Depending on the
properties of the material, this light will bounce either backwards, forwards, or in all directions.
The ligth picks up the color of the material as it goes. In the case where light is bounced “mostly
forwards”, this effect will be visible when the source of light is placed behind the translucent ob-
ject (typically what you see when you place your finger on a bright light: a red glow appears on
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the thinner parts of the finger). It’s also absorption that makes a wax candle glow as it’s illumi-
nated by the flame above.
Multiple Scattering
With multiple scattering (sometimes also referred to as “diffusion”), light that penetrates inside
the material bounces off all the little defects inside the material, in random directions. Eventu-
ally, part of that light makes it back to the surface again, at a point that is different from where
the light penetrated the material.
While absorption is relatively easy to implement, multiple scattering is a lot trickier. Don’t be
fooled by the simple interface: there is a lot going on under the hood when rendering multiple
scattering, and memory requirements to properly handle this effect can be staggering.
Translucency can be activated for your materials using Material Editor settings.
The quality of the visual effects generated by VUE depends on the time the render engine spends
rendering them. For instance, when rendering volumetric effects, the quality of the result de-
pends on the number of samples evaluated for each ray in the image. If the number of samples
isn’t sufficient, noise will appear in the volumetric effects. If there are too many samples, ren-
dering times will be horrible.
This is true for all types of volumetric effects, and, generally speaking, for all the advanced visual
effects available in VUE.
In order to provide an idea of the results of advanced effects during the development process
without slowing render too much, VUE automatically adapts the render quality of the advanced
effects (and henceforth the time they take to render) to the overall Render quality setting (see
the Render Options dialog). Usually, when you design a scene, you will be working in “Preview”
render quality (the default). At this setting, VUE generates a very rough approximation of the
advanced effects that will look very noisy or crude, but will render quickly. As you switch to
higher render quality settings, the rendering of the advanced effects will automatically improve
and the “noisiness” will disappear.
The quality of individual advanced effects can be adjusted by a Quality boost setting. If you
increase the quality boost, more time will be spent generating that particular effect, so it will
look better, but the render time will increase…
Note:
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it is generally bad practice to increase the quality boost setting of advanced effects to achieve
perfect results in “Preview” mode, because as you switch to higher quality settings to produce
the final image, the advanced effects quality will automatically increase too, resulting in an
excessively high amount of time being spent rendering those effects It is better to adjust the
quality boost settings of the advanced effects once you switch to the final render quality you
are going to use to output your work.
EcoSystem Technology
EcoSystem™ is the name of e-on software’s revolutionary set of patented technologies to dis-
tribute, manage and render millions of instances of plants or objects in your scenes. With this
technology, you are able to recreate the millions of plants, trees and rocks that are required to
create convincing environments.
EcoSystems behave like materials in the sense that they define the aspect of an object. What
this means is that, whether you want grass or sand at the surface of an object, the interface is
the same (or at least very similar). Like other materials, EcoSystem materials are assigned to
objects. When you assign an EcoSystem material to an object, VUE will populate the surface of
the object with instances of the EcoSystem population. The EcoSystem population is the most
important aspect of an EcoSystem material; it lists all the elements that will be distributed at
the surface of your objects. These elements can be plant species, imported objects, rocks…
They can even be animated elements!
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The EcoSystem™ technology uses advanced instantiation techniques to distribute the elements
of the EcoSystem population over the surface of your objects. When creating EcoSystems based
on plants, the technology is combined with SolidGrowth™ to create a wide variety of plants of
the selected species.
The fact that EcoSystem™ works with instances means that you can get tremendous visual com-
plexity at a relatively low cost in terms of system resources: the actual geometry of the objects
is not duplicated. Instead, “virtual” copies are used (this is not the case with rocks and Solid-
Growth plants where variations are automatically created).
EcoSystem™ uses a patented rendering technology that dramatically speeds up the rendering of
the millions of instances required to create convincing environments. Without this technology,
it would not be possible to render such scenes in a reasonable amount of time.
Like other types of materials, EcoSystem materials are based on functions and parameters that
control the aspect of the EcoSystem. The most important parameter (aside from the actual type
of elements to be placed at the surface of the object) is density. The density parameter controls
the number of instances of the EcoSystem population list that will be placed at the surface of
the object. Items are automatically distributed at the surface of objects in a realistic way (no
items are placed where they could fall down!).
New to the third generation of the EcoSystem technology is the ability to dynamically populate
infinite expanses. And the latest addition to EcoSystems is faster processing times for smaller
instances, for example, gravel.
EcoSystem materials are created and modified in the Advanced Material Editor.
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This section doesn’t aim to give you a list of rules that must absolutely be followed to guarantee
successful pictures. And the reason for this is simple: such rules do not exist! Framing and
composing pictures is an art form. And, as such, anything can be imagined; no rules will ever
replace artistic talent.
However, what we intend to do is attract your attention to the importance of careful framing
and composition, by detailing a series of concepts that should be understood and taken into
account. Just like a photographer wanting to make a picture of a landscape would spend hours
deciding on the best viewpoint, the best picture format, and the best time of the day, you, the
virtual photographer, should think about this when you make pictures. With a tremendous
advantage over a real photographer: you can act upon every aspect of the picture… Plus you
can fly!
The viewpoint affects to a large extent the final result of a picture. In some cases, moving the
camera slightly can completely modify the composition of a picture. A good way of improv-
ing the quality of your pictures is to take the habit of moving the camera around the scene,
in order to find the best possible viewpoint. Storing several viewpoints (using Display | Store
Camera) is also good practice, because it gives you the opportunity to compare several framing
attempts.
Most scenes are composed of a foreground, a background, and a subject. Relative positions
(and importance) of these elements can be modified by moving the camera around. You may
chose to give more importance to the foreground, for instance by moving the camera down. Or
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you could choose to display less sky by moving the camera upwards, while still aiming at the
same subject… Of course, some subjects may offer several interesting aspects. In that case, it
all depends on which aspect you think should be emphasized.
In the OpenGL view, when using Main camera view or Perspective view, it is possible to move
the camera along the horizontal or vertical axis by holding Ctrl+Shift+Right mouse button (this
shortcut can be changed in the Options dialog, Operations tab).
Which axis is used depends on the position of the mouse when the buttons are pressed, if the
mouse is close to the window’s horizontal central axis, movement will be constrained to this
horizontal axis. Else it will be constrained to the vertical axis.
The following schema shows a window. Black lines are the axes of the window. If the buttons
are pressed when the mouse is in the green area, movement will be constrained to the hori-
zontal axis. If the buttons are pressed when the mouse is in the blue area, movement will be
constrained to the vertical axis.
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Picture Format
Unlike real photographers, users of VUE may choose the format of their pictures at any time.
You should use this advantage to give more impact to your pictures. Picture formats are se-
lected from the Render Options dialog (menu Render | Render options).
Usually, horizontal formats make for calm, peaceful pictures. On the contrary, vertical formats
make for more dynamic pictures. If you are making a picture of a sunset on the horizon, a long
stretched horizontal format will probably be the one you want.
But, of course, this is not the rule. Sometimes, best results are achieved by breaking precon-
ceptions; framing a landscape vertically will display interesting details in the foreground and
the background.
Center of Interest
Any picture whatsoever will always have more impact if the composition attracts attention to a
particular element. This means that, before deciding on the way you will handle a subject, you
should decide on the center of interest of the picture.
Sometimes, it can be quite straightforward: it could be a tree, a hill, or a lake. If you find no
distinctive feature, keep looking, or make one. Once this research is complete, figure out how
you could best exploit it, and avoid any other details that could compete with it. There are two
ways of doing so; they can be used separately or combined.
• Frame out any details that could distract attention,
• Build up contrasts in color and shades between the main subject and the environment.
You could also use depth of field to blur out the background of the main subject (beware of
render times though!).
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Balance
The principles of composition should never be followed to the letter. However, understanding
them will help you make more pleasing and balanced pictures.
Following a basic principle, the main subject of a picture should be placed on a strong point. If
you divide your picture into three vertical and three horizontal boxes, the strong points of the
picture are where the lines (known as strong lines) intersect. De-centering the main subject
onto one of these strong points usually yields good results, provided some elements are there
to counterbalance (for the sake of clarity, this is not the case in the opposite illustration). How-
ever, if your picture only has one point of interest, it is better to nearly center it, because this
balances a background devoid of any particular interest. Obviously, if the main interest of a
subject is that it is symmetrical, intensifying that symmetry by precisely centering it yields best
results.
To give impact to a picture, you can also use lines or colors to guide the eye towards the main
subject. Converging lines will guide the eye to the point where they meet. You can achieve the
same result by using a gradation in the colors: dark in the foreground, with colors becoming
brighter as they get closer to the subject.
In the opposite picture, the castle in the foreground (i.e. the main subject), although de-centered,
is counterbalanced by the opposing castle in the distance. The fact that the two castles seem
to be trapped each in an opposite corner of the picture emphasizes the rivalry between them.
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Lighting conditions affect the way we see shapes. Light helps the eye to perceive bumps, dips,
curves and perspective. If you light up your subject from the back, you’ll get a dark picture of it,
with no relief. If you move the light so it illuminates your subject from the side, the gradation
of shades produced will let your eye understand the surface of the subject.
Optimal intensity and direction of light depend on the subject, and what you want it to express.
Early morning or late afternoon lights produce long, stretched shadows. They are best suited
when you want to attract attention to details on the surface of objects. They also usually give
warmer, more pleasing colors to the eye.
If you want to reveal soft, round shapes, such lights would not be suitable, because they in-
crease contrast between bright and dark areas. You’d have to select a soft, diffused light, with
a lot of ambient light, and probably soft shadows.
Patterns are made of repeating shapes, colors or lines. They have fantastic visual power.
You can make patterns even more pronounced by using low-angled lights that will add a suc-
cession of bright and dark areas, and make the relief more visible.
With a well chosen light, you can render the roughness or the softness of any given surface,
where other lighting conditions would only show a flat surface. If you want to insist on the
texture (e.g. surface roughness) of an object, you should use low-angled lights. This makes
bumps more pronounced, and will darken any recessed areas.
Powerful lights will hide small details but are particularly well suited for shiny surfaces.
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Lines are often the basis of the composition of a picture. If you take a careful look at your scene,
you will realize that some lines or strong contours give it strength.
Lines can be used to balance a picture by attracting the eye to the main subject, and by creating
links between other objects in the scene, or they can create conflicts. With low-angled lights,
strong shadows can give incredible power to a picture. Also, lines can give the idea of depth,
due to perspective. The lines could converge outside the picture, thus giving the impression
that they are escaping from the screen.
The shape of dominant lines often affects the atmosphere of a picture. Sharp edges and angles
express energy and aggressiveness. Round curves express calm and peace...
Conclusion
Understanding, and taking in, these basic concepts will help you get more visual power out of
your pictures. Experimenting is the key to success. Isn’t it worth trying?
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General Preferences
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Load/Save Options
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• Save configuration upon exit: unchecking this will prevent VUE from saving your con-
figuration when you exit the software. It is not recommended.
• Save scenes with small picture…: when you save a scene, VUE stores a thumbnail pre-
view of it inside the file. This is then used in the Scene Browser. Disabling this option
yields black previews for all your scenes.
• Make backup versions…: unchecking this box prevents VUE from making a backup copy
of your scene when you save it. Although making a backup is good habit, since it can
avoid losing data, you may want to turn this feature off because of the extra disk space
used. Backup copies have the .bak / .fsbak extension instead of .vue / .fsvue . Backup
scenes can be restored from the menu File > Previous Versions , or directly from the
Visual Browser.
• Max versions: You can adjust the total number of backups of a given file using the Max
versions setting.
• Use System Browser: when this option is selected, VUE will bypass the Visual Browsers
completely whenever you want to load a scene or a picture. You can locate content using
your operating system’s browser. Each Visual Browser can also be individually configured
to use the System Browser or not (see Browser Options). When the General Preferences’
checkbox for “Use System Browser” is neither checked nor unchecked (it shows a light
grey square instead), it means some but not all of the Visual Browsers have the option
checked.
• Enable auto-saving: when this option is selected, a backup copy of your scene is made
automatically, at intervals you can set. Intervals are from every minute to once an hour.
You can also stipulate how many autosaves that will be made. When the maximum num-
ber of autosave files is reached, the oldest is deleted to create the new one.
• Save scene after rendering: this feature saves the scene when rendering is finished.
Autosave files are available in the menu File | Previous Versions. Autosave files are deleted
when the current scene is closed. If you wish to keep an autosave, you have to revert your
scene to that version and save the scene.
Preview Options
The controls in this group let you customize the previews of materials and functions, using the
Preview Options dialog. If you select Override saved options, when you load a material or a
function, these options will override those that were saved together with the material or func-
tion.
If you check the Disable automatic material preview updating option, material preview will
no longer be generated automatically. Whenever a material preview becomes obsolete, a small
triangle will appear on top of it. Simply click the preview to update it. Depending on your work
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habits, this option can be useful if you find that your computer is having difficulties keeping all
materials up to date as you work.
Checking the Only render material previews in active editor option is useful if your system
become very slow when editing complex hierarchies of materials. When this option is selected,
only the material or function previews that are in the topmost editor are refreshed.
Object Options
• Select all objects using material…: when you click on a preview of a material inside
the Summary of materials dialog, all the objects that use the material in the scene are
selected. Unchecking this box will disable this feature.
• Flash views when changing…: when you select a new Preview color from the drop-
down list of the Object Properties panel, the selected objects are temporarily deselected
to show that they have taken on the new color. Uncheck the box if you don’t want this to
happen.
• Use number of copies…: when duplicating this option instructs VUE to use the number
of copies indicated in the Scatter/Replicate Objects dialog when duplicating objects (i.e.
if 10 copies is indicated and this option is selected, duplicating an object will actually
generate 10 copies of it). Please read here for details on the Scatter/Replicate Objects
dialog. This option is not set by default, and is provided for compatibility with previous
versions.
• Enable automatic primitive numbering: when you create a new object, the name of the
object automatically reflects the number of objects of the same type that have already
been created in this scene (e.g. “Sphere 2” means this is the second sphere you create
inside this scene. The first sphere may have been deleted. Copied / duplicated objects
are not counted). Unchecking this box will disable this feature.
• Display real size of objects…: when this option is selected, the size of objects as dis-
played in the Numerics tab of the Object Properties panel indicate the actual size of the
object in real world units. If you deselect this option, the size will indicate an internal
value (this option is only provided for compatibility with previous versions).
• Preserve size of natural elements at creation: When this option is checked, all “natu-
ral” VUE primitives (rocks, plants, terrains, water surfaces) will be rescaled according to
current internal unit settings upon creation, thus keeping a standard physical size.
• Offset duplicated objects: when you duplicate objects, the copy of the objects are offset
by one nudge unit in each direction. You can disable this feature by unchecking the box.
As a result, duplicated objects will be the exact copies (including position) of the initial
objects. This can be useful when you are doing precise alignment.
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• Center VUE objects when loading: this option will move VUE objects that you load, so
that they always appear at the center of the views. If you uncheck this option, objects will
retain their position as defined in the .vob file. It is useful to uncheck this option when
loading several files that each represents a different part of a single object.
• Drop dragged objects at mouse location: If dragging an object from the Object Browser,
it will drop at the current mouse location.
• Drop imported objects to ground: when this option is checked, objects that you import
will be automatically dropped to the ground plane.
• Assign last used material to new objects: If checked, any objects added to the scene
will be assigned the same material as the first object added to that scene.
The Configure Poser import button opens the Poser Import Setup dialog. There are several
Poser SDK’s that you can choose from:
• Poser SDK from September 2012: This one adds compatibility with the SR 3 of Poser 9
and PoserPro 2012.
• Poser SDK from October 2013: This one adds compatibility with Poser Pro 2014.
You might need to experiment with these to find out which one works best for you.
You also need to browse to your Poser application that you will be importing from. This setting
is required to import Poser content.
Render Options
• Render small picture of objects…: when you save an object, VUE renders a thumbnail
preview of it, for use in the Objects Browser. Unchecking this will yield black previews for
all objects.
• Reset render settings…: when you create a new landscape, render settings are auto-
matically reset to default (e.g. Preview render quality). Unchecking this box will disable
this feature.
• Generate resume render info: if this option is selected, VUE will automatically generate
the information required to let you resume later a rendering session that you decided to
interrupt. Because the generation of resume information can take some time, this infor-
mation is not generated when rendering in OpenGL or Preview modes. Disabling this op-
tion will allow faster interruption of renderings by skipping the generation of the resume
information in the more advanced rendering modes – but you won’t be able to resume
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rendering. Please also note that any modification of the scene will make it impossible
for you to resume rendering later. You can also control the creation of resume render
information using the Render | Generate Resume Render Info menu command. This
command is only available if an advanced render mode is selected (Final and up). The ef-
fect of the menu command is identical to that of the checkbox. This option only pertains
to renders to screen; this Resume Render is not available for network rendering.
• Abort render on click in render area: when this option is selected, clicking in the render
area will abort the rendering process. If this option is deselected, you will have to press
Escape to stop rendering.
• Flush voluminous data when render completes: during the rendering process, VUE gen-
erates a lot of data that can be preserved in order to speed up subsequent renders of the
same scene. When this option is selected, this data will be automatically discarded when
the render completes, thus freeing up memory.
• Limit displacement mapping memory usage: This allows you to specify the lower limit
for memory cache used for displacement mapping. A lower limit means that swapping to
disk will occur more frequently. So it sets the balance between in-memory and on-disk
displacement data storage.
• Render stacking options: This button opens the Render Stacking Options dialog where
you can specify what renders you wish to keep in the renderstack, sets the size and lo-
cation of the render stack. These settings are also available on the The Render Display
Window
Undo/Redo Options
The options in this group are used to control the number of operations that you can undo or
redo.
• Maximum number of operations that can be undone…: this setting controls the num-
ber of operations that you can undo by hitting the Undo button in the Top Toolbar. Pro-
vided system resources are sufficient (see below), you will be able to undo/redo that num-
ber of operations at any time.
• Keep history of operations until system resources drop below: this option lets you
configure the maximum system resources that can be used before VUE stops storing undo/redo
operations. When system resources drop low, the number of operations that can be un-
done may be reduced. The default value is 25%; you shouldn’t set this to 0%, as it will
eventually lead to a total system lockup.
The Current system resources field displays the percentage of system resources that are avail-
able. If you have lots of undo/redo operations and system resources drop low, you can press
the Flush history button. This will discard all undo/redo operations and free-up some system
resources.
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Configuration
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• Reset options to default: click this button to reset all options to the factory settings. All
modifications made to the Options dialog will be lost.
• Restore disabled messages: click this button to restore all messages that have been hid-
den by selecting the “Don’t show this message again” option in the message box. This
is particularly useful if you have created a default behavior for one of the messages by
checking the option and want to change this default behavior.
• Gamma Options…: click this button to display the Gamma Options dialog.
EcoSystem Options
• EcoSystem population: this allows you to set a threshold limit on an EcoSystem popu-
lation. If an EcoSystem population is going to be greater than this number, a warning
message is displayed.
• Interactive numerical field changes: If this option is selected (the default), the interface
is automatically updated as you enter numerical values in the input fields. For instance,
if you enter a new position using the Numerics field of the Object Properties panel, the
position of the selected objects will be updated as you type the new position. If you prefer
that the interface is updated only when you have finished entering the value and press
Enter or switch to another control, deselect this option.
• Interactive slider changes: If this option is selected, changes are made in synch with the
slider movement.
• Edit objects upon selection: If checked, and you select an object is selected, immedi-
ately you go into edit.
• Show OK and Cancel buttons: in undocked dialogs. These buttons will display in the
lower right corner if this option is selected.
• Scan for remote changes images and objects: When you enable synchronization of im-
ages and imported objects when you import either an object or a texture map, and check
the Synchronized option in the 4th tab of the World Browser (Links tab), VUE periodi-
cally checks if the corresponding files have been modified by an external program, and
proposes to reload the file in this case. This process can be really time consuming if you
have hundreds of maps or objects in your scene, so this checkbox can be used to disable
this process globally without having to edit each map or object previously selected in the
Link Tab of the World Browser.
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’Dockable Dialogs’
You can select the dialogs to dock or not dock. These dialogs can be selected on the Dockable
Dialogs dialog.
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The gamma correction is part of color management. The various gamma settings define how
to convert luminosity values from a linear space (which are used internally in the rendering) to
non linear ones that are used to encode image files or to send the picture to the screen buffer
for display.
Note:
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All devices (that can be image files, screens, printers, scanners ...) have their own gamma value.
When we say that a device has a gamma of G, it means that the conversion to linear of a value
xInGammaG is : xLinear = xInGammaG ^ G. The reverse conversion is xInGammaG = xLinear ^
(1/G), with values normalized in the [0; 1] range.
In rendering engines, all of the lighting computations must be computed in linear space to have
a realistic result. For images files and screen buffers, using a non linear space allows to keep
more precision in the dark values, for which our eyes are more sensitive to. When using gamma
correction correctly, you can be assured that all people working on a scene will see the same re-
sult, even when monitors have different behaviors (if they also use gamma correction correctly,
which is unfortunately not always the case !).
Screen gamma
This setting allow to adjust the gamma used to convert linear value to the gamma space of
your screen. Nowadays most screen are calibrated on sRGB, which is approximately a gamma
2.2 space.
You should see the test pattern as an homogeneous area. If it is not homogeneous , adjust the
screen gamma preferably using your OS display settings, or the screen gamma slider if you
can’t. It is preferable to use the OS settings, so that all the applications display the same thing,
as a lot of them just assume an sRGB display and allow no correction.
Screen gamma is used for all displays (render, preview, color pickers, ...) but the interface itself
which is drawn as if the screen was sRGB.
Note you can set the gamma per-image once they are imported by using the Gamma option
located to the right of the image preview in the Material Editor or any texture map nodes in the
Function Editor.
Changing the import gamma setting only affects subsequent image imports, it does not affect
what you already imported in the scene.
Note also that for any texture map node, even one eventually connected to the color output
node, evaluating through either its gray-scale or alpha output won’t apply gamma correction.
Only its color output will be gamma corrected, the gray-scale output is considered linear as it’s
main use is for effects like displacement.
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For now we don’t write the gamma in which we encode the file. That means the files will be
interpreted as sRGB by default by other software if you don’t tell them otherwise. So you should
not use anything else than 2.2 unless you want to produce linear data for some very specific use.
It that case you must give that information to the other software !
For export, if you set the output gamma to 1, you must not judge the resulting image by what
you see in any viewer if you cannot tell that the image data is actually linear. If it isn’t, the image
will look darker because it is interpreted a sRGB data and not linear data. You must set the input
gamma in the other application for that image to 1. Only at the end of the pipeline, you apply a
gamma conversion from linear to the device on which you want to display/save your image.
And in all cases, don’t change anything to the screen gamma setting, your screen has not changed
because you want to work in linear.
Display Options
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• OpenGL (fixed hardware pipeline): select this option to enable OpenGL previewing of
the scene using the fixed hardware pipeline in your video board. An OpenGL optimized
video board is recommended (although not necessary) to get best performance from this
option. Unfortunately, it has been frequently observed that some video board drivers
don’t correctly implement all the required OpenGL features used by VUE, which may lead
to system or software instability. You should test the compatibility of your video board
(see below) before using hardware acceleration.
• OpenGL (software): if this option is selected, VUE will not use the hardware acceleration
in your video board, but will emulate the OpenGL features, using a default – fully compli-
ant – software implementation of OpenGL instead.
• Video board info: this button displays your video card information and the display qual-
ity you are currently using.
• Auto display config: this button resets your display mode to the previous setting.
• Enable background draw thread: in order to provide speedy feedback while still offer-
ing detailed previews, VUE uses two different levels of 3D view quality. The first is the
instant feedback, the second is a multi-threaded background update (background draw
thread) using a higher level of detail. If you don’t want to use the background draw thread,
uncheck this option (e.g. to avoid the views switching quality all the time). If you experi-
ence frequent random crashes on your system, this is probably due to your video board
driver not supporting the multi-threaded drawing. If you don’t want to disable OpenGL
altogether, turning this option off may help improve stability.
• Use line anti-aliasing and Use scene anti-aliasing: select these options to enable OpenGL
anti-aliasing of lines and anti-aliasing of the entire scene. Depending on your video board,
anti-aliasing can affect performance significanlty.
The Instant draw and Background draw sliders let you customize the level of detail used for
both types of previews. We generally don’t recommend increasing the quality of Instant draw,
since this has to be quick to remain responsive. You can however turn it down, if you feel that
program response is on the slow side.
Since Background draw takes place in the background, the associated 3D view quality can be
very high. Obviously, background draw quality should be higher than Instant draw.
Because plant preview is particularly demanding in terms of video processing, there is a sepa-
rate set of sliders to adjust the quality of the preview of plants in both previewing modes. Plant
instant draw and Plant background draw sliders let you customize the preview quality of
plants independently from the preview quality of other objects.
• Max usable video memory: This setting only comes into play when using full quality
near the camera. To a lesser degree, it affects the changing to another geometry repre-
sentation, such as box, wire box, flat shaded or smooth shaded.
• Limit OpenGL polygons to: Because some video boards may have issues displaying the
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millions of polygons of VUE scenes, this option will automatically limit the number of
polygons that the video board has to draw in order to avoid OpenGL driver issues. When
the polygon limit is reached, additional objects will be displayed as boxes instead of their
full polygon representation. You can try increasing this value if you feel that it is not appro-
priate for your work, however, if the application starts crashing because of video board
driver errors, you should revert to the factory setting.
This group of controls let you customize the way object texturing is previewed in the 3D Views.
Normal and UV mapping is now displayed correctly in OpenGL previews.
• Apply texture maps to…: if this option is selected, the objects will be previewed with
their texture maps. This is particularly nice for plants, but also applies to all objects that
are mapped using images. You can enable or disable texture maps independently on
Plants, Primitives, Polygon meshes and Locked objects. When this option is selected
for locked objects, these will be shown with textures applied. Otherwise, they will be
displayed gray.
• Use auto-color whenever possible: VUE will always attempt to determine a color that
is representative of each material in the scene. If this option is selected, this color will
always be used to preview the objects, except when specifically instructed to use another
color.
OpenGL Lighting
The unique control in this group lets you adjust the number of light sources used for previewing.
OpenGL supports a maximum of 8 light sources. Each time you create a light source in VUE, an
equivalent light will be created in OpenGL, until the maximum number of lights that can be
used is reached. You can accelerate the previewing of the scene by reducing the number of
lights used by OpenGL.
If you are using the OpenGL 2.1 (shader 4) display option this options will be unavailable and
greyed out. If you wish to change these options and use them, you need to use the OpenGL
Hardware display option. If you change these settings and switch back to OpenGL 2.1 (shader4),
these settings will revert back to the default.
Accurate sun shadow previewing: Use this setting to enable real shadows projected from the
sun. The sun becomes the first directional light in the object list. This option disables Clip
objects under the first horizontal plane in main view only.
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The OpenGL atmosphere preview option is only available when none of your viewports uses
the Interactive Path Tracer viewing mode. When previewing the atmosphere, the main view-
port’s background will show a preview of the sky according to the atmospheric settings in your
scene, including the cloud layers. Note that individual clouds (aka. MetaClouds, and including
VDB clouds) are not taken into account to generate this preview.
As computing this preview is quite CPU intensive, the frequency at which it is recomputed when
moving the camera is kept to a minimum, which means that the accuracy of the preview is best
when the camera is reasonably far from the cloud layers. The preview is also always rendered
behind the objects, even if the camera is inside a cloud layer, which means in that case the
OpenGL view can be far from matching a corresponding render.
When the Atmosphere preview option is selected, you can also indicate whether you want to
preview the lens flares and planets in the scene.
If you enable Preview lens flares, an OpenGL version of the lens flare will be created that looks
like the actual lens flare that will be rendered.
Enable Preview planets to represent a texture mapped preview of the planets in the 3D Views.
These options can be turned on/off easily on a per scene basis from the Display | Atmosphere
Preview item on the VUE menu.
• Preview Dynamic EcoSystems: Check this option to view the dynamically populated
instances that are closest to the camera.
• Min size of displayed instances in pixels: Enter a value to limit the display of EcoSystem
instances in preview mode.
• Max number of displayed instances: Enter a value to define the upper limit of EcoSys-
tem instances you want displayed in preview mode. This is valid for both dynamic and
static EcoSystems.
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View Options
• Center views on objects selected…: turning off this feature will stop the views from
moving each time you select an object using the World Browser.
• Stop camera going below clipping plane…: this is useful to avoid getting black renders
when the camera goes inside the ground. It can be turned off for special cases when the
camera should go below the clipping plane (e.g. underwater scenery).
• Clip objects under first horizontal plane: checking this will make all objects invisible
under the clipping plane, in all views (not only in Main view).
• Clip objects… in main view only: checking this will make all objects invisible under the
clipping plane in the main view. This is useful for the comprehension of the 3D View.
Preview of meshes (from front to rear): original frog ~20000 polygons, slight decimation
~10000 polygons, standard ~5000 polygons, strong decimation ~2000 polygons
• Show decimated mesh previews: in order to provide instant feedback, polygon meshes
that comprise many polygons are only partially drawn. This means that only certain poly-
gons of the object are drawn, resulting in a ghost-like preview with lots of holes. When
this option is enabled, VUE will attempt to display a simplified version of the object (a
decimated version) that retains the overall outline of the initial object. Although the re-
sulting geometry may be seriously distorted, it usually retains enough to be identifiable.
The amount of decimation depends on the preview quality settings. This decimated ver-
sion of the object is created in a background task (to avoid slowing you down in your
creative process). It may take a couple of seconds to compute and display the decimated
version. Of course, the full object geometry will be used for rendering.
• Show Boolean and Blob previews: if this option is selected, VUE automatically builds a
polygon approximation of the result of any Boolean or Metablobs/Hyperblobs operations
that you create in your scene. This polygon approximation is created as a background
task (to avoid slowing you down in your creative process). It may take a couple of seconds
to compute and display the polygon approximation. Of course, the exact object geometry
will be used for rendering. This option is not available if the Background draw thread is
disabled.
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• Show pixel aspect ratio deformation in views: when this option is selected, the effect
of non-square pixel aspect ratios (see here) appears in the OpenGL previews.
• Fixed camera and light sizes in views: if this option is selected, the camera and light
icons in the 3D views will remain the same size when zooming.
• Global plant display quality optimization: Checking this option will boost display qual-
ity of plants depending on the overall polygon count in the scene. This gives the highest
display quality whenever possible.
• Preview Gamma and exposure in main view: Check this option to have your gamma
and exposure settings reflected in the OpenGL preview of the Main camera view.
• Show bounding boxes around groups: If this option is selected, a dotted bounding box
will be drawn around groups of objects.
• Show 3D axes in views: when this option is enabled, a small graph displays the axes of
the views in the lower-left corner of the 3D Views.
• Show all cameras in views: when this option is selected, all the cameras in the scene
will be displayed in the views. The active camera is the only one displayed with a viewing
frustum. When all cameras are shown in the views, you can activate another camera by
double-clicking on it.
• Secure active camera: enable this option to change the main view in perspective view
whenever you modify the camera settings with the mouse. This will permit you to play
with the perspective camera, and once you are satisfied with the settings you can then
store them into the main camera.
• Independent zooming and panning of views: by default, all orthogonal 3D Views are
zoomed and panned simultaneously. If you would rather have a different zoom and pan
setting for each view, select this option.
• Show camera FoV in Object Properties: when this option is selected, the size of the
camera lens will be displayed as the horizontal Field of View rather than focal length.
• Show tooltips in views: when selected, tooltips indicating the object below the mouse
position will appear in the 3D views every time the mouse stops moving for a short time.
• Show Position as tooltips in views: When selected, the position inside the 3D world
over which the mouse is located will be displayed as a tooltip every time the mouse stops
moving for a short time.
• Show wireframe on selected objects: when this option is selected, a wireframe will ap-
pear on top of the selected objects, letting you locate the selected objects more easily.
The default color for this wireframe is red.
The way this wireframe is displayed is also affected by the menu option Display | Show Selec-
tion Wireframe On Top: if the menu option is selected, the wireframe will always appear on
screen, regardless of whether the object is hidden by other objects or not. This option can be
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toggled on or off, because there are cases when it can get in the way (e.g. when placing an ob-
ject on top of a terrain, the wireframe can get in the way of seeing how the object is positioned
relative to the surface).
• Highlight parts using current material: this option works in conjunction with the above.
When it is selected, the objects (or parts of objects) that use the current material (as dis-
played in the Object Properties panel) will appear with a brighter wireframe. This way,
you can easily see what parts of your objects use a specific material.
• Show infinite grid on ground: when checked, a grid displays on the ground plane in the
Main camera view and in the Top view. It shows at any level of zoom or camera altitude.
There are three scales in the grid, multiples of 1, 5 and 10 internal units. 1’s will show
lightly, whereas 10’s will show brightly. During transitions between order of magnitude,
the grid lines representing those multiples will smoothly fade into their new scale multi-
ple.
• Show scale in view: when checked, a small scale bar displays in the lower left corner of
all viewports. It indicates the current magnification level. It will match the grid cells, and
allows you to know what distance represents one grid cell at all times.
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If you select this option, VUE will attempt to maintain a minimum frame rate when refreshing
the OpenGL views (when dragging objects or moving inside the views). Whenever the scene be-
comes too complex to display at the indicated frame rate, VUE will display objects as boxes. The
number of objects displayed as boxes is adapted dynamically in order to achieve the desired
frame rate. Objects far from the camera are displayed as boxes in priority.
Note:
This setting only affects the instant draw. The background draw is always displayed according
to the quality setting indicated.
• Minimum refresh rate: use this setting to indicate the minimum frame rate that you want
the OpenGL views to be displayed at. Warning: do not set this parameter too high, or your
views will always be displayed as boxes. The default 5fps (frames per second) is usually
a good compromise.
• Redraw without boxes on mouse up: when this option is selected, the OpenGL views are
redrawn completely as soon as you release the mouse button after dragging the views/objects.
This avoids having to wait for the background draw thread to complete drawing the views
to get an idea of object placement when some objects have been drawn as boxes.
• Adaptively display objects as boxes when framerate is too low: when this option is
selected, VUE will display distant objects as boxes when resources become depleted. This
enables the application to discard display data required for the detailed OpenGL views,
thus freeing up some memory for use in other, more vital tasks. The number of objects
displayed as boxes is automatically adapted according to system resources.
Degraded Modes
When your system resources become dramatically depleted, VUE may no longer have sufficient
resources to complete its tasks. When this situation occurs, and in order to maintain core func-
tionality for as long as possible, degraded modes will kick into action.
Degraded modes are a special mode of operation whereby the application gives up some of
its “peripheral” processing in order to focus on “vital” tasks. This includes suspending some
background tasks and simplifying the 3D Views.
The following options let you fine tune the actual level of system resources that trigger the var-
ious degraded modes:
• Disable advanced previews if resources drop below: select this option to automati-
cally suspend the advanced preview threads (mesh decimation, Boolean operations and
Metablob previews) when the system resources drop below the indicated threshold. These
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• Background color: this control lets you select the color that will be used for the back-
ground of the views.
• Use paper: select this option to add grain/color to the background of the views (as if they
were drawn on paper). The first time you select this option, a Standard File Browser will
appear, prompting you to select the paper to use in the views. VUE ships with a set of
predefined papers placed in the Papers sub- folder of the Environment folder. Press the
Load button to change the background paper used in the views. You can create your own
custom papers; a paper is a seamless black and white picture with a size of 64 × 64 pixels.
OpenGL Clipping
This option lets you define the OpenGL view clipping planes:
• Near plane distance: this defines the distance to the clipping plane near the camera. Any
object that is closer to the camera than this distance will not appear in the OpenGL views.
• Far plane distance: this defines the distance to the clipping plane far from the cam-
era. Any object that is further from the camera than this distance will not appear in the
OpenGL views.
• Auto: select this option to let VUE automatically take care of these settings.
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Length Units
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• Default display unit: This drop-down list box lets you define which measurement unit
will be used to display lengths in VUE:
– Metric (automatic): all measures will appear in metric units, automatically select-
ing the unit that is most appropriate for each particular measure (i.e. millimeters
for very small objects, and kilometers for very large objects).
– Imperial (automatic): all measures will appear in imperial units, automatically se-
lecting the unit that is most appropriate for each particular measure (i.e. inches for
very small objects, and miles for very large objects).
– Meters: all measures will appear expressed in meters.
– Centimeters: all measures will appear expressed in centimeters.
– Millimeters: all measures will appear expressed in millimeters.
– Kilometers: all measures will appear expressed in kilometers.
– Inches: all measures will appear expressed in inches.
– Feet: all measures will appear expressed in feet.
– Yards: all measures will appear expressed in yards.
– Miles: all measures will appear expressed in miles.
– VUE Unit: all measures will be displayed in VUE units.
• 1 VUE unit is: use the VUE unit setting to precisely specify how long a VUE unit will be.
When changing this value, VUE automatically adjusts the atmosphere’s aerial perspective
scaling factor so that the atmosphere renders identically independent from the current
VUE unit value.
• Apply new settings to current scene: check to apply these settings to current scene
only.
The two settings of this group let you control the resolution of the grid when moving and rotat-
ing objects.
Snapping to the grid is enabled when you press Shift at the same time as you move or rotate
an object. When snapping is enabled, the object will jump between positions or angles on the
grid.
Use Position grid resolution to set the resolution of the grid when moving objects.
Use Rotation grid resolution to set the resolution of the grid when rotating objects.
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Adaptive based on zoom: If this option is checked, this grid will show at any level of zoom or
camera altitude, and at any panning position. There are three scales in the grid, multiples of 1,
5 and 10 internal units. 1’s will show lightly, whereas 10’s will show brightly. During transitions
between order of magnitude, the grid lines representing those multiples will smoothly fade
into their new scale multiple. This happens each time a viewport’s zoom approaches a round
decimal power value (1, 10, 100...).
Order of Rotations
This drop-down list box lets you define the order in which the rotations will be applied for all
the new objects you create.
If you want to change the order of rotations for all existing objects, click the Apply to all objects
button.
This group lets you configure the axes of the world coordinate system. By default, VUE uses the
Z axis as the vertical axis, but it you are more familiar with the Y axis being vertical, this is the
place to change: click Y axis up to have the Y axis vertical, or click Z axis up to use the default
conformation.
• Left-handed and Right-handed: this lets you define whether your coordinate system is
left handed or right handed (the default).
Spherical scene
This section is for setting up scenes that make use of spherical terrains, either complete planets
or partial curved terrains. These properties should probably not be checked as a scene default.
• Spherical scene: Check this option to enable spherical scene properties in the current
scene.
• Scene radius: this sets the size of the planet you are creating.
• Use planetary terrains: this will reform all of the infinite planes currently in your scene
(and any you might add) into a spherical shape.
• Planetary mapping center: Latitude/Longitude: This mapping allows you to control
the latitude/longitude settings when using a large scale map of cloud layers. It is also
used to control the latitude/longitude parameter of the new planetary image mapping
node which is used to map a world map for a planetary terrain.
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Sea Level
• Altitude: this sets the default for the water plane in your scene. This default affects all of
the scenes you create using a water plane.
• Show sea level in 3D views: this gives you a visible plane in your views as a reference. A
sea level plane will show in the World Browser, but be invisible in renders.
• Show sea in renders: this will give you a visible water plane and it will show in the World
Browser as Sea.
If you don’t check either option, sea level is still present and its value is define by default as z=0,
or whatever value you give in on this screen.
Operations
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This tab lets you redefine keyboard shortcuts for all keyboard operations, store these settings
in user configuration files, and define additional search paths for texture maps.
If you wish to emulate the Right Mouse Button (RMB) using Ctrl+Left/Default button for mouse
and trackpad, check the box at the top of the dialog. This is available for both Windows and
Mac computers. On the Mac, this should be very useful when using a trackpad.
On all platforms, when two different physical keys exist for a single character or action (eg. the
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two Shift keys on either side of the keyboard), both keys are treated as the same key.
For Windows machines, the Windows key can now be used and assigned a shortcut. A keystroke
assigned to this key would be listed as Win+T for example. The Windows key must have another
key assigned to it as a combination. Otherwise, its function reverts back to displaying the Win-
dows start-up menu.
For Macs, the Command and Control keys can be mapped independently to shortcuts.
This section lets you create new or alternate shortcuts for various commands. That way you
can reassign the shortcuts you are most used to in your other applications.
In the Keyboard shortcuts list appear all the menu commands with their existing shortcuts
alongside them.
To create a new or alternate keyboard shortcut, simply click on the line and type your new short-
cut. If the shortcut is already assigned to another command, a prompt will appear, asking what
you would like to do.
Click outside the list of commands to close the Type new shortcut invitation.
If you want to remove an existing shortcut, right click on the shortcut to be removed.
Note that when the combination you are trying to use is already assigned to another keyboard
shortcut or mouse trigger, a message will tell you so and you will be able to cancel the new
assignment or remove the conflicting shortcut from its original assignment to make it available.
By pressing one of the buttons at the right of the Reset to default label below the list of short-
cuts, you can reset all the shortcuts and triggers to the factory settings:
• The Legacy defaults refer to the navigation defaults in VUE up to and including version
2016 Release 4.
• The Industry standard defaults refer to a navigation preset new to VUE version 2016 Re-
lease 5, which conforms to more widely accepted industry standards for 3D navigation.
You can also use the Load interface preset command in the General Preferences tab to load typ-
ical shortcuts from other popular 3D applications. Presets for other applications not listed in
the Load interface preset dialog can be loaded from a file:
• Click the Load button in the Shortcuts file frame
• Navigate to VUE’s installation folder and from there into the Environment / Presets - older versi
folder
• Select a preset folder, and load the Default.cfg file it contains
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• If you use a two-buttons mouse, you can also find a more suitable preset in the Environment / Presets /
folder, as some Legacy as well as Industry-standard triggers use the middle mouse button
on three-buttons mice
Customized mouse and keyboard shortcut presets can be saved in individual files (see below).
Triggers are shortcuts involving mouse buttons, typically used in the 3D viewports to manipu-
late the viewpoint, draw a selection rectangle or a render area, etc.
Trigger modifiers are additional keys that can be pressed during a triggered operation to mod-
ify its effect. For example, pressing W during camera rotation or panning will slow down the
movement, allowing more precise operations.
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Please refer to the detailed Triggers and Modifiers article for more information on categories
and specific triggers.
Shortcuts Files
You can save and restore all your mouse and keyboard settings in a configuration file using the
extension .cfg . That way, several people working on the same computer can have different
shortcut mappings. You can also take the configuration file with you to another computer and
restore it there to keep your preferred mapping.
Click the Load button to display a Standard File Browser and load the desired configuration
file (the current settings are saved to the currrent file location before loading the new one).
Likewise, the Save As button will let you select a new file to store the current user configuration.
You can define additional search folders for your texture maps (pictures) using the controls in
this group. When VUE cannot find a texture map at the expected location, it will automatically
check the Bitmaps folder to see if the texture map can be found there. If the texture map is not
in the Bitmaps folder, VUE checks the folder where the file that is being loaded is located (this
search is not recursive).
If you have defined additional texture map folders, VUE will also search in these folders to see if
the requested texture map can be located there. That way, if you have gathered all your texture
maps in folders, you can define them as additional folders, and VUE will automatically check
there if it cannot find a given texture map elsewhere. This search can be made recursive.
To add a new folder, simply click the Add button. A Standard Folder Browser will appear, letting
you select the new folder to be added. Click the Recursive checkbox to let VUE search in the
sub-folders of this folder.
To remove a folder from the search path, highlight a folder and click Remove.
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You can easily change the location of your VUE content folder. To change to a new folder, simply
click the Edit button. A Standard Folder Browser will appear, letting you select the content
folder.
Image Viewer
Use this Edit button to browse to the program you wish to use to view your bitmaps that you
are using in the Material Editor or Plant Editor.
Check to indicate whether you want to view the documentation .pdf file or the online wiki when
you select Overview on the Help menu.
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Triggers and their Modifiers are sorted into several categories. To allow more freedom of cus-
tomization, some Triggers appear in several categories. For example, the Orbiting trigger can
be set to Alt+Left MB+Drag in the scene viewports but overridden by the simpler trigger Left
MB+Drag in the object editors’ 3D previews.
Trigger Modifiers
Under the Trigger Modifiers category, you will find triggers which apply to camera and object
interactive transformations, as well as two more generic triggers:
• The Cancel Current Operation shortcut (usually Escape) can apply to a wide range of op-
erations,
• The Ignore Preemptive Gizmos modifier can be used to prevent inlaid or overlaid interface
elements like 3D gizmos in the scene viewports from activating when hovered.
– This is because those interface elements have priority over other operations, which
in some circumstances make it difficult to effect other operations like picking an
object when looking at a dense area of your scene where many objects overlap.
Modifiers applying to transformations are pretty standard:
• Snapping snaps movement to the intersection of an implicit grid, or rounds up the angle
of a rotation (it has no effect on Scaling operations),
• Constrain To Axis limits the degrees of freedom of an action,
• Slow Camera Controls will slow down the effect of camera, viewpoint or object transfor-
mations,
• Duplicate Object allows to duplicate an object at the beginning of a translation or rotation
in order to work on a copy rather than on the originally selected object.
• Move to Pointed Location: when dragging in a 3D view to move objects in the scene, using
this trigger will move the selection at the scene position pointed at by the mouse cursor,
instead of moving it in the 3D view plane.
– Read the page about Moving_Objects (Documentation/Building_Scenes/Editing_Objects)
for more details.
Under the Trigger Modifiers (Picking) category, you will find triggers modifiers applying to the
corresponding Select Object Under Mouse operation.
Under the Trigger Modifiers (Scaling) category, you will find triggers modifiers applying to the
scaling operations available using the gizmo handles in the 3D views.
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Triggers
Under the top-most Triggers category, you will find triggers which operation applies to many
situations. Typically, Panning and Zooming can refer to translating the camera as well as drag-
ging a node in the Function Graph or moving the Time Line left or right when working on an
animation.
Zooming (a.k.a. Dollying) moves the viewpoint “inside” the scene or “away” from it along a lin-
ear path. Combined with the camera’s Altitude lock feature, this operation can be made similar
to a “walking” mode, typically when operated over a terrain. In an orthographic view, zooming
simply means shrinking or enlarging the viewed extent.
Two distinct triggers are available for the zooming operation, as it is usually mapped both to a
mouse-drag action and to the wheeling action.
The Default Trigger deserves a special note: it simply refers to the default mouse button used
to start some operations that can be activated from an interface button or with a keyboard
shortcut. For example, if you activate the Select Render Area feature using the button in the
Top Toolbar, or using the Ctrl+Alt+S keyboard shortcut, you will have to use the Default Trigger
(usually Left MB+Drag) to actually select the area’s rectangle in a 3D view.
Triggers in 3D views
The nested Triggers in 3D views category adds triggers meaningful only in 3D context (some of
the triggers apply in orthographic viewpoints as well).
• Orbit Around Selection rotates the viewpoint around the selected objects, or around the
scene’s center point. When no object is selected, be careful when orbiting as the scene
center can be far off the current frustrum of your viewpoint.
• Rotate Camera/Viewpoint rotates the camera or the viewpoint’s origin around itself.
• Frame Selected Area will let you draw a rectangle on a view and try to adjust the viewpoint
settings to focus on this area.
The nested Triggers in Camera Views category repeats triggers already mentioned to allow to
override them in a perspective view of the scene, and adds three triggers specific to this context:
• Camera Focal allows to shrink or broaden the camera focal.
• Roll Camera rotates the camera around its forward (look at) axis, changing the angle also
known as the camera attitude.
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• Translate Camera constrained to axis (kept for compatibility with previous versions – see
also modifier mentioned earlier in the Trigger Modifiers category) allows to translate the
camera along the X or Y axis as described in this article.
Triggers in Editors
The Triggers in the Terrain Editor and Triggers in the Spline Editor categories hold mouse and
keyboard shortcuts meaningful in the context of these editors only.
This allows to define shortcuts for actions like raising or shrinking the Terrain Editor Brush ra-
dius, flow or fall-off distance between two brushing actions, without having to move the mouse
to the Paint panel to operate the interface. See the section on Sculpting Terrains in the Terrain
Editor documentation.
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Section 2
Building Scenes
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Creating Objects
All scenes are created from a set of predefined objects. These objects fall under 15 categories:
Primitive Objects
Primitive objects are “mathematically pure” objects. They are defined by a primitive mathemat-
ical equation that the render engine solves each time it has to consider the object. This equa-
tion defines the position and shape of the object. Although this may sound pretty complex,
primitive objects are among the easiest to use, and their mathematical complexity is hidden
away by user-friendly tools. There are 7 primitive objects available in VUE: Sphere, Cylinder,
Cube, Cone, Pyramid, Torus, Plane and Alpha Plane.
These objects are created either by clicking on the second icon from the left toolbar (if the re-
quested primitives icon is not available, you will need to unfold it ),
or by using the items from the Object | Create sub-menu. Keyboard shortcuts are also available
for advanced users (they are indicated in the menu).
Since all of these objects can be moved, resized in any direction, rotated, and twisted, they can
yield an incredible variety of shapes.
Arbitrary materials may be assigned to primitive objects using the Change object material item
from the Objects menu, or by clicking the Load material button ( ) on the Object Properties
panel.
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Infinite Planes
Infinite planes are not so different from primitive objects, in the sense that they are also defined
by a mathematical equation. However, unlike primitive objects, infinite planes are unbounded
objects. That means they extend infinitely in every direction, separating the world in two halves.
One half will be outside the object, the other inside.
There are 3 different types of infinite planes available, although they differ only by the material
assigned to them, and their initial orientation. These are: Water (or Sea), Ground, and Cloud
planes to add rain or snow.
Like primitive objects, infinite planes can be moved, rotated, twisted (except for cloud planes),
and have materials assigned to them. Resizing an infinite plane will yield no result, since it is,
after all, infinite.
These objects are found on the left toolbar, topmost icon (if the requested infinite plane icon
is not available, you will need to unfold it ). They can also be created using the
menu items of the Object | Create sub-menu.
All infinite planes are created horizontally. Water (or Sea) and Ground planes are created with
their “inside” underneath them.
Default landscapes are created with a single Ground plane, positioned at altitude 0. While there
can be multiple ground and cloud planes, there can only be one water plane, which represents
sea level.
Infinite planes are displayed by a surface and a normal vector. In order to find out which side
of the plane is “outside”, you need to look at this vector. It is situated on the outer side of the
infinite plane.
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Alpha Planes
The Alpha plane is a variation of the Plane primitive that is designed to facilitate the setup of
transparency mapped images (images with alpha information).
Like other objects, they may be moved, resized, rotated, twisted. Although it is perfectly pos-
sible to assign a material to an Alpha plane, Alpha planes are specifically designed to avoid
having to do so. It would seem more logical to create a simple Plane primitive instead.
To create an Alpha plane, either unfold the second icon from the left toolbar and select the
corresponding icon ( ), or select the menu command Object | Create | Alpha Plane.
When you create a new Alpha plane, the Alpha Plane Options dialog appears. This dialog lets
you define the aspect of the Alpha plane. Please click here for details on editing Alpha planes.
The Alpha Plane Options dialog is simply a shortcut designed to help you create the correct
material for the plane. This material can be modified using the standard Material Editor, but
you can also re-open the Alpha Plane Options dialog anytime by double-clicking on the Alpha
plane object in the 3D views, or by clicking the Edit button ( ) on the top toolbar when the
Alpha plane is selected, or by selecting Edit Object from the Objects menu.
Terrains
Terrains are constructed using complex fractal algorithms to recreate mountainous structures.
They are a special type of Polygon mesh designed to efficiently handle massive amounts of
polygons. Terrains are the basic construction block used for building landscapes. Like other
objects, they may be moved, resized, rotated, twisted, and have materials assigned to them.
Terrains come in two different types: standard and procedural. Standard terrains use a fixed
size grid to represent the terrain altitudes. They are also known as “heightfields”, and are the
most straightforward type of terrain.
Procedural terrains use a significantly more complex technology to build and refine the terrain
according to the distance at which you are observing it. This technology is able to dynamically
adjust the level of detail of the terrain, so that it appears to be infinitely detailed. The altitudes
of this type of terrain are generated using a complex mathematical procedure. Luckily, VUE is
able to hide away all this complexity by providing a selection of presets from which you can
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pick. You can always customize the look of these terrains later.
To create a terrain, right-click on the terrain icon on the left of the screen and select which
type of terrain you want – standard heightfield, procedural or infinite from the expanded icon
( ). The shape of the terrain is created randomly and will be unique. No two terrains
will ever yield the same shape.
Once a terrain is generated, it can be modified by accessing the Terrain Editor. This is done by
double-clicking on the terrain in the 3D Views or World Browser, or by clicking the Edit icon ( )
on the top toolbar when the terrain is selected, or by selecting Edit Object from the Objects
menu.
Inside the Terrain Editor, you will be offered a large variety of tools (such as erosion, manual edit-
ing, special effects…) that will let you shape the terrain as you like. There are also controls for
painting materials directly on terrains. For a complete description of the Terrain Editor, please
see here.
Alternately, you can choose to create standard terrains directly inside the Terrain Editor, by long-
clicking on the terrain icon in the left toolbar, or by selecting the menu command Object | Cre-
ate | Heightfield Terrain | Heightfield Terrain in Editor.
There is also a spherical terrain in VUE, which basically creates a planet or a curved terrain (part
of a planet). This is presented in more detail here.
Plants
Plants are probably the most unique feature of VUE. They are generated using SolidGrowth™, a
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set of incredibly complex algorithms designed to grow a whole variety of plant forms. Plants
are very complex objects using multiple materials. They are often made of an equivalent of
tens of thousands of polygons.
Like other objects, they may be moved, resized, rotated, and twisted.
They can also have wind applied to them, and they will react to any global breeze settings in
the Atmosphere Editor section.
To create a plant, either click on the sixth icon from the top in the left toolbar ( ), or select
the item Plant from the Object | Create sub-menu. If this is the first time you create a plant
in the current session, a random species is selected from the available ones. Successive plants
will all be of the same species. When a plant is created, it grows randomly inside the computer,
following rules characteristic of the species. Since the resulting plant was grown at random,
no two plants from the same species will ever look identical. If you look for a particular shape
inside a given species, try growing several plants, and retain the one you like best.
To change the active plant species, right-click on the vegetation button, or select Load Plant
Species from the Object | Create sub-menu. You will be presented with a browser of available
species. When you select one of them, a plant from the corresponding species will be grown.
Once a plant is created, it can be modified by accessing the Plant Editor. This is done by double-
clicking on the plant in the 3D Views or the World Browser, or by clicking the Edit button ( ) on
the top toolbar when the plant is selected, or by selecting Edit Object from the Objects menu.
Inside the Plant Editor, you will be offered a large selection of tools that will let you modify the
shape of the plant as well as create entirely new plant species.
Plants that are created in e-on’s PlantFactory can also be used in VUE. While the file extension
for these plants is different, .tpf, VUE still recognizes them and makes use of them in the same
way as SolidGrowth .veg files.
These plants can grow, be acted upon by wind, and be modified in the VUE Plant Editor. They
replicate like VUE SolidGrowth plants with variations.
Since these plants tend to be more complex, a quality control has been added when using these
plants in an EcoSystem to lighten the plant for processing times.
You can use the PlantFactory product to create your own plants.
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Polygon Meshes
Polygon meshes (sometimes also called “3D models”) are objects designed by assembling nu-
merous flat 3D faces, called polygons (polygons are sometimes referred to as triangles, quads
or n-gons depending on the number of edges in the polygon). These objects are created in other
3D applications, and may be imported into VUE using the supported file format converters us-
ing various supported file formats.
The strong point of polygon meshes is their ability to model any shape. However, when creating
a “standard” shape, such as a sphere, using primitive objects is far more efficient, and yields
better visual results (because you don’t see any broken edges on the sides of objects, caused
by the limited number of polygons in the object).
Like other objects, polygon meshes may be moved, resized, rotated, twisted, and have materi-
als assigned to them. Some polygon meshes may actually have different materials assigned to
their different parts.
Polygon mesh objects are loaded into VUE as any other type of object: select the menu com-
mand File | Load Object, or click the Load Object icon ( ) and select the object of your choice.
Some polygon meshes are rigged meshes, meaning that their geometry will change over time.
To import a polygon mesh from another application, select the menu command File | Import
Object, or click the Load Object icon ( ) in the left toolbar, and then click File inside the
browser. You will be presented with a Standard File Browser, letting you select the file to im-
port.
Note:
Importing external objects is a long and complex process, so it may be time consuming.
Although no control over the shape of the polygon mesh is available in VUE, the aspect of the
surface can be modified using the Polygon Mesh Options dialog. This is accessed by double-
clicking on the polygon mesh in the 3D views, or by clicking the Edit button ( ) on the Top
toolbar or in the World Browser toolbar when the polygon mesh is selected, or by selecting Edit
object from the Objects menu.
Inside the Polygon Mesh Options dialog, you can indicate if the surface of the object should be
smoothed, as well as the amount of smoothing required.
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Rigged Meshes
VUE supports a special type of polygon mesh that is known as rigged meshes. These meshes
are special in the sense that they are imported together with animation information. When you
import a rigged mesh and you open the Timeline, you will notice that these objects are listed
as being animated objects. If you drag the current time slider, you will see that the geometry of
the objects is modified as you change the current time. For instance, if you load a rigged model
of a man with walk animation included, when you drag the current time slider, you will see the
man walk.
Rigged meshes are particularly useful to instantly add life to your scenes. For instance, if you
are creating an architectural rendering of a building, adding a few characters walking around
the building will make the project look much more convincing and lifelike.
With rigged meshes, you can change their animation by using pre-defined motion files. Motion
files contain a set of parameters that describe the way rigged meshes should be modified over
time. By assigning a different motion file to a rigged mesh, you could, for instance, change the
animation of a walking man into that of a running man.
The nice thing about motion files is that they apply indifferently to all sorts of rigged meshes.
For instance, you could assign the aforementioned running man motion to a model of a walking
woman; this would turn the model into a running woman.
Note:
However, because some motion files are designed for very different types of models, assigning
new motions from one type of character to another may sometimes lead to strange results.
Not all motion files define an animation. There are some motion files that simply define a static
pose (e.g. that of a sitting character). When you assign such a “pose” to a rigged character, the
character does not appear in the list of animated objects in the the the Properties Timeline.
The Skeleton Editor can be used when adding or changing the motion of your regged meshes.
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3D Text
3D Text is also a special type of polygon mesh that is created by extruding and shaping 2D text
into the third dimension.
Like other objects, text objects may be moved, resized, rotated, twisted, and have materials
assigned to them.
To create a 3D Text object, click the Text icon ( ) on the left toolbar. The Text Editor appears,
letting you enter the characters in your text, and define their shape. When you are happy with
the text, click OK and the text will appear in the 3D Views.
For greater flexibility, all the letters in a 3D text are created as separate objects (polygon meshes),
and they are grouped into a single 3D Text object.
You can access the Text Editor again after creating the text object by double-clicking on the text
object in the 3D Views, or by clicking the Edit button ( ) on the Top toolbar or in the World
Browser toolbar when the text object is selected, or by selecting Edit Object from the Objects
menu.
Rocks
Rocks are a special type of polygon mesh created randomly using complex algorithms. In much
the same way as vegetation creation algorithms, these algorithms are designed to produce
rocks that are always different.
Like other objects, rocks may be moved, resized, rotated, twisted, and have materials assigned
to them.
To create a rock, either click on the Rock icon in the left toolbar ( ) or right-click to display the
Rock Template Browser. Use the Rock Template Browser as you would with the Plant Browser:
select a rock to add it to the scene. Now, if you click on the Rock icon again in the left toolbar,
you will create a rock that is the same rock type you selected in the browser, but the rock shape
will be slightly different, just like variations with plants. Creating a rock may take a few seconds
as all rocks are made from various fractals and noises which allows for their difference in shapes
and sizes.
If you double-click on a rock, the Polygon Mesh Options dialog displays. You can achieve some
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effects by modifying the smoothness of the mesh – but the default rock settings usually work
best.
Rock generation in EcoSystems may take some time. Once this is done, however, these same
variations will be available for future EcoSystems.
Planets
Planets are the only objects in VUE to be placed beyond the atmosphere’s cloud layers. Like
other objects, they can be moved, resized and rotated. They cannot have materials assigned to
them. By default, planets have the Main View Only viewing option.
To create a Planet, either click on the Planet icon in the left toolbar ( ), or select the menu
command Object | Create | Planet. Use the Object Properties panel for planet editing.
MetaClouds
MetaClouds are standalone clouds that can be moved around, rotated and resized just like any
other object. They are a good complement to cloud layers and are particularly useful when
you need large, prominent clouds such as cumulonimbuses, or if you want to place a cloud at
a precise location without having to fiddle with the intricacies of procedural cloud layers.
Note:
MetaClouds can only be created when using the Spectral Atmosphere model.
Like plants, MetaClouds made from presets are constructed randomly from a set of rules that
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define their overall aspect. So each time you create this kind of MetaCloud, it will be different
from the previous MetaCloud.
Alternatively, you can convert almost any object or group of objects to a MetaCloud in order to
create a MetaCloud of a specific shape, for example one you have sketched in the scene with
primitives other than just spheres, or to make imaginary clouds shaped like animals, buildings
or vehicles, etc. and achieve any kind of fantastic effect! You can also use this feature to have
cloud or smoke layers limited to specific volumes, like a localized fog on the surface of a lake, a
cloud tunnel, sandstorms, an ash cloud blowing down a volcano’s slopes, etc. The possibilities
are endless!
A special type of volumetric material is assigned to the MetaCloud (and all its primitives) in
order to capture the way real clouds would interact with light and the atmosphere.
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The rules that define the overall aspect of preset MetaClouds are gathered in MetaCloud preset
files.
To create a MetaCloud from a preset, either click on the MetaCloud icon in the left toolbar ( ),
or select one of the menu commands Atmosphere | Create MetaCloud or Atmosphere | Create
MetaCloud from Preset....
When using the left toolbar button, you can change the MetaCloud preset by right-clicking on
the MetaCloud icon ( ) to display the MetaCloud preset Visual Browser. This browser displays
all the available MetaCloud models. Simply select the preset of your choice and press OK to
create a new MetaCloud of the desired preset.
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“MetaCloud Conversion” dialog (top) and bunny mesh before and after conversion to MetaCloud
(bottom)
You can convert to MetaCloud by selecting an object and either right-clicking on it or using the
Object main menu then Convert to -> MetaCloud. Almost any object can be converted into a
MetaCloud. The algorithm will fill a new MetaCloud with spheres of varying sizes which will
retain its shape with more or less detail depending on the parameters used.
Conversion will operate on the currently selected objects in the scene: use the Apply button
to launch the conversion. The conversion dialog stays opened so that you can change the con-
version parameters and do Apply again until you are satisfied with the result. As long as you
do not close the scene containing it, you can open the conversion dialog on a MetaCloud con-
verted during the same VUE session and change the parameters to re-convert again from the
original object. The original object is not saved in your VUE scene or object files, so that it is not
possible to re-convert a MetaCloud reloaded from the filesystem.
Warning:
Once an object has been converted to a MetaCloud, it cannot be converted back to its original
self unless the conversion operation is still in your Undo stack.
The conversion dialog can be re-opened when available either through the same Convert to
MetaCloud menus or shortcuts, or the way you would do Edit Object on other types of objects
(menus, shortcut, or double-clicking in the world browser or in the 3D view).
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As a convenience, the menu “Load and Convert to MetaCloud” will allow to select an object to
load from the content browser or from a file and convert it immediately into a MetaCloud.
Conversion Settings
The options dialog provides several conversion parameters, giving you full control on the re-
sulting MetaCloud:
• Conversion Accuracy: this is a crucial parameter to control the amount of detail retained,
and the performance of the conversion process. The default value is 0 for a nominal ac-
curacy, which yields fast conversion times. The higher the accuracy, the smaller the gen-
erated spheres will be, and the closer the cloud will match the initial object’s shape, but
the longer (exponentially) the algorithm will take to run.
• Sphere Density: raising the density allows to more tightly pack the spheres inside the
object being converted, by setting a larger allowance for the spheres to overlap. This
allows to capture more detail of the converted object’s surface without having to use a
too high value for Conversion Accuracy. Note that a higher than default sphere density
value can generate many more spheres, which means a longer conversion time and also
a heavier MetaCloud object for your scene, which will be slower to render.
• Inflate Cloud Spheres: the overlapping spheres being removed during conversion (de-
pending on the Spheres Density parameter), the remaining spheres need to be up-scaled
to bring the MetaCloud some useful density.
• Jitter Sphere Position: introduce some randomness in the MetaCloud’s sphere posi-
tions.
• Mesh Resolution (omitted when the selection only contains mesh objects, primitives, or
previously converted metaclouds): these are the same options as those presented in the
Bake to Polygons dialog, because the objects have to be baked into polygons first before
being filled with spheres.
• Reset to Defaults: use this button to bring back all parameter sliders to their default
value.
The objects to convert do not have to be closed “water-tight” volumes, as the algorithm does
not require a strict notion of “interior”. It will even work on objects without an intuitive notion
of an “inside” and an “outside” (imagine an S-shaped ribbon), because it simply looks at the
way the faces are oriented to determine what is “inside” ( = behind the faces).
Nonetheless, extreme cases will obviously yield artifacts or unwanted results, or simply nothing.
This is typically the case of any planar or almost planar object.
Performance considerations
Handling and displaying complex MetaClouds in the real-time 3D views has been greatly opti-
mized as part of this new feature. Nevertheless, to avoid very long conversion times, unusably
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large MetaClouds, or slow 3D interactions, some limits have been put on the conversion pro-
cess:
• A generated MetaCloud will have at most 20,000 spheres.
• Extremely thin objects, where one dimension is more than about 200 times smaller than
the others, will not be converted. They would yield a MetaCloud with many thousands
of spheres, very slow to render. Such objects would better be approximated by flattened
spheres, which you can obtain by rescaling the thin object to make it much thicker, con-
vert it into a MetaCloud, then thinning back the result to the thickness that suits your
needs.
• When a MetaCloud is generated with more than 2,000 spheres, its display quality in the
views is set to Wireframe, which will always display wireframe spheres instead of the
billboards-based cloud approximation.
This section does not apply to MetaClouds created by importing a VDB file.
MetaClouds are made out of the association of many spherical cloud primitives. These cloud
primitives can be modified individually: they can be moved, rotated and resized as needed to
customize the shape of your clouds to fit your needs.
You can add new primitives to a cloud by duplicating existing cloud parts like you would with
regular objects. You can select the cloud parts in the 3D views (individually or using a rectan-
gle selection) or expand the MetaCloud in the list of objects and select one of the parts of the
MetaCloud.
When a cloud part is selected, the MetaCloud icon on the left side of the user interface will then
change to the Add MetaCloud Primitive icon ( ). Clicking this icon will add a new primitive
to the MetaCloud, that you can place or resize as needed. You can delete MetaCloud primitives
by selecting the primitives to be deleted and pressing Delete.
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In VUE MetaClouds the cloud density is, by default, driven by a linear function for each sphere.
For each sphere, the cloud is at maximum density on the center and have no density at the edge
of the sphere. We then add all densities from each sphere and add a power factor to create an
attenuation factor.
You can modify this default behaviour with the following settings:
• Attenuation (default: 0%): This is a way to flatten to zero the low density values, mathe-
matically it applies a power function to the cloud density. With a high attenuation, the
cloud will only materialize in volumes where the density is higher, and its boundary will
be sharper.
• Filter: Drives the way each sphere adds to the cloud density by setting a radial profile: the
filter’s value at ordinate 0 (lef-most) corresponds to the edge of the sphere, while ordinate
1 (right-most) is the center of the sphere. Everything outside of the [0; 1] horizontal range
is clamped to 0 as it corresponds to the outside of the sphere. The default value is a
straight line, meaning that the center of each sphere will contribute the most and the
contribution decreases linearly with the distance to the center of the sphere.
This section does not apply to MetaClouds created by importing a VDB file.
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OpenVDB is a volumetric data file format that can be used to store clouds. You can now import
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an OpenVDB file in VUE with the usual Import Object commands. A new MetaCloud will be cre-
ated for each float grid inside the OpenVDB file. Each MetaCloud is assigned a default material,
which can be modified later on.
New settings are available in the Material Editor to change how the grid is interpreted.
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• Limited density: same as above but the VDB grid value is clamped between 0 and 1.
• Partial VUE Internal Noise: the VDB grid value is used as density but part of the internal
noise is also applied (using sharpness and variations)
• Full VUE Internal Noise: the whole internal noise of VUE is applied, the VDB data is used
as an envelope function (similar to the spheres’ role in regular MetaClouds)
Lights
Seven types of light sources are available in VUE: five “basic” types of light (Point lights, Quadratic
point lights, Spot lights, Quadratic spot lights and Directional lights) as well as 3 types of “area”
lights (Light Panels, Daylight Portals and Light Emitting Objects). Each type of light source has
a different way of casting light.
Simple light sources emit light from a single “mathematical” point. This is an approximation
of reality, where light is in fact emitted by the entire surface of the light source (usually a very
hot surface too). Simple lights are easier to compute than the more realistic “advanced” light
sources, but result in unnaturally sharp transitions between light and shadow. To circumvent
this problem, you can simulate the behavior of realistic lights by assigning a fake surface to
the light source, which will result in smoother transitions between light and shadow, known as
“soft shadows”.
Soft shadows are turned on by setting the Softness of the light to a non zero value. This control
is available in the Object Properties panel, when the light is selected. The greater the value,
the larger the “surface” of the light, and the more gradual the transition from light to shadow.
However, since soft lights are much more computationally demanding than standard lights, it
is recommended that you use such effects judiciously.
Following is a list of the different types of simple lights and the way they cast light:
• Point lights and Quadratic point lights: emit light in all directions. Light is cast from
the center, with an intensity that reduces proportionately to the distance from the center.
They function like a typical light bulb. Quadratic point lights are identical to standard
point lights, except that light intensity decays more rapidly.
• Spot lights: emit a cone of light around one direction. Light is cast from the center, with
an intensity that reduces proportionately to the square of the distance from the center.
Two settings let you adjust the angle of the cone (spread) and the speed at which light
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To create a simple light, click on the Light icon in the left toolbar. If the requested type of light
is not directly available, you will have to unfold the icon ( ). Alternatively, you
can create lights by selecting the requested item from the Object | Add Light sub-menu.
Default scenes are created with a single white directional light, usually named “Sunlight”.
The Editing Lights section gives more details on the different light settings.
Area Lights
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at their surface. Any object can be converted into a light emitting object by selecting the
menu command Convert to Area Light from the Object menu, or from the popup menu
in the 3D Views. When you convert an object into a light source, the materials of the object
will be automatically converted into light gels. So if your object is red in some parts and
green in others, the light emitted by the object will automatically be red in some parts
and green in others.
Warning:
once an object has been converted to an area light, it cannot be converted back to a normal
object.
The intensity of the light emitted by area lights is proportional to the surface of the light. So the
larger the light, the more powerful it will be. You can also adjust the power of the light source
(as well as other parameters of the light) using the controls in the Object Properties panel.
Group Objects
Boolean Operations
Boolean operations come in three flavors: Union, Intersection and Difference. Boolean ob-
jects can be made easily by combining member objects together to yield an incredible variety
of new shapes.
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Metablobs
Metablob objects “blend” their different member primitives together as if they were melted
together. Metablobs are great for modeling organic shapes. You can only use basic primitives
to create Metablob objects.
Hyperblobs
Hyperblobs are Metablobs that make use of HyperTextures and can be used to create highly
detailed and realistic rock shapes and rock formations. Jagged grottos, broken scree, and an
infinite variety of rock and stone shapes can be generated using Hyperblobs. Hyperblobs can
be baked to remove any parts of the HyperTexture that are disconnected from the main object
(an artifact of standard HyperTextures).
Like other objects, group objects may be moved, resized, rotated, twisted, and have materials
assigned to them. All of their member objects will be moved, resized, rotated, and twisted ac-
cordingly. If you assign a new material to a group object, all member objects will take on that
material. If all member objects of a group object don’t use the same material, the picture of
the material displayed in the Object Properties exhibits a pair of arrows to let you browse the
different materials on the Aspect Tab.
Member objects may be added, removed or modified inside a group object using the World
Browser.
To create a group object, first select all the objects you would like to be grouped together, then
click the requested icon: for simple groups, click the group icon on the left toolbar ( ). For
Boolean objects, select the requested operation from the unfoldable Boolean operation icon
( ). If the operation you want to use is not directly available, you will have to unfold the icon
( ). To create a Metablob object, select the Metablob icon ( ). Alternately, you can use
the menu commands from the Object | Group objects,Object | Make Boolean Object or Ob-
ject | Make Metablob Object menus.
You can group together any number of objects, of any type (except the camera). Boolean ob-
jects cannot include light sources. Metablobs can only include basic primitives.
To ungroup objects, select the group that you which to destroy, and click the Ungroup icon ( ).
Alternately, you can use the menu item Object | Ungroup.
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If a group is made up of the same type of objects (e.g. a group of polygon meshes, toruses...) it
can be edited like if it were a single polygon mesh or torus, etc.
Ventilators
In VUE, ventilators are objects that are used to control the wind applied to plants in a very local
manner. They have no influence on the scene, other than affecting trees and plants.
Linking ventilators to other objects can give the impression that the object is causing the wind
(for instance to simulate the effect of a helicopter landing in a field).
To create a Ventilator, either select it from the Particles Effector/Directional Ventilator icon
in the left toolbar ( ), or select the menu commands Object | Create | [Omni / Directional]
Ventilator. The Object Properties panel is used to modify the properties of ventilators.
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Cameras
The last type of object is probably the most useful: it is the object that will turn your scene into
a finished, colorful picture. So without a camera, you would never see your scene! This is why
it is impossible to destroy the camera.
The camera may be moved, rotated and resized. However, it may not be twisted. Resizing it
only changes the focal length. No materials can be assigned to it.
Camera Target
When you select the camera, a small cube appears in front of the camera. This is known as
the camera target; it is a helper designed to facilitate aiming of the camera. It also shows the
distance to the focus point: objects that are at the same distance from the camera than the
target will be in focus. You can attach the target to a given object so that this object stays in
focus whatever its movement relative to the camera. You can read more about Camera and
Camera Target options here.
Advanced Options
If you double-click on the camera in the 3D views, or if you click the Edit button ( ) on the top
toolbar or in the World Browser, or select Edit Object from the Objects menu when the camera
is selected, the Advanced Camera Options is displayed. Using this dialog, you can adjust the
aspect ratio of the picture, as well as apply post-processing effects to your renders.
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Editing Objects
This section details how objects can be modified inside VUE.
Objects may be moved, rotated and resized interactively inside the orthogonal 3D Views. Alter-
natively, these operations can be done in a more precise manner using the Numerics tab of the
Object Properties panel.
Selecting Objects
Before you make any modification to an object, this object has to be selected.
Selected objects are displayed in red, and are framed by black dots inside the active 3D View.
They are also highlighted in the World Browser.
To select an object, you can either click on it once in the active 3D View, or click on the name
of the object in the World Browser. Clicking while in an inactive 3D View will activate it first, so
you’ll have to click again on the object to select it.
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You can also select objects in the 3D Views by clicking outside all of the objects, and dragging the
mouse: a rectangle is drawn showing the Selection area, and all objects that have their center
inside the rectangle will be selected. The selection updates interactively as you grow or shrink
the rectangle, unless the scene is too complex in which case the selection will be updated only
when you release the mouse button.
You can use any or both of the trigger modifiers Select Group Components and Toggle Selection
State during the rectangle selection process. This allows to easily select components of large
groups like MetaClouds, MetaBlobs, etc. The selection action can be cancelled by pressing Es-
cape (the Cancel Current Operation trigger) before releasing the mouse button. This restores
the initial selection. Picking a single element with a mouse click can similarly be cancelled by
pressing the trigger before releasing the mouse button.
If the object that you want to select is inside a group, clicking on it in the 3D Views will select the
whole group, unless you press Control (the Select Group Components trigger modifier) while
selecting.
You can extend the selection to other objects by clicking on them while the Shift key (the Toggle
Selection State trigger modifier) is down. Re-selecting an object that is already selected will
deselect it.
Pressing U (the Select All Under Mouse trigger modifier) when you click to select an object will
cause all objects under the mouse cursor to be selected at the same time (read Walking through
a Selection of Objects below so see how useful this can be!).
Selecting objects using the World Browser will reposition the 3D Views so that the selected ob-
jects appear centered. This feature can be turned off using the Options dialog.
You may select group members independently, provided the group is expanded on the list. You
can extend the selection with the standard Windows™ method, using Shift and Control keys.
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By Category
Selecting all objects that have either the same type, Preview color, or material as the selected
object is achieved through menu commands or icons in the top toolbar ( ). The menu
commands are found in the Edit | Select by sub-menu.
Also, clicking on a material inside the Summary of Materials or in the Material tab of the World
Browser will select all the objects that use this material. This feature can be turned off using
the General Preferences tab of the Options dialog.
When you have selected several objects, it becomes possible to select each of these objects, in
turn. This operation is called “walking the selection”, and is achieved by the menu item Edit |
Walk Selection or by pressing the Tab key. So, repeatedly pressing Tab will cycle you through
all of the objects that you have selected, letting you pick out any one of them easily. For in-
stance, you could select all objects under the cursor (pressing U as you click), and then walk
through those objects pressing Tab until you reach the one you want.
Deselecting Everything
To deselect everything, either click on an empty part of the World Browser, click outside the
icons on the toolbars, press Escape, or select Deselect All from the Edit menu.
Moving Objects
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Rotating Objects
Selected objects are framed by 4 rotation handles in the corners. Selecting any of the handles
and move them around will rotate selected objects around the axis that is perpendicular to the
view.
The angle of rotation, together with the number of revolutions of the object are displayed in
the Status Bar.
Resizing Objects
Selected objects are framed by 8 square dots, 4 in the corners, and 4 in the middle. These dots
are either black (one object selected) or white (multiple objects selected).
The corner dots are called the ’Resize globally handles’. Clicking on one of these, and dragging
the mouse away will resize the selected objects. If you press Shift while dragging, the objects
will be resized equally in all directions, thus keeping the proportions. If you press Control while
you drag the mouse, the selected objects will be resized equally only along the two directions
of the view, leaving the third direction unchanged.
The middle dots are called ’Resize in this direction handles’. Clicking on one of these, and
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dragging the mouse away will resize the selected objects in the direction indicated by the shape
of the mouse cursor. The top and bottom handles resize the objects vertically (inside the view);
the left and right handles resize horizontally (inside the view). This sizing is linked to the views,
and not to the object itself, which means that rotated objects may be twisted when resized.
However, since size values in the Numerics tab are relative to the object, using Numerics is a
good way of avoiding this problem. In addition, pressing Control as you drag these handles
will resize the objects along their own axes.
If you select the Resize around opposite corner option, the object will be resized relative to
the corner that is opposite to the resize handle you are currently using.
Note:
By default, resizing is proportional along all 3 axes, but if you hold the Shift key down while
resizing, the resizing will be free. If you hold the Control key down, resizing will be proportional
only along the two axes of the view. If you hold the Alt key down, resizing will be symmetrical
around the center point.
Twisting Objects
Twisting objects occurs whenever you try to resize objects that have already been rotated.
Here is a method to twist objects interactively: select the object you would like to twist and
rotate it 45°. Then resize it horizontally, and rotate it back to the initial position. The object is
twisted.
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Numerical values for twisting are a bit complex. Basically, they will twist one axis of the object
towards another axis. This is rather difficult to visualize, so the best is to try it out. However,
please understand that, due to complex matrix operations, twisting and untwisting objects in
several directions may not restore the initial object conformation.
Hint: twisting objects can be a powerful method for achieving impressive terrain overhangs.
Gizmo Manipulators
The gizmo manipulator tools let you move, rotate and resize objects accurately. Gizmos were
first introduced in Maya, and have now become an industry standard for manipulating objects.
Because gizmo manipulators may not be as intuitive as VUE’s original way of manipulating ob-
jects, you will have to disable gizmos to use the old method. To disable gizmos, simply select
the menu command Display | Gizmos | Show Gizmos. You can revert back to the default ma-
nipulation system using the same command.
There are three different types of gizmos, each being designed for one type of operation (mov-
ing, rotating or resizing). The gizmos let you either move/rotate/resize along one, two or all
axes simultaneously. The X, Y and Z axes are identified by different colors (the X axis is red, the
Y axis is green and the Z axis is blue).
Whenever an object is selected, a gizmo will appear at its center, in all 3D Views. You can change
the current gizmo tool either by:
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• Clicking on the gizmo tool swatches alongside the gizmo (see opposite – you can hide
these swatches; see further down),
• Selecting the menu command Display | Gizmos | [Position/Rotation/Size] Gizmo, or
• Using the corresponding menu shortcuts.
The position gizmo is used to move the selected objects. It features two or three arrows indi-
cating the view axes. When you drag the mouse over one of these arrows, it will change color to
yellow. If you click and drag the arrow, the selected object(s) will move accordingly along the
corresponding axis.
Close to the point where the arrows meet, you will notice that the arrows are joined by a square
area. If you move the mouse over that area, it will turn yellow; click and drag that area to move
the selected object(s) accordingly along the two axes joined by the square.
You can also move objects by clicking and dragging inside the selection box, outside the gizmo
(see below). This behavior can be disabled using the Display | Gizmos | Allow Moving Outside
Gizmo.
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The rotation gizmo is used to rotate the selected objects. It features 3 concentric circles in 3D,
each representing one axis of rotation. In the orthogonal views when in Global coordinates
mode, you will only see one circle, as the circles for the two other axes are seen from their side
and hence appear as lines.
If you move the mouse over one of these circles/lines, it will turn yellow. Click and drag to rotate
the selected objects accordingly around the corresponding axis.
If you move the mouse away from the circles, but close to the center of the gizmo tool, a gray
disk will appear. If you click and drag that disk, the selected objects will be rotated around the
two axes of the view.
When the position gizmo is selected, you can also rotate the selected objects around the axis
perpendicular to the view by moving the mouse to the outside of the selection box. The mouse
cursor will change to a rotation cursor. This feature can be disabled using the Display | Gizmos
| Show Rotation Handles.
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The size gizmo is used to change the size of the selected objects. Like the position gizmo, the
size gizmo displays two or three arrows (terminated by a round dot instead of a cone).
When you drag the mouse over one of these arrows, it will change color to yellow. If you click
and drag the arrow, the selected object(s) will be resized accordingly along the corresponding
axis.
Close to the point where the arrows meet, you will notice that the arrows are joined by a trian-
gular area. This is the proportional resize area. If you move the mouse over that area, it will
turn yellow; click and drag that area to resize the selected object(s) globally (the resizing will
be proportional along all three axes).
If you move the mouse away from the proportional area, you will notice a strip joining the axes
two by two. This strip turns yellow when you move the mouse over it; if you click and drag this
area, the selected object(s) will be resized proportionally along the two axes joined by the strip
(and only those two).
You can also resize objects by clicking and dragging the corner dots of the selection box, outside
the gizmo (see below). This behavior can be disabled using the Display | Gizmos | Show Resize
Handles.
Gizmo Coordinates
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nates, or
• Using the corresponding menu shortcuts.
By default, the VUE gizmos let you move, rotate and resize objects whichever the current gizmo
is:
• To move objects, click and drag the mouse outside the gizmo but inside the selection
box.
• To rotate objects, click and drag the mouse on the outer side of the selection box, near
the border of the selection box (the cursor changes to rotation handles).
• To resize objects, click and drag on the corner dots of the selection box. By default, resiz-
ing is proportional along all axes. If you hold down the Shift key, resizing will be free, and
will only take place along the two axes of the view. Press Ctrl on top of Shift to make the
resizing proportional along the two view axes. Pressing Alt will toggle the resize center
from the opposite corner to the object’s center.
In order to offer identical behavior to other 3D software packages, you can disable each one of
these options individually:
• Use the menu command Display | Gizmos | Allow Moving Outside Gizmo to forbid mov-
ing objects other than using the Position Gizmo.
• Use the menu command Display | Gizmos | Show Rotation Handles to forbid rotating
objects other than using the Rotation Gizmo.
• Use the menu command Display | Gizmos | Show Resize Handles to forbid resizing ob-
jects other than using the Size Gizmo.
You can change the size of the Gizmo tools using the menu commands Display | Gizmos | [Re-
duce/Increase] Gizmo Size. This has no effect on the way gizmos operate.
You can hide the gizmo swatches that appear alongside the gizmo tool by using the menu com-
mand Display | Gizmos | Show Gizmo Helpers.
If you are used to the original VUE way of manipulating objects, you can disable gizmos alto-
gether using the menu command Display | Gizmos | Show Gizmos.
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You can edit all these materials simultaneously by selecting the Edit All Materials command
from the popup menu that appears when you right-click on the material preview. The Material
Editor will appear, displaying the settings for the current material. Any changes you make to
that material will be applied to all the materials (provided that the materials are compatible
with such changes). This is particularly useful for instance, when, after importing an object,
you want to change the shininess of all its materials.
If you load an EcoSystem material, VUE will ask you if you want to populate the selected object
with EcoSystem elements according to the EcoSystem material’s population rules.
Underneath the material picture is a Scale control that lets you adjust the scale of the material
when it is rendered inside your scene.
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The color used to draw the selected objects in the 3D Views can be modified by picking a new
one from the drop-down list. You may choose any color out of the 8 available. The preview
color does not affect the color of the object when it is rendered. When a color is selected, the
views are flashed to show the new color.
Editing Lights
Once selected, lights are edited through the Aspect tab of the Object Properties panel. To the
left of this panel, you will notice 4 icons that let you modify the behavior of your lights:
• Lens Flare: click on this icon to activate lens flares on the selected light. Right-click
to display the Lens Flare options menu. Double-click on the icon to display the Lens Flare
tab in the Light Editor. With the Light Editor displayed, you have the option to modify all
settings of this light.
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• Gel: click on this icon to add a light gel to the selected light. Right click on the icon
to display the Gel options menu.
• Volumetric light: click on this icon to activate volumetric light effects on the se-
lected light. Right click on the icon to display the Volumetric light options menu.
• Shadow and Lighting: click on this icon to enable or disable shadows for the se-
lected light. Right click on the icon to display the Shadow and Lighting options menu.
Double-click on the icon to display the Shadows tab in the Light Editor.
Unlike other objects that have a black default color, lights have a yellow default color.
Depending on the type of light that is selected, other controls will appear in the Object Proper-
ties panel.
If the selected light object is a point light or a quadratic point light, the Object Properties panel
displays as opposite.
At the top of the Aspect tab is the Light color control. Double-clicking this will open the Color
Editor, letting you select a new color for the light.
Underneath this control is the Power control. This governs the intensity of light emitted by the
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light source. The more powerful the light, the greater the range in which it can light up objects.
This control also visually affects the length of the rays cast from the light source in the 3D views.
Resizing a light source yields the same result. You can enter Negative values, in which case the
light will “cast darkness” instead of casting light.
The next control is the Softness control. Turning this up to a non-zero value unleashes a power-
ful feature of VUE: soft, natural looking shadows. This truly realistic effect is possible because
VUE can handle surface lights. The greater the value, the larger the surface of the light, and the
more progressive the transition from light to shadow. A value of 5° usually yields nice results.
However, since surface lights are much more computationally demanding than standard lights,
it is recommended that you use such lights judiciously.
• Switch On/Off: this option turns the light on or off without loosing the light settings.
Clicking on the light’s icon in the World Browser will also turn on or off the light.
• Influence Spectral Clouds: this option allows the light to influence spectral clouds.
• Exclude from radiosity: this option is only available when the “Global Radiosity”
lighting model has been enabled on the Light tab in the Atmosphere Editor. Select this
option if you don’t want the influence of this light to be taken into account when process-
ing the radiosity solution. The time it takes to compute the radiosity solution is directly
connected to the number of lights in the scene, but not so much to the power of these
lights. By excluding lights that do not contribute significantly to the illumination of the
scene, you can speed up the rendering of Global Radiosity significantly.
Directional Light
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If the selected object is a directional light, the Object Properties panel displays as opposite.
This is identical to the previous panel apart from the missing Power parameter (the power of
directional lights is controlled solely via the color of the light) and the extra Point at camera
checkbox. When selected, the position and direction of light are linked in such a way that it
always points at the camera.
Note:
This doesn’t mean the light is necessarily in front of the camera. Having this option selected is
good practice, since it avoids misunderstanding the fact that only the orientation of directional
lights is important.
If the selected object is a spot light or a quadratic spot light, the Object Properties panel displays
as opposite. This is identical to the point light properties panel, apart from three extra controls:
Spread, Falloff and View through.
• Spread: adjusts the spread of the light cone. The greater the value, the larger the angle
of the cone of light. The maximum is 90°, which will spread light everywhere in front of
the light source.
• Falloff: governs the speed of transition between light and dark on the edges of the cone.
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The field of view of the Main View is automatically adjusted to match the spread angle of the
light. Although the preview render displayed in the Camera Control Center still represents the
view from the camera, the controls will act upon the currently selected spotlight instead of
acting upon the camera. As soon as you deselect the spotlight, the Main View will flip back to
the view as it was before selecting the spotlight.
Lens Flare
The Lens Flare icon ( ) is a toggle icon. If it is orange or highlighted, it means that this light
has a lens flare.
If no lens flare is defined, clicking on the icon will assign the default lens flare to the light (and
the icon will turn orange). If a lens flare is assigned to the light, clicking on the icon will open the
Light Editor on the Lens Flare tab (please read here for full details). If several lights are selected,
any modifications will be applied to all the selected lights.
The Lens Flare icon is a double action icon. If you activate the icon’s second action, a popup
menu will appear. The options in this menu are:
• Edit Lens Flare: select this command to open the Light Editor on the Lens Flare tab.
• No Lens Flare: if this option is checked, the light has no lens flare; if not, select it to re-
move the lens flare from the light.
• Default Lens Flare: if this option is checked, the light has the scene’s default lens flare
for that type of light; if not, select it to assign the scene’s default lens flare to the light.
If the default lens flare is disabled, the word ‘(off)’ will be appended to the menu label.
Default lens flares are automatically assigned to the new lights you create. If you modify
the default lens flares, you will be modifying the lens flares of all lights that have a lens
flare that isn’t custom.
• Custom Lens Flare: if this option is checked, the light has a custom lens flare. This means
that the light has a lens flare effect that is different from the scene’s default lens flare.
This is generally the case if you have modified the lens flare of a light. If this option isn’t
checked, selecting it will open the Lens Flare Editor.
• Copy Lens Flare: copies the lens flare settings of the light to the clipboard, so it can be
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Light Gel
In the real world, gels are colorful pieces of transparent plastic placed in front of light sources
to give them colors or patterns. The Gel icon ( ) lets you define an electronic counterpart for
your lights.
The Gel icon is a toggle icon. If it is orange or down, it means that this light has a gel.
If no gel has been assigned to this light, clicking the icon will open the Material Browser, asking
you to select a gel material for the light. You can load any Simple material to use as a gel, but
only the material’s color will be taken into account. Mixed, Layered and Volumetric materials
cannot be used as gels. Once you have assigned a gel to the light, the icon turns orange.
If a gel is assigned to the light, clicking on the icon will open the Light Editor on the Gel Tab,
letting you modify the colors of the gel as required.
The Gel icon is a double action icon. If you activate the icon’s second action, a popup menu will
appear. The options in this menu are:
• Light Has a Gel: if the light already has a gel, selecting this option will remove the gel. If
no gel has been assigned to the light, selecting this option will open the Material Browser
letting you select which gel you wish to use for the light.
• Edit Gel: this command is available only when the light has a gel. Click on this button to
open the Light Editor on the Gel tab.
• Flat Gel Type: this option, together with the following, indicates what projection method
will be used for the gel. If the Flat Gel Type option is selected, the gel is considered
mapped to a plane placed in front of Spot lights, or mapped to a box placed around Point
lights. Gel projection types are not available for Directional lights.
• Spherical Gel Type: when this option is selected, the gel is mapped to a sphere placed
around the light source. Gel projection types are not available for Directional lights.
• Copy Gel: select this command to copy the gel to the clipboard. The gel is copied as a
standard material.
• Paste Gel: select this command to paste the material currently in the clipboard into the
light’s gel. Use Copy/Paste to transfer gels from one light to another.
• Load Gel: selecting this command opens the Material Browser letting you select a mate-
rial to be used as a gel. Keep in mind that only the color information is used for gels.
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• Save Gel: select this command to save the current gel. The gel will be saved as a standard
material.
If several lights are selected, the modifications will be applied to all the selected lights.
Volumetric Light
The third icon to the left of the Object Properties ( ) is the Volumetric Light icon. This is a
toggle icon. If it is orange or down, it means that the light is volumetric.
If the light is not volumetric, clicking on the icon will make the light volumetric. If the light is
volumetric, clicking on the icon will open the Light Editor on the Volumetric tab. This dialog
lets you customize the volumetric behavior of the light (e.g. the intensity of the beam, whether
smoke is visible in the beams, etc.).
Volumetric lighting applies to directional lights (e.g. the sun) only when the volumetric or spec-
tral atmosphere model is used. If the current atmosphere model is the standard one, this icon
will be disabled. Select a volumetric or spectral atmosphere to be able to create volumetric
rays for the sun.
The Volumetric Light icon is a double action icon. If you activate the icon’s second action, a
popup menu will appear. The options in this menu are:
• Volumetric Light: this command has the same effect as clicking on the icon. If the light
is volumetric, selecting this command will make it non-volumetric. If it isn’t volumetric,
it will become volumetric.
• Edit Volumetric Settings: select this command to open the Volumetric Light Options di-
alog.
• Copy Volumetric Settings: select this command to copy the light’s volumetric settings
to the clipboard.
• Paste Volumetric Settings: select this command to paste the volumetric settings from
the clipboard to the light. Use Copy/Paste to transfer volumetric options from one light
to another.
If several lights are selected, the modifications will be applied to all the selected lights. Keep in
mind that volumetric lights are far more complex to render than standard lights.
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The last icon to the left of the Object Properties panel ( ) is the Shadow and Lighting icon. If
it is orange or down, it indicates that the light casts some amount of shadow.
If the light doesn’t cast any shadows, clicking the icon will enable shadow casting for that light.
If the light casts some amount of shadow, clicking on the icon will open the Light Editor on the
Shadow tab. This dialog lets you edit shadow and lighting options.
The Shadow and Lighting icon is a double action icon. If you activate the icon’s second action,
a popup menu will appear. The options in this menu are:
• Casts Shadows (xx%): the xx value is the shadow density percentage of the light, where
0% means no shadows, and 100% means full shadows. Select this command to set full
shadows for the light. If the light already has full shadows, selecting this option will have
no effect.
• No Shadows: select this option to remove all shadows from the light. If the light already
is non-shadowing, this option will have no effect.
• Edit Shadows: select this command to open the Shadow tab of the Light Editor, letting
you select intermediate shadow densities and modify the lighting properties of the light.
• Edit Lighting: select this command to open the Lighting tab of the Light Editor, letting
you modify the lighting properties of the light.
• Edit Influence: select this command to open the Influence tab of the Light Editor, letting
you select which objects are influenced by the light.
If several lights are selected, the modifications will be applied to all the selected lights. Keep in
mind that non-shadowing lights render much more rapidly than shadowing lights – even when
the shadow density setting is low.
Light Panel
With the Light Panel, at the top of the Aspect tab is the Color control. Double-clicking this will
open the Color Editor, letting you select a new color for the light.
Underneath this control is the Power control. This governs the intensity of light emitted by the
light source. The more powerful the light, the greater the range in which it can light up objects.
This control also visually affects the length of the rays cast from the light source in the 3D views.
Resizing a light source yields the same result. You can enter Negative values, in which case the
light will “cast darkness” instead of casting light.
For the Daylight Portal, there are no settings on the Aspect tab as its settings are controlled by
the exterior light settings. There is a Daylight Portal Editor to increase quality of lighting if
desired and to invert its direction easily.
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Editing Terrains
Terrains may be edited using the Terrain Editor. This is accessed by either:
• Double-clicking on the terrain in the 3D Views or in the World Browser.
• Clicking on the Edit object button ( ) on the top toolbar, when the terrain is selected.
• Using the menu command Object | Edit Object.
In the section under the VUE Editors, you will find detailed information for the Terrain Editor.
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The Water Surface Options dialog provides a set of powerful tools designed to let you easily
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create and animate realistic water surfaces. It automatically distributes foam at the surface of
the water in a realistic manner, taking into account any surrounding terrains.
Geometry
The SurfaceAltitude slider lets you easily adjust the altitude of the water plane.
By default, water planes are just a perfectly flat surface, with bump mapping added to fake the
waves. If you want a more realistic water surface, where the waves are created out of real ge-
ometry, check the Displaced water surface box. This will automatically convert the flat water
plane into a pseudo-infinite procedural terrain. During the conversion process, the bump map-
ping settings are ported to the procedural altitude production function, thus yielding similar
visual results (with the added realism of true wave geometry).
The way the Water Editor works is that it implements and controls a complex graph in the Func-
tion Graph. You can use the settings in this dialog to change the look of the water surface, but
you can also further customize this look even further by editing the water material directly.
If the water surface is converted into a procedural terrain by ticking the Displaced water sur-
face option, you can access the altitude production function of the underlying procedural ter-
rain by clicking the Edit Function button. Obviously, this button is only available when the
Displaced water surface option is checked and Global wave control is deactivated.
If this box is unchecked, the rest of the controls on this dialog become available. This is only if a
metawater material is selected. If you are using another type of water material, these controls
will not be available.
Waves
Wind direction: this parameter controls the direction in which the wind is blowing, as seen
from above (the azimuth). A value of zero will make the wind blow from left to right in Top view.
A value of 90° will make the wind blow from top to bottom in Top view. There is no relationship
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between this wind setting and the wind or breeze effects applied to plants.
Uncheck the Use global wave control box to gain access the other controls in this section:
• Wave amount: this parameter lets you adjust the overall amount of the waves created.
Values greater than 1 will make more waves, while values less than 1 will make less waves.
• Height: this parameter controls the typical height of the waves. It is only available when
the Displaced water surface option is checked.
• Wind Intensity: this parameter controls the intensity of the wind. Higher values will re-
alistically lead to higher waves and rougher water surfaces.
• Agitation: this parameter lets you adjust the overall velocity of the waves created. Its
effects are only visible in animations. Values greater than 1 will make the waves move
faster at the surface of the water, while values less than 1 will slow down the waves.
• Choppiness: this parameter controls the shape of the waves. Small values will yield soft
round waves, whereas high values will produce choppy waves that are sharp at their top.
Underwater Caustics
• Intensity: this parameter lets you adjust the intensity or brightness of the caustics. Higher
values will produce brighter lighting over focusing regions and darker lighting elsewhere.
• Sharpness: this parameter lets you adjust the sharpness of the caustics. A lower setting
blurs and softens the caustic effect.
• Scale: this parameter lets you adjust the scale, or size, of the caustic pattern.
Caustics will automatically appear at their maximum sharpness at some focus depth which
depends on the caustics scale, while slowly going out of focus as depth increases or decreases.
Depending on the water material model, caustics will not only be generated over underwater
surfaces, but also through the water medium, producing realistic beams of light through the
water.
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To enable this volumetric effect, the water material transparency should be set to use the Phys-
ical transparency, in either Direct volumetric light or Indirect volumetric light mode.
The Water Surface Editor is designed to present an easy-to-use front-end to a special type of
water material, known as a MetaWater material. The MetaWater material is built using a special
type of MetaNode in each material layer.
You can easily change the MetaWater material by loading any material from the MetaWater
material collection and assigning it to the water plane.
Note:
if you wish to change the MetaWater material after having selected the Displaced water surface
option, you will first have to deselect this option, and then re-select it after loading the new
MetaWater material. If you don’t do this, the water displacement won’t correspond to the new
material.
You can create your own MetaWater materials, but you need to ensure that the new materials
are based on the same MetaNodes as other MetaWater materials, if not, it may not be possible
to control the material using the Water Surface Editor.
You can also edit the MetaNodes that are used to construct the MetaWater material, but again,
great care must be taken not to change the interface of the MetaNode (do not remove or rename
any published parameters).
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Editing Plants
Applying Wind
When you select a plant, you will notice in the Top View a blue triangle inside a small circle.
This is the Wind control. Simply click on the triangle and drag it to set the amount of wind
that is applied to the plant at the current time. The longer the arrow, the stronger the wind;
the direction of the arrow indicates the direction in which the wind is blowing. Wind can be
animated like other Object Properties (e.g. size, orientation...).
Note:
Wind starts to be applied to the plant only when the wind arrow is dragged outside the blue
circle. If you place the wind arrow back inside the circle, wind will be removed from the plant.
This is designed for easier removal of the wind. You can monitor the intensity and direction of
the wind in the Status Bar.
If several plants are selected, the new wind setting will apply to all selected plants. That way,
you can apply the same wind effects to several objects.
The length of the wind arrow represents the intensity of the wind. The length of the arrow is
not affected by the zooming in the views. Just like in the real world, the effect of the wind on
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the plant depends on the type of plant. For instance, long and thin plants such as reeds will be
strongly affected, while more solid plants such as trees will be less affected.
Note:
If the Wind arrow doesn’t appear in the Top View, make sure wind is enabled in the Wind tab of
the Atmosphere Editor.
Ventilators
If you bring a ventilator close to a plant, the plant will be influenced by the amount of wind
produced by the ventilator.
You can edit the shape of the plant using the Plant Editor. This is accessed by either:
• Double-clicking on the plant in the 3D Views or in the World Browser.
• Clicking on the Edit object button ( ) on the top toolbar, when the plant is selected.
• Using the menu command Object | Edit Object.
Use the Plant Editor for editing plants. All of the basic parts of the plant can be modified. .
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Although the actual geometry of polygon meshes cannot be modified inside VUE, you do have
access to some render options. These options are selected in the Polygon Mesh Options dialog,
which is accessed by either:
• Double-clicking on the polygon mesh in the 3D Views or in the World Browser,
• Clicking on the Edit object button ( ) on the top application toolbar, or in the World
Browser toolbar when the polygon mesh is selected,
• Using the menu command Object | Edit Object when the polygon mesh is selected.
Aside from displaying information relative to the complexity of the selected polygon meshes,
this dialog lets you adjust rendering characteristics of the meshes.
The Double sided checkbox indicates that the polygons making up the mesh should be traced
from both sides. This is generally the case, and keeping this option selected is recommended.
However, if you are sure that your mesh will support tracing with one sided polygons, uncheck-
ing it can slightly improve render speed. If it is not the case, you will notice holes in the rendered
object.
When Smooth mesh is selected, the surface of the polygon mesh object is smoothed by aver-
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aging the normal vectors of all polygon faces, giving a less rough, “polygonal” aspect to the
object. Sharp angles will be rubbed from the surface. You can adjust the maximum angle be-
tween polygons where smoothing should take place by using the Max smoothing angle box.
For instance, a value less than 90° (e.g. 80°) would preserve right angles inside a cube, while
still smoothing other, less angular features.
Mesh Information
This group displays information about the currently selected mesh(es), such as the total num-
ber of vertices, of polygons, as well as the number of materials used throughout the object(s).
This group also provides a set of buttons to modify the architecture of the selected object(s):
• Decimate: press this button to display the Mesh Decimation Options dialog. Decimation
is a powerful feature that attempts to reduce the number of polygons in an object while
maintaining as much as possible the original object geometry. The resulting object will
be lighter than the original, and will render more rapidly. On this dialog, use the slider to
indicate the level of decimation.
• Weld: this button only appears when several meshes are selected. If you click on this but-
ton, VUE will generate a single polygon mesh from all the currently selected meshes. This
is useful when you have an object made up of lots of different parts. Welding them all to-
gether ensures two things: faster processing and certainty that relative positions/orientations
of the parts won’t be modified accidentally.
• Split: Use this button to split the mesh into a group of meshes according to the material
assigned to each polygon (resulting in one mesh per material).
Modifiers
• Forbid Export: press this button to forbid exporting to other 3D applications the selected
object(s). Be advised that once you have pressed this button, you cannot allow exporting
again. This is useful when transferring data to other parties and you don’t want this other
party to be able to use your objects in other applications.
• Invert Normals: press this button to invert all the surface normals of the selected ob-
ject(s). Pressing it again will revert to the initial situation.
Turbo Smooth
This option allows you to smooth a mesh. You have three options for turbo smoothing: Catmull-
Clark (for quads), Loop (for triangles) and Dynamic (for stretched polygons only). This option
can also be used for animated mesh in order to improve the rendering quality.
• Type: select Catmull-Clark when smoothing quads; select Loop when smoothing trian-
gles. Dynamic only subdivides stretched polygons.
• Iterations: Since Catmull-Clark and the Loop algorithm subdivide all of the polygons,
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Illumination Baking
Illumination baking is only available when you have activated one of the lighting models that
takes indirect lighting into account. Illumination baking is a complex process that involves the
evaluation of indirect lighting over the entire surface of the object, and the creation of a sepa-
rate texture channel to hold that illumination information. Only indirect lighting is taken into
account in the baking process. Direct lighting (light received directly from light sources, or shad-
ows cast by other objects) is computed separately at render time. For full details on illumination
baking, please turn here.
The controls in this frame let you customize the illumination baking process for that particular
object.
• Allow automatic baking for animations: when this option is selected (the default), this
object will be candidate for automatic illumination baking when rendering an animation.
Uncheck this option to prevent the object’s illumination from being baked when render-
ing an animation (e.g. for objects that move a lot).
• Animated mesh imports: If you imported a mesh with an accompanying MDD animation
file, this will show up here. You have the option of not refreshing meshes while moving
the timeline.
• Force double sided baking: when baking the illumination of an object, VUE will analyze
the geometry of the object in order to determine if the illumination needs to be computed
only on one side, or on both sides of an object. For instance, if the object is a single poly-
gon, VUE will bake the illumination on the two sides of this polygon, as the polygon may
be seen from one side or the other. Selecting the “Force double sided baking” option
forces VUE to bake the illumination on the two sides of the object, even if it determines
that illumination is only really needed on one side. This is typically useful when you need
to travel “inside” a closed mesh.
The “Current baking information” group displays information about the current baking status
of the object: the overall “quality” and “map accuracy” used at the time of last baking, as well
as the total size occupied in memory by the illumination map.
Note:
Saving an object with illumination baking will save the illumination information together with
the object.
• Quality boost: use this setting to adjust the rendering quality of the indirect lighting dur-
ing baking. This setting is relative to the current Advanced Effects Quality render setting
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and the quality boost setting of the Atmosphere Editor’s lighting model controls.
• Map accuracy: use this setting to vary the size of the illumination map. Larger values
will mean more detailed illumination, but at the expense of longer baking times and
higher memory requirements. You should adjust the accuracy of the map according to
the largest size on screen of the object during the entire animation.
Hint:
If you are baking the illumination on a mesh that has a complex geometry, the maximum setting
for map accuracy may not be enough to achieve perfect results. In such cases, you should not
hesitate to go beyond the maximum value by entering values larger than 100%.
• Estimated size in memory: this displays an estimate of the amount of memory that will
be occupied by the illumination map after baking is completed. More memory may be
required during the actual baking process.
• Remove baking: click this button to remove all baking information for this/these ob-
ject(s).
• Bake now: press this button to begin the illumination baking process for the selected
object(s). The baking of the illumination requires takes place in two steps: first the con-
struction of the illumination map, and then the actual processing of the indirect lighting.
The total time required to bake the object depends on the object’s complexity as well
as the desired quality. This process can last several hours (but it’s an investment for the
rendering of the animation). A progress bar will appear in the status bar to let you know
the progress of the baking process. When an object has an illumination baking map, it
appears yellow in the World Browser.
• Save scene after baking: select this option if you want VUE to automatically save the cur-
rent scene after completing a bake operation. Because quality baking of objects can take
a lot of time, this option is useful to ensure that you don’t lose the result of the baking.
Note:
Although baking the illumination of an object can take a considerable amount of time (several
times the actual rendering time of a single frame in the animation), subsequent rendering of
the animation frames can be accelerated in such a considerable manner that this “investment”
in baking time will be recouped significantly. In some tests we ran (involving a flythrough of the
Sponza atrium model), baking of the Sponza mesh took one day (at a very high quality setting),
but subsequent rendering of the animation only took 2 additional days whereas the rendering
of the “unbaked” animation would have required over one month!
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Published Parameters
The Published Parameters feature copies specific settings from the Object Graph that you
may need to change often and places them in a more convenient location for easier manipula-
tion. With objects, these parameters display with the Polygon Mesh Options dialog.
Parameters available for publishing show as underlined when the cursor is moved over the field
name. Click the underlined field name to select. A parameter name is supplied and a group
name is asked to improve the display of the published parameter.
Polygon mesh decimation, also known as polygon reduction, is a very powerful feature that will
attempt to reduce the number of polygons in an object while maintaining as much as possible
the original object geometry. The resulting geometry will be lighter than the original, and will
render more rapidly. This feature is useful for example when you want to render a large object
that is seen from a long distance – in such a case, you may not need to maintain all the details
in the object geometry, and a decimated version may suffice. Another situation where mesh
decimation is useful is when you want to do some quick test renders of very large objects (e.g.
buildings). You can do the test with a decimated version, and then restore the full geometry for
the final rendering.
Mesh decimation is controlled using the Mesh Decimation Options dialog. There are two ways
of accessing this dialog:
• Once the object is imported, click the Decimate button in the Polygon Mesh Options dia-
log (see above), or
• At the time of importing the object, select the Decimate on import option in the Import
Options dialog. The Mesh Decimation Options dialog will appear once the import is com-
plete.
There is a single parameter in the Mesh Decimation Options dialog. This parameter, called Level
of decimation is used to control the number of polygons in the resulting, decimated version of
the object. If you choose no decimation, the object will be unaffected. The stronger the level
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of decimation, the less polygons in the resulting object, but also the stronger the distortion of
the geometry. This parameter is somewhat similar in its behavior to say, the quality setting of
JPEG compression.
Note:
Mesh decimation is a complex process that can take a long time to complete. A progress bar
displays the progress of the decimation process in the Status Bar.
An estimate of the number of polygons and vertices in the mesh version of the object is dis-
played below the Level of decimation slider.
Once you have decimated a polygon mesh, you cannot regenerate the polygons that have been
removed. The only way to restore the full object geometry is to re-import the object without
decimation. See here for details about re-importing polygon meshes.
This is also a powerful feature that will convert any object in a VUE scene into a polygon mesh
approximation. The word “approximation” is important here, as some objects used in VUE sim-
ply don’t have a polygonal equivalent (for instance, this is the case with spheres, plants...).
There are various reasons why you might want to convert an object into a polygon mesh. For
instance, if you have a very complex Boolean object, converting it into polygons may speed up
rendering considerably.
Note:
materials are not directly affected by the conversion. However, the slight modifications in the
object’s geometry may cause some differences in the rendering of the material.
If the object uses displacement mapping, the displacement information will be baked into the
polygon geometry.
Note:
Baking to polygons is controlled via the Mesh Baking Options dialog. This dialog can be ac-
cessed by selecting the menu command Object | Bake To Polygons.
Warning:
Once you have converted (baked) an object to polygons, you cannot revert later to the initial,
“unbaked” version of the object.
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The Mesh Baking Options dialog has a unique parameter called Bake quality. This parameter
controls the accuracy of the conversion process. The higher the quality, the more precisely the
polygon version of the object will match the initial object. But also the higher the number of
polygons used in the object, and thus the longer it will take to render and the higher the mem-
ory requirements to handle this object. The default value for this quality setting corresponds
to the Background draw thread’s preview quality setting (see here for details on adjusting this
preview quality). Please note that baking to polygons is a complex process that can take a long
time to complete. A progress bar displays the progress of the baking process in the Status Bar.
An estimate of the number of polygons and vertices in the mesh version of the object is dis-
played below the Bake quality slider.
Note:
You can optimize the conversion of objects to polygon meshes by baking at a higher quality
setting, and then applying some amount of decimation to the resulting mesh.
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Skeleton Editor
Rigged mesh objects (objects containing skeletons) can be re-posed directly inside VUE. You
can create custom poses and movements with meshes that have been converted to the VUE
Rigged Mesh format. Currently, VUE rigged meshes and Collada imports are supported.
Rigged meshes created in 3DS Max can be brought into VUE by converting them into .vob format
in Max using the Max to VUE exporter. If the 3DS Max rigged mesh being imported does not have
a skeleton, it will be imported as a standard mesh.
The Max to VUE exporter is available in the archive from which you installed your product: along-
side the Setup (Win).exe folder, you will find an Export Plugins folder, with a Windows subfolder.
Read the Max to VUE Exporter.pdf document contained for instructions on how to install and
use the plugin for your 3DSMax version.
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Just load a rigged mesh into VUE – you can use Dave which comes with the VUE Extra Contents
and can be found in the Objects Browser under Characters. Click on the figure and the Skele-
ton Editor displays. The bones should also be displayed in wireframe if you have that option
checked (from the VUE menu, Display | Rigged Meshes).
To select a bone, click on it. If the parent object containing the geometry is already selected,
press the CTRL key while clicking on the bone. The +/- icons beside each bone are for expand-
ing/contracting the list of bones. To avoid expanding the hierarchy manually, you can double-
click on a bone in the view and it will automatically expand the hierarchy until the selected
bone.
Inverse Kinematics (IK) are applied to rigged meshes in VUE. IK does affect a chain of bones
(for example two bones in an arm, two in a leg, or several in the neck or tail of a dinosaur). The
bones that belong to an IK chain are specified in 3ds Max, when creating the rigged mesh. When
the model is exported to VUE, a helper is visible at the end of the chain, allowing to control it.
The MaxToVUE exporter also supports the “swivel angle” and “swivel target” features from 3ds
Max. The swivel angle is defined relatively to the parent bone of an IK chain, and define a plane
in which the chain will be contained. The swivel target is an helper, exported with the skeleton,
that also define a plane (with 2 other points: the origin and the end of the chain) in which the
bones of the IK chain will be contained (for example, if you have an IK chain for an arm, with the
end of the chain located on the wrist, using a swivel target allows to control the elbow position).
The Enable IK box can only be checked when a helper representing the goal of an IK chain is
selected. When this checkbox is unchecked, the bones belonging to the IK chain are not con-
strained so they can be transformed separately.
Click to change some options like Double-sided and, in VUE Pro versions, to modify Turbo
Smooth settings which can be applied to all meshes rigged to the skeleton. The other options
on this dialog are disabled as they do not apply to rigged meshes.
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Poser imports cannot be modified using these techniques. You need to use the reposing tech-
niques described in the previous section.
Animation Creation
In Auto-Keyframing mode, animation is created after modifying a bone at a non-zero time.
Keyframes are then automatically added each time a bone is modified. If the Auto-Keyframing
mode is not activated, bones’ keyframes are added by clicking on Add Keyframe in the Timeline
menu. The whole skeleton animation can be deleted by right-clicking on the character in the
Timeline and selecting Destroy Object Animation.
You can add animation to your character from pre-saved motion files. On the Skeleton Editor
window, select the Open icon to display the Motion Browser and select any motions you may
have saved there. Back on the Skeleton Editor window, use the Duration field to set the duration
of the motion and click on the Apply button.
Aside from the standard rotate and squash fun, you can also modify the thickness of the torus
rim (also known as the outer diameter). This is done using the Torus Options dialog. To display
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This very simple dialog displays a single slider that lets you interactively adjust the outer diam-
eter of the torus. Just slide the notch to the right or to the left, and watch as the torus swells or
shrinks in the 3D Views.
Editing 3D Text
Aside from the standard rotation, sizing and movement, you can also edit the shape and con-
tent of a 3D Text object using the Text Editor. This is accessed by either:
• Double-clicking on the text object in the 3D Views or in the World Browser.
• Clicking on the Edit object button ( ) on the top toolbar, when the 3D Text is selected.
• Using the menu command Object | Edit Object.
Note:
When you create a 3D Text, the text is placed in a special kind of group. If you ungroup the text
object and then weld all the characters together, the rendering speed of the text may be slightly
increased. However, after doing this, you can no longer edit the text.
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Alpha Planes may be edited using the Alpha Plane Editor. This is accessed by either:
• Double-clicking on the alpha plane in the 3D Views or in the World Browser.
• Clicking on the Edit object button ( ) on the top toolbar, when the alpha plane is se-
lected.
• Using the menu command Object | Edit Object.
This dialog prompts you to select the pictures that will be used to map the object. The first pic-
ture (Color picture) will be used to produce the colors of the object, while the second (Alpha
picture) will be used to generate transparency. Using this transparency picture, you can create
objects with custom profiles. If the picture that you select for the colors has embedded trans-
parency information, this information will automatically be loaded into the Alpha picture.
Click the Load icon ( ) below the picture previews, or double-click on the picture previews to
open the Picture Browser and load a picture. You can rotate the pictures by using the and
arrows. You can also invert the pictures using the button. This is particularly useful when
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the Alpha information is not encoded as expected. To remove a picture, click the Remove icon
( ) below the picture preview.
The Preview displays a preview of what the Alpha plane will look like in your scene.
Check the Adjust plane proportions to automatically match the proportions of the Alpha plane
to those of the pictures you loaded. Unchecking this option may result in unwanted stretching
of the pictures.
Billboards
Billboards are automatically oriented to always face the camera (or whatever is looking at them).
Billboards are particularly useful to easily add real-world photos to your scenes (e.g. to add peo-
ple to an architectural rendering). They can also be used to create simple smoke or fog effects.
Billboard: simply check this option to turn the Alpha plane into a billboard. Now, the alpha
plane will automatically be oriented to always face the camera. If the billboard is seen through
a reflection, it will be seen as though it were facing the reflecting object. This is useful to avoid
betraying the fact that the object is only a plane (the fact that the object is flat could show up
in reflections).
Keep vertical: if this option is selected, the billboard will be oriented in such a way that it al-
ways faces the camera while remaining vertical. This is particularly useful when adding tree or
character billboards to architectural projects – as you really want them to stay vertical under
all conditions.
Editing Planets
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To modify the aspect of planets, select the planet and use the Aspect tab of the Object Properties
panel.
If the selected object is a planet, the Object Properties panel displays as opposite:
At the top of the panel is a preview of the planet. This preview is useful when adjusting the
phase.
If you check the icon bar to the left of the panel, you will notice an extra icon ( ). This is the
Select planet icon. Clicking this icon displays a list of planets that you can pick from to change
planet. Selecting Saturn will appropriately create a planet with rings around it. If you select the
Custom option, the Picture Browser will appear, letting you select the picture of your choice to
map the planet. If you want to create a planet with a ring from a picture, first select Saturn, and
then change the type of planet to Custom. Just below the planet preview, you will find three
sliders that you can use to customize the look of the planet:
• Phase: use this slider to modify the direction of the side of the planet that is lit by the
sun.
Note:
There is absolutely no relationship with the actual position of the sun in your scene. So if
realism is your goal, you should be careful to manually match the phase of your planets
to the position of the sun in the scene.
• Brightness: this controls the brightness of the planet. Typically, if the sky is bright, the
planet brightness should be low, and if the sky is very dark (e.g. by night), the planet
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should be bright. Planets, as opposed to all other types of objects, are placed behind
the clouds. So they will be masked by clouds (which is quite realistic, after all, but can
become a problem if your scene contains layers of clouds used to simulate stars – in which
case the stars will appear in front of the planet).
• Softness: controls how gradual is the transition from lit up areas of the planet, to parts
in the dark.
Planets are processed in the order in which they appear in the World Browser (that is the last
ones are placed behind the first ones). You can change the order of the planets by moving them
around in the World Browser.
As with other objects, you can use the resize and rotation tools in the 3D views to modify the
size and orientation of the planet.
Boolean Objects
On the left a Boolean object, on the right the polygon version (OpenGL preview)
Boolean objects, also known as “Constructive Solid Geometry” objects, let you combine simple
primitives (spheres, cubes…) into incredibly complex objects, using Boolean operations. For
a nice example of a Boolean object, please take a look at the Fortress sample object. You can
find this by selecting Load Object from the File menu.
Boolean objects behave like groups: they act as a “bundle” into which you can put objects. You
can put as many member objects as you want inside a Boolean object. The difference between
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groups and Boolean objects, is that Boolean objects can combine their members using various
Boolean operations.
Because VUE Booleans are computed at runtime, they retain all the accuracy of the primitives
used in the Boolean operation (e.g. you won’t see polygons appear in a “Booleaned” sphere).
The drawback to this computation at render time is that Boolean operations are slow to render.
If you need faster rendering Booleans but don’t require the accuracy, you can convert them to a
polygon mesh using the Object | Bake To Polygons menu command (see here). This way, VUE
will generate a polygon mesh representation of the Boolean operation.
Three types of Boolean objects are available, depending on the operation used to combine their
member objects:
• Boolean union
• Boolean intersection
• Boolean difference
Boolean Union
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Member objects of a Boolean union are “welded” together to form one unique object. The re-
sult is noticeable mainly with transparent materials (like glass), where a Boolean union will pro-
duce a continuous object with no internal edges (if you group two overlapping glass spheres,
you will still notice an area where both spheres overlap).
Making a Boolean union from opaque objects yields exactly the same result as simply grouping
the objects. Since Boolean unions require more computation, it is recommended that you use
groups instead of Boolean unions where applicable.
All member objects of a Boolean union have the same role, so the order in which you place
members inside the Boolean union is of no importance.
Boolean Intersection
The result of a Boolean intersection is the object created where members overlap; Boolean
intersections always yield smaller objects than any of their members.
The result of a Boolean intersection between a flattened cube and a cone will be a truncated
cone (see opposite illustration).
All member objects of a Boolean intersection have the same role, so the order in which you
place members inside the Boolean intersection is of no importance.
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Boolean Difference
Combining materials in Boolean objects: Boolean Difference of a glass sphere and a checker-
board cube
A Boolean difference takes the first of its members and “subtracts” all subsequent members
from it. This means that, unlike Boolean unions or intersections, Boolean differences give a
different role to each of the member objects. The first member will be the base object from
which subsequent members are “dug out”.
For instance, making a Boolean difference between a sphere and a stretched cylinder will give
a sphere with a hole in it, where the cylinder used to be. If you inverse the order and place the
cylinder first inside the Boolean difference, the result will be different: it will yield a cylinder,
with the sphere missing.
This powerful tool lets you dig out of an object any number of other objects. For instance, mak-
ing a tower with dozens of windows can be handled by one single Boolean difference!
When you make a Boolean difference, you have to pay attention to the order in which you select
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member objects before creating the Boolean difference: the first object you select will be the
“solid” one; all others will be dug out. If you get it wrong, you can change the order of the
members using the World Browser.
In VUE, Boolean objects are implemented in an extremely powerful way, letting you combine
as many objects as you like inside one single Boolean object.
To have some noticeable effect, a Boolean object must contain at least two member objects. If
you create a Boolean object with only one member, you will generate unnecessary computa-
tion.
If member objects in the Boolean objects don’t all have the same material, the material of each
object will be retained on the parts of the Boolean Object that pertain to this object (see oppo-
site screenshot).
You may add, remove, or change the order of member objects inside a Boolean object by using
the World Browser. Simply unfold the Boolean object, and drag objects into, or out of it. You
may, of course, make Boolean objects that use other Boolean objects!
VUE will compute a polygonal preview of the result of the Boolean operation. This preview will
be displayed shortly after creating or modifying the Boolean operation.
Metablobs
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Blending the shapes of two spheres and a torus. Notice how the torus material is blended with
the sphere material.
Metablobs “blend” together the shapes of the different primitives that are part of the group. You
don’t need to have several primitives in the Metablob object in order to see the effects of the
Metablob operation: Metablobs will remove all angular shapes and replace them with round,
organic looking shapes (e.g. a cube will have all its edges rounded). Because there are no sharp
edges in a sphere, there is no point in creating a Metablob from a single sphere (as this would
simply create another sphere – only more complex to render).
Metablobs work with all the following primitives: sphere, cube, cylinder, cone, pyramid and
torus. If you resize or rotate the primitives inside the Metablob, the shape of the resulting
Metablob will be modified.
If member objects in the Metablob don’t all have the same material, the material of the different
primitives will be blended together according to the contributions of each primitive.
You may add, remove, or change the order of member objects inside a Metablob by using the
World Browser. Simply unfold the Metablob and drag objects into, or out of it. The order of the
primitives inside the Metablob is not relevant. You can only drag basic primitives into Metablobs.
If you create a Metablob from other Metablobs, all the primitives of the various Metablobs will
be assembled together into a unique new Metablob.
VUE will compute a polygonal preview of the result of the Metablob. This preview will be dis-
played shortly after creating or modifying the Metablob.
Metablob Options
On top of editing and adjusting the elements inside the Metablob object, you can also cus-
tomize the way the Metablob blends its member objects using the Metablob Options dialog.
The Metablob options can be edited either globally, or on a per object basis. To edit the Metablob
options globally, either:
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Envelope distance: this setting is global to the entire Metablob. It controls the overall distance
between the center of all the member objects and the envelope of the actual Metablob.
Object contribution: this setting can be adjusted on a per object basis. It controls the influence
of the selected object(s) on the look of the final Metablob. This feature is very useful to fine tune
the geometry of the Metablob. If not all member objects have the same contribution, the entry
field will remain empty. If you enter a value or drag the slider, the new value will be assigned to
all the member objects of the Metablob.
Effect: by default, all member objects contribute to the overall shape of the Metablob by adding
their geometry to that of the other members. This is known as the Additive effect. However, if
you turn one of the member objects Subtractive, the geometry of that object will be “removed”
from that of the other member objects, resulting in a smoothly blended hole.
If you are editing a torus, the Metablob options will be displayed below the standard Torus Op-
tions setting Torus thickness.
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Hyperblobs
A Hyperblob is a hypertextured Metablob that is baked at render time, removing any parts of
the Hypertexture that are disconnected from the main object (an artifact of standard Hyper-
textures). Baking occurs at a resolution depending on distance to camera, to avoid building
unnecessary details.
To create a Hyperblob:
• Use primitives to create a shape as you would a Metablob.
• Assign a Hypertexture to one of the primitives.
• Right-click on the Metablob icon to create the Hyperblob. You will be prompted if you
wish to continue and assign the Hypertexture to all primitives. If there is no Hypertexture,
a default Hypertexture material will be assigned.
Hyperblob Options
On top of editing and adjusting the elements inside the Hyperblob object, you can also cus-
tomize the way the Hyperblob blends its member objects using the Hyperblob Options dialog.
The Hyperblob options can be edited either globally, or on a per object basis. To edit the Hy-
perblob options globally, either:
• Double-click on the Hyperblob in the 3D Views or in the World Browser.
• Click on the Edit object button ( ) on the top toolbar, when the Hyperblob is selected.
• Use the menu command Object | Edit Object.
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There are three settings that you can use to modify the look of the Hyperblob:
Global Blob Options – Envelope distance: this setting is global to the entire Hyperblob. It
controls the overall distance between the center of all the member objects and the envelope of
the actual Hyperblob.
Mixed Object(s) contribution – Intensity: this setting can be adjusted on a per object basis
or on the entire Hyperblob. It controls the influence of the selected object(s) on the look of
the final Hyperblob. This feature is very useful to fine tune the geometry of the Hyperblob. If
not all member objects have the same contribution, the entry field will remain empty. If you
enter a value or drag the slider, the new value will be assigned to all the member objects of the
Hyperblob, or the selected object(s) if all aren’t selected.
Effect: by default, all member objects contribute to the overall shape of the Hyperblob by
adding their geometry to that of the other members. This is known as the Additive effect. How-
ever, if you change one of the member objects to Subtractive, the geometry of that object will
be “removed” from that of the other member objects, resulting in a smoothly blended hole.
The Subtractive option is not available if the entire object is being edited.
Smooth mesh – Max smoothing angle: Mesh normals are smoothed according to a specified
maximum angle.
Keep only largest single chunk: “Disconnected” components are removed. Only the largest
compact subset of the mesh is kept.
Cache baked mesh between renders: Check this option to eliminate the baking of the Hy-
perblob each time you render. The Hyperblob will be baked the first time you render and the
information saved with the Hyperblob. It should be noted that this can take up a lot of memory
and increase the time it takes to save a scene. The baked mesh is updated when needed, like
when a Hypertexture is modified.
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Ventilators
Ventilators
If the selected object is a Ventilator, the Object Properties panel displays as opposite. This is
very similar to the light properties panels (see above).
Ventilator type: this lets you select the type of ventilator. There are two different types of
ventilators in VUE: Omni and Directional ventilators. Omni ventilators will blow wind in all
directions with equal intensity, whereas directional ventilators will blow wind in a specific di-
rection only. Depending on the type of ventilator you selected, some of the controls below will
become active.
Intensity: this setting controls the intensity of the wind generated by the ventilator.
Cut-off: this is the distance at which the ventilator ceases to affect plants.
Profile: this is a filter that lets you define how the intensity of the wind evolves with distance
from the ventilator. By default, the intensity drops down linearly with distance. Double-click
on the filter preview to load a preset filter, or edit the filter to create a custom intensity profile.
Influence EcoSystems ( ): when this option is selected, the ventilator will also affect plants
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that are inside EcoSystems. Because the number of plants affected this way is potentially enor-
mous, ventilators will affect in priority those plants that are closest to the ventilators.
Influence particles ( ): when this option is selected, the ventilator will also affect EcoParti-
cles.
Directional Ventilators
On top of the above settings, directional ventilators also define the following parameters:
Spread: this setting adjusts the spread of the cone in which wind is blown. The greater the
value, the larger the angle of the cone. The maximum is 90°, which will blow wind everywhere
in front of the ventilator.
Falloff: this setting controls how suddenly the wind intensity drops near the edges of the cone.
The greater the value, the more gradual the transition.
Replacing Objects
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VUE lets you replace any object by another one. For instance, if you want to replace a pyramid
with a cone, a light by another one of a different type, a primitive by a more complex object
such as a plant or an imported mesh, etc…
To replace an object with another one, select the object to be replaced, and then select one
of the Edit | Replace By commands from the main menu, or from the popup menus in the 3D
Views or in the World Browser.
The Replace command comes with four options, available in Replace by -> Scaling options sub-
menu :
• Resize Replacement Keeping its Proportions: this option replaces the object without
deforming the new object. The selected object will be replaced by the new one by fitting
the largest dimension of the new object to the corresponding dimension of the source ob-
ject. Other dimensions are modified proportionally. This means that the original propor-
tions of the new object are not altered. This is important if you want to preserve the new
object’s general shape. However, scaling factors applied to the source object will also be
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applied to the new object. This provides you with a flexible way of replacing objects (if
you want to replace an animated deformation object, for instance). It’s ideal when you
want to replace an object by a plant or a mesh, and you don’t want the proportions of the
object to be modified. You are also able to select more than one object for replacement.
All objects selected will be replaced by the same object with the scaling of each replaced
object maintained.
• Resize Replacement to Fit Replaced Object: this option modifies the dimensions of the
replacing object so that it matches the replaced object exactly. This means that the new
object will be scaled in such a way that its bounding box fits exactly the bounding box of
the replaced object. You are also able to select more than one object for replacement. All
objects selected will be replaced by the same object with the exact dimensions of each
replaced object maintained.
• Copy Replaced Object Scaling: the object used as replacement will be scaled by the
same factor as the replaced object was with respect to its initial size. For example, re-
placing a cube (initial dimensions (6, 6, 6)) scaled to dimensions (1, 3, 2) by a sphere will
scale the sphere (same initial dimensions) to dimensions (1, 3, 2) and thus deform it to
an ovoid. Replacing by a torus, which initial dimensions are (7.2, 1.2, 7.2), will yield a
deformed torus of dimensions (1.2, 0.6, 2.4). In other words, it means that replacing a
pebble by a tree will not yield a pebble-sized tree.
• Do Not Scale Replacement Object: the replacement object simply keeps its default ini-
tial size.
A maximum of information regarding the replaced object is transferred to the replacing object
(as applicable). For instance, if you replace a terrain with a symmetrical terrain, the terrain
geometry will be preserved. If you replace one type of light with another, color, power, etc. will
be preserved. This is also true of animation and linking properties. This is very important as
it means that you can setup complex animations with basic objects (such as cubes) and then
replace these basic objects with elaborate meshes just before performing the final rendering.
If you choose to replace an object with a plant, the Visual Plant Browser will appear, letting you
select the plant species to be used in the replacement. If you replace an object using the Load
Object... or Import Object... commands, a Standard File Browser will also appear letting you
select the object to be imported.
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Saving Objects
You can save objects for future use in other scenes by activating the alternate action of the Load
object icon ( ), or by selecting the menu command File | Save Object. You will be prompted
for a filename; the VUE object file type is .vob. VUE will then render a preview of your object.
By default, the new object is added to the Personal collection. The VOB file format cannot be
used with other 3D applications. If you would like to export VUE objects to use them in other
3D applications, please read the next topic.
Professional,
Working with Pixologic ZBrush En-
treprise
VUE and Zbrush can work together with the GoZBrush system. This Link adds this export op-
tion to the File menu. It opens ZBrush with current selected object loaded and changes made
to this object in Zbrush should update the VUE copy.
Note:
Note that TPF plants cannot be exported from VUE to Zbrush. GOZ support for TPF plants is
only available in the PlantFactory and up.
Professional,
Installing GoZBrush for VUE En-
treprise
Once you’ve installed VUE and ZBrush (Zbrush should be installed first) on your computer,
you’ll have to run an install script. This is found inside Zbrush, in the menu Preferences, in the
submenu GoZ, click on path to VUE. The script will try to automatically find VUE’s installation
folder on your computer. If it fails, indicate the location of VUE.exe and select Install. If VUEis
installed first, you’ll have to install VUEagain in order to use the GoZbrush link with VUE.
Professional,
En-
treprise...
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The Scatter/Replicate Objects dialog lets you create multiple copies of objects in one go.
The Scatter/Replicate Objects dialog lets you create multiple copies of the selected objects,
while automatically moving, resizing, rotating and twisting the copies. This dialog is accessible
through the Edit | Scatter/Replicate Objects menu command, or by long-clicking the Dupli-
cate icon.
Check the Generate copies box if you want to generate copies of the objects that are currently
selected. If you don’t check this box, the selected objects will only be scattered. If Generate
copies is checked, you can indicate the number of copies you request (e.g., if you have 3 spheres
selected, asking for 4 copies will generate 4 × 3 = 12 spheres).
If at least one of the selected objects is either a plant, a terrain, a symmetrical terrain or a rock,
the With variations checkbox will enabled. If you check this option, VUE will generate varia-
tions of the selected objects (e.g. if you selected one Tropic plant and ask for 4 copies with
variations, VUE will generate 4 new plants of the tropic species that are different from the origi-
nal tropic). This is great for instance when you want to create a group of trees or rocks that are
all different.
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If you are trying various settings and wish to go back to the last setting you used, check the Use
last settings box to undo the current settings.
Aside from these controls, this dialog features two tabs, one for scattering objects randomly,
and one for replicating them regularly.
The objects and their copies can be moved, rotated, resized or twisted randomly depending on
what boxes are checked.
For instance, if you want the copies to be moved about, check the Move copies between…
box. The limits that are indicated are those of the selected objects. Copies of the objects will
be moved inside these limits.
This tab lets you organize the copies regularly, by applying a constant translation, rotation, siz-
ing or twisting between each copy. This is great for automatically building complex shapes
from simple primitives.
If the Generate copies option is not selected, existing objects will be modified by the indicated
values.
Note:
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If you copy-paste, duplicate or Alt-copy objects, you can repeat that operation by using the
Repeat Operation Subdivide and Repeat Operation Extrapolate commands in the Edit menu
(shortcut * and /) to get a regular array of objects.
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You can also save a camera as a VUE object file (.vob) and reused in other scenes. Cameras
cannot be saved in the same .vob file with other objects or lights. If a camera is linked to another
object and you load it in a different scene, the link will be broken.
You can add cameras as you need them and switch between them for different views, render-
ing from each camera view as you wish. Each camera can have different settings. Adding and
saving cameras can be done using the Camera Manager.
Framing is a tool to aid you in finding the right camera angle and fine-tuning your image.
Framing
As with any other object, the camera may be moved, rotated and resized directly inside the
orthogonal 3D Views. Although this is particularly welcome under certain circumstances, it is
not necessarily the most intuitive way of framing a scene...
This is why framing can also be achieved directly inside the Main camera view. As you now
know, orthogonal views can be moved around by clicking and dragging them with the right
mouse button; you can also zoom into or out of them by pressing Control while you drag. In
much the same way, the camera can be rotated up-down and right-left by dragging the main
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view with the right/Ctrl mouse button. Pressing Shift while you drag the view will cause the
camera to move up-down and right-left, and pressing Control/Cmd while dragging will adjust
the focal length of the camera lens.
If no objects are selected, and the active view is the Main camera view, pressing the arrow keys
will nudge the camera up, down, right or left. Pressing the Page Up and Page Down keys
will nudge the camera forwards and backwards. One nudge equals 5 units of distance. Shift-
nudging nudges by 0.5 units.
You may have noticed two gray strips on the top and bottom, or right and left, of your main 3D
View (see above illustration for an example). They indicate the limits of the picture, according to
the picture format you have selected in the Render Options or Advanced Camera Options dialogs.
These stripes are here to help you get your framing just right. These strips will vary in shape
depending on the Aspect ratio you have set on your Render Options screen.
Frame Guides
The Frame Guides dialog lets you setup the visual guides that appear in the Main camera view
to assist you in the framing of your scene.
To access this dialog, select the Frame Guides… command from the Main camera view’s View
Display Options menu.
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Safe Frames
Safe frames appear as a set of rectangles in the main view, to help you keep the feature of an-
imations in an appropriate position on screen. You can have up to two safe frames on screen
(respectively known as “Action safe” and “Title safe” frames).
You can enable each one of these frames independently. For each one of these frames, you can
define the size of the frame as well as the color used to display the frame in the Main camera
view.
Enter the desired size in the Size fields. This is a percentage of the total width and height of the
final picture. If the Lock icon ( ) is selected, the vertical ratio is locked to the same value as
the horizontal ratio.
You can change the color used to display the frame by double-clicking on the Color field.
Field Grids
Field grids appear as a set of vertical and horizontal lines in the main view that can be of help
for framing. There are two types of field grids possible: 4 × 3 cells will split the screen into 4
cells horizontally and 3 cells vertically and 12 × 9 cells will further subdivide each one of these
cells into 3 × 3 sub-cells (that appear in a paler shade of the grid color).
Double-click on the Color field to change the base color of the field grid.
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Managing Cameras
You can also use the Camera Control Center or the Object Properties panel (when the camera is
selected) to set the position, orientation and framing of the camera.
If the selected object is the camera, the Aspect tab of the Object Properties panel displays as
opposite.
Whenever you think you have come up with an interesting view of your scene, you can create
a new camera based on the current camera by pressing the Manage Cameras icon in the left
icon bar ( ). This opens the Camera Manager. Use this dialog to store the current settings,
or replace/remove existing ones.
To add a camera, you can also just click the Add Camera option in the Object menu. That cre-
ates a camera in the World Browser with an identifying number.
A new camera object with the same settings as the perspective camera can be created as well.
This allows you to move a camera and when it is placed properly, you can create a new per-
spective camera object by selecting Create from perspective camera from the Display menu
item.
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Perspective views can be loaded into the current camera being used by using the icons on the
Title Bar of the Main Camera View. The first icon after the Quick Render icon, Store Camera
Settings in Perspective View/Store Camera Settings in a new camera is a dual action icon. A
left click stores the current camera settings in the Perspective View and switches the Main Cam-
era View to that view; a right-click stores the current camera settings in a new camera without
switching to the other view.
The next icon is a Toggle to Perspective View. Now, if you’ve stored another camera setting in
the Perspective View, that is what you will get when you click this icon.
Once you have created the camera, you can explore new framing options, knowing that you
can instantly revert to the previously saved camera. By default, new scenes are created with 2
cameras. The first (Ctrl + Num 0) is the Main camera, and points North. The second (Ctrl + Num
1), called Top camera, looks down at the scene from above. You can create as many cameras
as you like, but only the first ten are available through the Display | Activate Camera menu.
Others should be activated using the Activate camera drop-down list of this panel.
• Activate Camera: this drop-down list shows all existing cameras. Select one from the
list to activate the corresponding settings. You can also use the Camera Control Center
to change the active camera. Cameras saved as .vob files are also included in this list and
can be managed using the Camera Control Center.
Note:
You can change the current active cameras by unfolding the camera group in the World
Browser, and selecting the new camera from the list of cameras, or by double-clicking on
a camera in the 3D Views.
Note:
If you switch cameras in an animation at a non zero time, a camera switch keyframe will
be created in the Timeline.
• Focal: use this to adjust the focal length of the camera’s lens numerically. The bigger the
value, the greater the magnifying power of the lens. For landscape photography, values
ranging from 24 to 35mm are often best suited. This focal parameter can be animated.
If you are more familiar with camera Field of View rather than focal length, VUE can dis-
play the camera’s horizontal FoV instead of its focal length in the Object Properties panel
(disable the Show camera FoV as Focal length checkbox in the Options dialog.
• Blur: turn up this setting to activate depth of field. When depth of field is activated, only
objects that are close to the Focus distance from the camera will appear sharp. Other ob-
jects will be out of focus and render blurred. The bigger the blur value, the more rapidly
objects get blurred as they move away from the focus distance. The limits of the “in fo-
cus” area are displayed in the camera’s field of view by two parallel planes. This blur
parameter can be animated.
• Focus: when depth of field is active, this control lets you indicate the distance at which
objects are in focus and rendered sharp. As objects gradually move away from the fo-
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cus distance, they will get more and more blurry. The focus distance is displayed in the
camera’s field of view by a cross. The focus parameter can be animated.
• Exposure: use this setting to vary the exposure of the scene. Positive values will make the
scene brighter, while negative values will make it darker. The exposure parameter can be
animated. The correction is expressed in diaphragms (a standard photographic unit of
measure for the aperture of the lens). +1 diaphragm means the scene is twice as bright.
Unlike a real camera, modifying the exposure has no influence on the depth of field. If
the Auto-exposure Film Settings option in the Camera Options dialog has been enabled,
this value indicates the correction of exposure that is to be applied to the exposure that
was automatically computed for the scene. You can adjust exposure after the rendering
completes in the Post Render Options dialog.
Note:
Varying the exposure is not the same as changing brightness in a post-processing pass
using settings on the Advanced Camera Options dialog. Unlike the exposure setting found
in the Light tab of Atmosphere Editor, this setting acts on the global exposure of the scene,
and not only on the intensity of the lights.
• Height: use this to set the height of the camera. Clicking the Lock icon ( ) will lock
the height of the camera above ground. If the camera is dragged over a terrain, the cam-
era will keep a fixed height above ground. Unlocking the camera will no longer keep the
camera at the locked height. Whether the camera is either locked or unlocked, you can
always move it manually in the 3D Views. The Height setting will be automatically up-
dated accordingly. Right-clicking on the Height icon, displays a menu with the options
to ignore terrains, plants, and objects. You can select any, none or all to modify how the
camera remains locked into position as it moves over the terrain. For example, if you
select to ignore all three (object, plants, and terrains), the camera will be locked to the
ground or any other infinite plane).
• Always keep level: if toggled, this option instructs VUE to make sure that the camera
is always horizontal, resulting in a horizontal horizon. If (and only if) you deselect this
option, you can add roll to the camera. This can energize pictures on occasion. However,
for general purposes, we recommend that you leave this option on.
• Lock camera attributes: This lock prevents you from selecting the camera in the
World Browser and changing any of the camera’s settings or Object Properties. All set-
tings for this camera are then protected from accidental change including animation
keyframes. This lock can be toggled off. The Advanced Camera Options window is still
available if you need to make changes.
• Backdrop: click this icon to load a backdrop image or animation into the background
of the camera. Backdrop images or animations will appear behind all objects and will re-
place the sky. When you click this icon, the Camera Backdrop Options dialog will appear,
letting you load the desired backdrop image or animation.
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• Switch to target: click this icon to switch selection to the camera’s target – see below.
Camera Target
The camera target is a little box attached to the front of each camera and to which the camera
is connected in view ports by a dotted line. This dotted line joining the camera and its target
always represents the direction the camera is pointing at. If you move the target, the camera
orientation will be adjusted accordingly. This is a very useful and intuitive way to adjust camera
orientation without having to tackle rotation angles. The length of the dotted line represents
the focus distance of the camera. By moving the target away from the camera, you can adjust
the focus distance graphically without having to enter numeric values.
You might have noticed that the target object becomes visible only when you select its camera
owner. There is an option to make the target always visible, even when the camera isn’t se-
lected. To do this, select the camera target, and check the Always visible option in the Aspect
tab of the Object Properties panel. When you deselect the camera, its target will remain visible.
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Focusing on Objects
An interesting aspect of camera targets is that you can use them to Focus on any given object
in your scene. Select the camera target and pick an object in the Focus on drop-down list box.
From now on, the camera will always be focusing on this object.
You can also select the object in focus by using the Pick object icon ( ) and then clicking on
the desired object (or on an empty space to remove the connection). Focusing on an object
does not affect the orientation of the camera, just its focus distance.
This little dialog lets you load a picture or an animation into the background of the camera, to
be shown as backdrop where no other object is visible. This dialog is accessed by clicking the
Backdrop icon ( ) in the Object Properties panel, when the camera is selected.
To setup a backdrop for your camera, simply check the Use backdrop option. The other con-
trols in the dialog become accessible:
Click the Load icon ( ) to open the Picture Browser and load the image to be used as a back-
drop. You can use any image, sequence of images or animation. You can even use different
backdrops for different cameras. If you want to use a sequence of images, click the Browse
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File icon ( ) in the Picture Browser to display a Standard File Browser and select all the im-
ages in the sequence.
If you load a sequence of images, or an animation, the Animated backdrop options icon ( )
will appear under the picture preview. Click this icon to access the backdrop animation settings.
If you need to rotate the picture, use the and buttons (90° increments). To invert the
colors in the picture, click the Invert button ( ). Click on the Remove button ( ) to delete
the picture or animation.
Override atmosphere: If this option is unchecked, the backdrop will render, ignoring the atmo-
sphere completely. However, if checked, the atmosphere renders on top of the camera back-
drop. VUE first renders the backdrop as an “outer space” value, and then applies atmospherics
over it, making the backdrop less visible where atmosphere gets thicker (like objects fading
out in the distance through the atmosphere, or like stars fading out beyond the atmosphere).
As the atmosphere thins, the backdrop becomes more visible. Note that if you are in Environ-
ment Mapping atmosphere mode, unchecking the Override atmosphere option completely
replaces the backdrop with the environment map, since the environment map has no trans-
parency.
• Zoom factor at render: this setting lets you control the size of the image viewed in the
background of the camera. The default setting of 1 will stretch the image appropriately
so that it maps exactly to the background of the camera. Values smaller than 1 will result
in the image not filling up the entire camera background. Values greater than 1 mean
that the image will not be entirely visible in the camera background (the edges will be
cropped).
• OpenGL preview distance: when you load a camera backdrop, it will appear in the OpenGL
views. For your convenience, this control lets you adjust the distance from the camera at
which the backdrop is displayed.
• Animated OpenGL preview: if you are using an image sequence or an animation as cam-
era backdrop, this option lets you decide whether the OpenGL preview should reflect
the animation when you change current time, or if it should always use the first frame
(updating the animation can be a slow process, especially for large images or complex
animation codecs).
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This dialog lets you adjust the post-processing options for a given camera – including adjust-
ing the exposure. Many settings in this dialog are also available and work the same as their
equivalent in the Post-Render Options dialog. Any changes made on this dialog will apply on all
renders made with this camera, whereas the settings in the Post-Render Options dialog apply
only to a given rendered picture.
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Camera Preview
This picture displays a preview of the render from this camera, with the post processing effects
applied to it.
Aspect Ratio
If you have several cameras in your scene, you can have a different aspect ratio for each camera.
You can choose the format of your picture by picking a pre-defined Aspect-ratio from the drop-
down list. Notice how the preview of the scene is updated when you change the picture’s aspect
ratio.
You can also adjust the picture’s aspect ratio using the Render Options dialog.
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the camera’s horizontal FoV instead of its focal length in the Object Properties panel (dis-
able the Show camera FoV as Focal length checkbox in the Options dialog. If you modify
the value of the Horizontal FoV, the camera’s focal length will be adjusted accordingly, as
well as the Vertical FoV.
• Vertical FoV (Field of View): this setting controls the vertical viewing angle of the camera.
It is connected to the focal length parameter, as well as the pixel aspect ratio (see above).
Larger focal lengths result in smaller viewing angles. If you modify the value of the Verti-
cal FoV, the camera’s focal length will be adjusted accordingly, as well as the Horizontal
FoV. If you modify the pixel aspect ratio, the Vertical FoV will be changed accordingly.
• Lens aberrations: this setting controls the percentage of lens aberration in the camera.
In an ideal optical system, all rays of light from a point in the object plane would con-
verge to the same point in the image plane, forming a clear image. The influences which
cause different rays to converge to different points are called aberrations. Negative val-
ues translate into pin cushion distortion, whereas positive values translate into barrel
distortions.
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no aberration (0%)
Panoramic View
Real panoramic cameras are fixed to a handle that you have to hold when you take the shot. As
it takes the shot, the camera rotates around the handle, thus embracing any required angle of
view. Panoramic views can yield beautiful results.
This option is a numerical equivalent to the real panoramic camera. Here also, the camera is
rotated as the render engine makes progress. All-around panoramas can be achieved this way,
but beware: if the camera is not perfectly horizontal when you take the shot, the horizon will
undulate. This is not a numerical artifact: it happens also in the real world!
When you select this option, the panoramic H Angle slider becomes available, letting you de-
cide on the horizontal angle swept by the camera as it rotates.
The Spherical render option also becomes available when you activate Panoramic rendering.
When you select this option, the scene will be rendered on a sphere (instead of being rendered
on a cylinder). You can adjust the vertical angle swept by the camera using the V Angle setting.
Spherical renders can be used, for example, for the rendering of an environment map. When
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this option is activated, the picture’s aspect ratio is determined by the ratio of horizontal vs.
vertical angles.
Because this option is only available when rendering to screen or to disk (see Render Options
dialog – Panoramic View), activating panoramic rendering will automatically activate rendering
to screen if it isn’t already the case. You can also adjust the picture’s panoramic settings using
the Render Options dialog.
This option must be checked here to be functional on the Post Render Options panel.
Film Settings
See the corresponding documentation in the Post Render Options: Film Settings section.
Lens Glare
See the corresponding documentation in the Post Render Options: Lens Glare section.
Post Processing
See the corresponding documentation in the Post Render Options: Post Processing section.
The Post processing applies to all cameras option is checked by default, meaning that all
cameras in the scene will use the same post-processing settings. If you deselect this option,
you can assign different post processing settings to all your cameras. This can yield particularly
interesting results when used in conjunction with the Camera Switcher.
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Camera Manager
The Camera Manager is a very simple dialog that lets you name, select and delete cameras. To
access this dialog, do one of the following:
• select the camera and click the Manage cameras... icon ( ) from the Aspect tab of the
Object Properties panel, or
• select the Manage Cameras menu command from the popup menu that appears when
you long-click the Store camera icon ( ) in the Camera Control Center.
When this dialog appears, it displays all of the cameras currently available in the scene:
• Double-click on a camera in the list to rename it.
• Click the Add camera icon to add a new camera. You can then rename it to whatever you
wish.
• Click the Load camera icon to load a camera that has been previously saved as a .vob.
• Click the Save camera icon to save the highlighted camera as a .vob file.
• Click the Delete camera icon to delete the camera from the list and the scene.
You can also do a copy/paste of a camera in the World Browser to quickly create a new camera.
You can switch between the two by double-clicking the camera name you want to use. These
cameras will then also show up in the Camera Manager list as well.
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Rendering
Once you are satisfied with the framing of your scene, click on the Render icon ( ) on the top
toolbar to start rendering the picture.
Rendering is an extremely complex (and time-consuming) process by which the computer con-
verts the 3D geometrical description of the scene into a 2D picture you can look at.
With VUE, the Render settings have been slightly adjusted to increase the anti-aliasing thresh-
old and to add a bit of texture filtering which will improve overall render quality. This is avail-
able from Broadcast quality on up. It may increase render times slightly, however.
The Render icon is a double action icon. If you activate the icon’s alternate action, the Render
Options dialog will pop-up.
Bucket Rendering
Bucket rendering is a new way of organizing the rendering process that maximizes spacial cor-
relation of scene geometry. The size of the buckets is automatically adapted to the overall
render size (smaller buckets for small renders). This provides significant improvements when
handling billion-polygon scenes, and results in a better optimization of memory resources as
well as improved rendering speed.
Render Options
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Because this dialog gives you full control over the render engine, it might look daunting at first
sight. Don’t worry though, you’ll rapidly grow to understand the meaning of each setting. Be-
sides, all the controls are not activated at the same time.
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On the top left corner of the dialog is a list of Preset render settings. These are predefined
settings, useful because they let you quickly switch between whole groups of features. As you
change render settings, notice how the render quality checkboxes are modified. These are dis-
abled when you use a predefined setting. They become active if you select User settings, letting
you pick your own options.
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several times longer to render than other settings, while not necessarily producing out-
standingly better results. Use it only when you want to render very high quality pictures,
at a not too high resolution. High DPI pictures for publishing usually render just as well
in Final quality setting. Ultra setting adds superior anti-aliasing and improved advanced
effects rendering.
• Path Tracer: a fast CPU+GPU render. Since it naturally simulates many effects that have
to be specifically set with other methods, such as soft shadows, depth of field, motion
blur, caustics, ambient occlusion, and indirect lighting, fewer settings are needed.
• User Settings: this not a preset. It grants you full access to customize the render engine
as you like, by selecting the options you want from the render option checkboxes and anti-
aliasing settings. These options will be detailed further down. The default User settings
correspond to a faster version of Final render (with less super-sampling involved).
• Load, Save: When you select the User render quality setting, two small buttons ( ) on
the right hand side of this option become available. These buttons allow you to load or
save your user settings. Pressing one of these buttons will display a Standard File Browser
letting you load or save the selected file. The User Render Settings configuration files are
stored in the Environment folder, and use the .urs extension. Files are supplied for all
default preset render settings (Preview, Broadcast...). That way you can base your own
user settings on an existing preset. You should avoid modifying any of these files.
Renderer
This option lets you select the renderer to be used for rendering the image or animation:
• Internal: select this option to use VUE’s internal renderer. This is the best for quick ren-
ders that require interactive feedback (if you render to the active camera view or the
screen, you will see the picture gradually appear on screen as it renders).
• External: when this option is selected, VUE will invoke an external rendering application
that is installed together with VUE. This application will take care of the rendering. Be-
cause it is a separate application that is entirely dedicated to rendering, it doesn’t have
to deal with all the overhead of a graphical interface, and can consequently dedicate
more memory to the actual rendering process. The caveat is that the scene has to be
sent over to the external renderer so the time it takes to actually start rendering is longer
than when using the internal renderer, and also, because rendering is done by a separate
application, you do not see the picture appear gradually on screen as it renders.
• Batch rendering: The batch rendering feature lets you schedule a number of rendering
jobs that will be processed one after the other. Batch rendering occurs when you select
the External renderer but do not select to use the network. You can also select this option
from the menu using Render | Batch render. Batch rendering is handled through the
Batch Rendering dialog.
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• Use network ( ): this option is selected when you want to use HyperVUE and a network
of RenderCows.
To configure HyperVUE, click the Edit button. Also, select this icon to make use of your net-
work RenderCows when rendering to screen or in the Main camera view. When using this mode,
rendering in VUE starts normally, without any delay. Then, while VUE is rendering, the Interac-
tive Network Rendering controller silently contacts all the render nodes on your network and
puts them to work on your scene. This happens in the background while your main computer
continues rendering. As the other computers on your network start pitching in, the rendering
accelerates. The RenderCow on the host machine is not used in this render as the program on
the host machine is being used. You need to have your RenderCows added in HyperVUE before
using this render method.
When you configure your external renderer to use network rendering, the picture will automat-
ically be divided up into sections. The HyperVUE™ Network Rendering Manager will then assign
each section to a RenderCow™. The network manager collects the resulting picture fragments
and reassembles them into the final picture. When you press OK to begin rendering, the scene
is added to the list of queued jobs.
• RenderNode Network: select this option to use a separate renderfarm administration
tool and split the render load across a network of RenderNodes. Click the Edit button to
access the Rendernode Network Options.
Note:
avoid using network rendering for quick renders, because the overhead of managing the render
nodes and communicating over the network may actually result in longer render times. Use the
internal renderer instead.
Please refer to here for details on the difference between RenderCows and RenderNodes and
the Rendernode Network Options dialog.
Render Destination
This lets you decide whether you want the picture to be rendered inside the Main camera view
(the picture resolution will be that of the 3D view), if the picture should be rendered into a stand
alone window, or if the picture should be rendered to disk.
• Render in active camera view: the picture will be rendered in the Main camera view, and
the size of the picture will be that of the view.
• Render to screen: rendering will be done in a separate window that will appear when you
start rendering (you will have to indicate the resolution of the picture). You can also save
both the depth channel and the alpha channel renders when the render has finished. Pre-
vious renders are also displayed with the Render to Screen option. Renders are stacked;
this means that they are saved and can be used for comparison or further editing (with
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Post Render Options). These are displayed on the Render Display window along with
the current render.
• Render off screen: selecting this option instructs the render engine to save the picture
as it renders, and not to display it. Saving pictures as they render is useful if you want to
render pictures much larger than your screen. Selecting this option activates the Options
button. Pressing it displays the Render to Disk Options dialog, letting you indicate which
channels of information should be saved and the name of the file that they will be saved
in. If the file already exists, VUE will ask for confirmation before starting the render.
• Save render to disk: This option is automatically checked if you select the Render off-
screen option. But it can also be checked if you are rendering to screen or the active
camera view. This automatically saves your render to disk as well as allows you to save
after your screen render has finished. Press the Options button to indicate which chan-
nels of information should be saved and the name of the file and format to save it to.
Additionally, you have the option of an Auto save your render at a preset interval. You can set
the interval in minutes for the auto save. You might want to do this so that you don’t lose the
entire render if your computer loses power (for example). You should be aware that auto saving
does slow the render process down a bit, so it’s probably not something you would want to do
frequently.
If you then want to save it, you will have to select the Save Displayed Picture icon on the Render
Display (farthest right icon under the rendered image). Using this method, you can also save
the other channels of information in the picture.
Render What?
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• Hide infinite planes from alpha: this option will prevent infinite planes from appearing
in the alpha channel of the picture. This is useful, for instance, if you want to treat the
ground as part of the background.
G-Buffer / Multi-Pass Options Professional,
En-
In Final or better preset render quality, select the Enable G-Buffer / Multi-Pass option to ac- treprise
tivate the collection of G-Buffer and Multi-Pass information.
Click the Edit button to open the Multi-Pass Options (G-Buffer ) dialog and select the channels
of information / rendering components / masks that you need.
If you enable G-Buffer rendering, you will have the option to save your render as a RLA or RPF
File (these file formats preserve the G-Buffer channel information).
Note:
It is not possible to generate the G-Buffer or Multi-Pass/Mask information if the Optimize last
render pass option is selected (see below). As a result, this button will be disabled in Preview
and OpenGL render presets.
The Diagnosis channels are available from the same icon on the bar above the Main camera
view (or the render to screen window) that the other buffers are. These diagnosis channels
display at the top of the menu.
These Diagnosis channels are coded in grayscale. A dark color corresponds to a low value (low
render time, low anti-aliasing amount, or no global illumination sample), while a bright color
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corresponds to a high value (high render time, high anti-aliasing amount, or recorded global
illumination sample). Pure white color indicates the maximum value across the image, thus all
channels are normalized, giving relative information.
Isolated bright values may sporadically appear across the render time channel. This can cor-
respond to internal precision errors from the involved high resolution timers used to evaluate
each pixel render time, especially on multi-core computers. These isolated bright pixels should
be ignored when considering render time issues.
The color-coded rule as well as the range of values can be hidden by using the little arrows that
are usually used to navigate through the layers of additional channels. It may be useful in case
relevant diagnosis information gets overlapped by the rule and values.
• Enable Alpha: this option activates the generation of the alpha buffer.
• Enable depth: this option activates the generation of the depth buffer.
Enable Relighting
Relighting is a rendering feature that allows for the interactive modification of individual lights
or groups of lights after render. It is possible to completely change lighting by modulating lights
intensity or applying color filters to them without the need to re-render the scene.
To enable relighting, just check this option. This option is available for render quality Final and
above. After render, the Post Render Options dialog will display with individual light or groups
of lights controls, allowing you to tweak their intensity and to apply color filters to them.
By default, the relighting result will be displayed interactively in the little render preview of the
dialog, but you can also enable the Full interactive display option on the Post Render Options
dialog and see the full render display be updated during your changes. This option is also com-
patible with all other post render options like natural film response, automatic and manual
camera exposure, and camera post processing effects. Furthermore, automatic exposure will
be automatically adjusted according to your relighting settings, to consistently compensate for
potential brightening or darkening of the render.
Relighting capabilities are compatible with almost all lighting features of the renderer: direct
lighting, global illumination, atmospherics, physical caustics, volumetric lights, volumetric ma-
terials, subsurface scattering, reflections, refractions, lens flares and automatic exposure. The
Ambient lighting contribution is also calculated and can be adjusted separately in the Post Ren-
der Options dialog. The only components that aren’t affected by relighting are glow effects.
Just like the GBuffer and Multipass features, relighting isn’t compatible with the Optimize last
render pass render option, so this option must be disabled to be able to use relighting.
Relighting is also incompatible with Hybrid 2.5D effects; only distributed raytracing can be
used.
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For large renders with a lot of lights, or if lens glare is enabled, full interactive display can be-
come too slow to be practical. In that case, it is recommended to just disable that feature and
work with the little render preview in the Post Render Options dialog.
Any light that is switched off before render (using the Hide from render option) won’t be ac-
cessible for relighting. Thus, all lights you plan to use for relighting must be enabled before
rendering, and with a non black color so VUE can extract the proper lighting information dur-
ing render.
VUE automatically defines relighting groups of lights depending on the first level of the scene
hierarchy. All lights having a common parent group object will be gathered into the same re-
lighting entry. Therefore, group your lights according to your needs for relighting, to avoid the
need of tweaking each light independently, which can be a long task if the scene contains many
lights. Consequently, any light that isn’t part of any group will correspond to a separate relight-
ing entry.
Render Quality
The checkboxes in this group let you decide in detail what the render engine should trace, or
not trace:
• Apply materials: deselecting this will replace object materials with uniform colors.
• Enable sub-rays: deselecting this disables tracing of any secondary rays (reflection, trans-
parency or cast shadows).
• Trace cast shadows: selecting this is necessary, together with Enable sub-rays if you
want cast shadows in your picture.
• Trace reflections: selecting this is necessary, together with Enable sub-rays, if you want
reflections in your picture.
• Trace transparency: selecting this is necessary, together with Enable sub-rays, if you
want transparency in your picture. Alongside the Trace reflections and Trace transparency
options is a button labeled Edit. This button (only enabled when in “User” preset render
quality) opens the Sub-Ray Options dialog to let you customize the ray recursion levels.
• Enable super-sampling: deselecting this disables any advanced features, such as soft
shadows, blurred transparencies and reflections, or depth of field.
• Soft shadows: selecting this, together with Enable sub-rays, Trace cast shadows and En-
able super-sampling will render soft shadows where applicable.
• Blurred reflections: selecting this, together with Enable sub-rays, Trace reflections and
Enable super-sampling will render blurred reflections where applicable.
• Blurred transparencies: selecting this, together with Enable sub-rays, Trace transparency
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try, rendering of indirect lighting on plants is extremely time consuming while not neces-
sarily producing noticeably better results. This option lets you disable the computation
of indirect lighting on plants altogether (however, the plant will still participate in the
indirect lighting solution, e.g. by casting a dark shadow area beneath it).
• Progressive refinement (was called tile rendering before): This option is available in
the User mode when Object anti-aliasing is disabled. Select this option to force the ren-
dering engine to render the picture in tiles that get smaller and smaller as the render pro-
gresses. When this option is not selected, the rendering is done by the bucket renderer.
This is the most efficient method of rendering.
The advantage of Progressive refinement is that you get a better overall impression of the pic-
ture right from the early stages of rendering. However, Progressive refinement may render the
picture slower and requires large amounts of memory.
• Advanced effects quality: this setting controls the overall quality of all the advanced
rendering effects in the scene (e.g. volumetric lights, global illumination, procedural ter-
rain, soft shadows, displacement mapping, etc.). The * Edit: button is accessible for all
preset render modes, in order to get access to the Optimize indirect lighting on plants
option. Of course, when not in User mode, only this option will be available, all the oth-
ers (custom GI & photon map settings) will be grayed out.If you find that all the advanced
rendering effects are rendered with artifacts (noise, splotches…), you can reduce these
artifacts either by boosting the quality of each effect independently, or by increasing the
quality globally using this slider.
Click the Edit button to open the Advanced Effects Options and gain advanced control over the
rendering process.
Anti-Aliasing
Anti-aliasing options are automatically adjusted in the various preset render settings (see above).
In the User render setting, however, you can control anti-aliasing options manually.
In addition to the standard Object anti-aliasing, VUE offers the possibility to use Texture anti-
aliasing, for both bitmap and procedural textures.
• Object anti-aliasing: takes care of anti-aliasing in the geometry.
• Texture anti-aliasing: takes care of anti-aliasing in the textures.
The object and texture anti-aliasing are adjusted using the Anti-Aliasing Options dialog. This
dialog is accessed by clicking the Edit button.
• Energy Conservative: This preserves bright details while limiting the amount of anti-
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aliasing needed to get a smooth rendered picture. Enabling this option is recommended
whenever the rendered picture contains very small bright details like narrow specular
highlights or sun reflections over a perturbed water surface, especially in photometric
lighting mode, which produces very high intensity variations between shadowed and lit
areas.
• Anti-alias Z-Depth: Check this option to enable this form of anti-aliasing. Object anti-
aliasing also needs to be enabled to access this feature, since depth anti-aliasing is per-
formed in the same way as for color and alpha channels for consistency.
Note:
Depth anti-aliasing can produce undesirable effects depending on how z-depth informa-
tion is used. When this option is disabled, VUE records the closest hit element distance
within each rendered pixel. When enabled, all hit distances are averaged. This can lead to
a resulting distance that doesn’t correspond to any actually hit geometry. For example,
when averaging a distance to a background mountain with a distance to a foreground
object, resulting distance is between them effectively corresponding to none of them.
Despite this incorrect result, depth anti-aliasing can be useful when using z-depth infor-
mation in third-party post effect plugins (for depth of field simulation, for example), to
avoid aliasing artifacts around objects.
• Use GPU anti-aliasing: Since this can, in some instances, increase render times, it is
now an option you can change on a per-render basis. GPU anti-aliasing is not compat-
ible with Standalone rendering since this type of rendering doesn’t directly interact with
any OpenGL processing. This is a technology that only work on meshes, and it allows
to have a better anti aliasing on meshes with thin details such as cables or wires. Using
this feature may slow down rendering in certain situations where, for example, you have
a large mesh hidden behind another mesh. Both meshes would be sent to the graphics
card. Regular raytracing would stop the rays at the mesh in front.
Background draw also has to be enabled for this feature to work.
This great improvement is especially useful for walk-through animations, where the camera
progressively discovers new parts of a scene while moving throught it. Indeed, illumination
caching will just compute any missing information at each frame, while reusing previous cal-
culations wherever possible, significantly reducing render times while also reducing flickering
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artifacts.
Obviously, if the lighting conditions have changed, or if significant changes have been made
to the scene, the radiosity calculation may no longer be accurate. To update the calculation,
press the Update Indirect Lighting Next Time icon ( ), or select the menu command Render
| Update Indirect Lighting Next Time. This will update the indirect lighting the next time you
render so that it matches any changes made to the scene.
Note:
Activating this option can slow the rendering down, depending on scene content. The perfor-
mance loss is mainly due to convex specular objects, that can indirectly reveal large areas of
the scene through reflections. When Deterministic indirect lighting is enabled, these indi-
rectly seen areas will have their radiosity solution re-computed by all rendering threads inde-
pendently, while being concurrently updated by all rendering threads if disabled. It is thus
recommended to activate this option only when radiosity solution determinism is mandatory.
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Note:
Creator
With Creator version, render size is limited to 4K resolution, aka 4096 × 2160 pixels.
You can choose the format of your picture by picking a pre-defined Aspect-ratio from the drop-
down list. If no pre-defined aspect-ratio is suitable, select Free (user defined) and then type
the size of your picture in the two Other boxes. You can also adjust the picture’s aspect ratio
using the Advanced Camera Options dialog.
A set of 6 boxes below the aspect-ratio list lets you select standard picture resolutions.
Alternately, you can enter any other resolution using the two boxes in the group called Other.
If you have selected a pre-defined aspect-ratio, the vertical and horizontal resolutions of your
picture will be linked together. These boxes are only available if you are rendering the picture
to screen, since, if you render inside the main 3D View, the resolution of the picture is defined
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by that of the view. Selecting Full screen guarantees the biggest possible resolution that fits
inside your current display.
Once you change the aspect ratio, you may notice two gray stripes in the active camera view.
They are here to show you the limits of the picture in the selected format, and help you optimize
framing.
The Units drop-down list lets you select the units you want to work with. If you are planning
to print the picture, you probably will want to switch to inches or centimeters. In this case,
the DPI (Dots Per Inch) box becomes active, and you can enter the required DPI setting for the
generated picture.
DPI (Dots Per Inch) indicate the number of pixels per inch in the picture once it is printed on
paper (i.e. the definition of the picture). What you need to understand is that the only way
to increase the number of DPI of a picture without reducing its size on paper, is to increase its
resolution. It is of general acceptance that, for professional work, 300 DPI is a good compromise
between definition of the printed picture, and size of the render. 240 DPI is probably enough
for standard use. Select the required number of DPI for your picture (usual values are in the
drop-down list but you can enter any value). The default is 72 DPI, which is the definition for
screen viewing.
Note:
Changing DPI without changing the resolution of the image has no effect on the screen display
size or quality of the finished image. The DPI setting is only made available as a convenience
for those wishing to print.
If you select Free (user defined) as an aspect ratio, and enter a picture size in the Other (size)
field, you have the option of locking this ratio. If you later change the width, the height will
change automatically preserving that aspect ratio.
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This is an information strip that displays at the bottom of an image rendered to screen or in any
of the viewports. It can display a combination of the scene name, frame number, render time,
image resolution and poly count. Select which items to display by clicking on the Edit button
on the right.
If you wish to save this information, you have two options when saving the render. On the
Save As dialog, you have the option of adding this strip to the image itself, or you can save it
into a log file. This log file can be found in your render destination directory with the name
imagename.log .
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Panoramic View
This option is available only when Render to screen or Render to disk is selected.
Two presets called 180 and 360 degrees Virtual Reality panorama are available. Instead, custom
preset can be used to tweak settings individually.
Panorama static images exported as JPEG are now automatically recognized by Facebook as
Panorama. When rendering a 360° animation and exporting it as .mp4 or .mov, VUE will auto-
matically add a piece of metadata in the video file to make video-reading software (e.g. youtube)
recognize the video as a 360° video, and display it as such.
When setting a camera to the Panoramic View mode and the camera is not perfectly horizontal,
VUE will ask whether the user wants to level the camera. This is because panoramic renders are
highly distorted when the camera is not horizontal and this is not a common use case.
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Stereoscopic rendering
Stereoscopic rendering allows the production of two images simultaneously, one as seen through
the viewer’s left eye and one seen through the right eye. The distance between the eyes (called
Interpupillary Distance, is set to a value of 6.4 cm by default) can be reset as required by the
individual user. The layout of where each of the renders appear in the final image can also be
set: either one on top of the other (Top-Bottom) or one adjacent to the other (Side by side). If
you export a 360° panoramic stereo animation as mp4 or mov, the metadata embedded in the
file should also help a player, such as YouTube, to interpret it as stereoscopic video. YouTube
needs the Top-Bottom layout.
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Convergence modes
Note:
In the case of Panoramic rendering, only the Parallel convergence mode is available.
There are three convergence modes available and the “Stereoscopic convergence modes” im-
age helps to understand the difference between the three. These modes mainly differ on how
the Parallax Effect is handled. Parallax effect helps the human brain understand how far objects
are away from the viewer. Objects located at parallax depth will end up in the same position
on both eye image. Objects in front will usually be offset on the left on the right eye image (and
vice-versa) and thus be interpreted as closer by the brain and would usually give the feeling
of being in front of the displaying device. In VUE, parallax depth can be set either to the same
distance as the focus plane (this is the default behavior because our vision usually focuses and
converges at the point of interest) or any value.
• Parallel convergence mode simply places the two cameras offset by the interpupillary
distance but aligned. This mode behaves the same as the two others with infinite Parallax
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Depth, this means that every object is subject to the 3D effect to a greater or lesser degree.
• Convergered mode rotates the camera toward the convergence point. In this mode, the
zero parallax plane does not exist, instead there is a zero parallax vertical line where the
two parallax depth planes intersect. Essentially this equates to the focal distance/point.
• Off-axis off axis convergence mode uses a film offset to keep a zero parallax plane and
to make sure there is no horizontal offset (in the objects in the frame) at the zero parallax
depth. Since this mode is the most natural one, this is the default behavior.
Render Area
This option lets you select a rectangular area in the picture outside of which the picture won’t
be rendered. You can also select a render area using the main menu command Render | Select
Render Area and then drawing the render area with the mouse.
When you select this option, the render area controls become available:
• Position: these two settings let you define the top-left corner of the area to be rendered
(in pixels).
• Size: these two settings indicate the width and height of the render area (in pixels).
• Render blow-up: this option is only available when rendering to screen or to disk. When
it is selected, the render area will be rendered at the size of the picture indicated in the
Picture size and resolution group. If it is not selected, the picture will be rendered at the
exact size indicated. This option is useful when you want to render a close-up of a detail
in your picture.
This render area can be locked by using the Lock Render Area option on the contextual menu.
This will protect the selected area from mouse movements, allowing you to keep the setting
while still working on the scene.
When rendering, either in the viewports or to screen, you have the option of rendering just a
selected area of the image. This is useful if you are working on a small area and you want to
concentrate on just that area. Using the Render blow-up setting on the Render Options panel,
you can enlarge this selected render area when rendering to screen. The Select render area
does not work for animations and does not work with rendernodes. This feature is for stills
only.
You can also opt to save a render of the full size image, with just the selected area rendered.
For example, you have selected to render the lower right quarter of the image. After the render
finishes, click to save, and on the Save As screen, there is an option to Save full size image. The
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image that is saved will be the rendered lower quarter of the image; the rest of the image will
be black. This option is useful if you are planning to render a picture in sections, then overlay
for the finished image.
Memory Optimization
• Clear OpenGL before rendering: when this option is selected, VUE will clear all OpenGL
data and buffers in order to free up as much memory as possible for rendering. Depend-
ing on the complexity of the scene, this may free up a significant amount of memory for
rendering. The drawback of enabling this option is that VUE will have to regenerate all
OpenGL data after rendering, which can delay the refreshing of the views.
Click OK to accept the changes and close the dialog. Click Cancel to cancel the changes.
To accept the changes and render the picture with the new settings, click the Render button.
If you have interrupted a render in progress, the Resume render button will be active. Click on
this button to resume rendering the picture.
Note:
Any changes to the render quality will make resuming a render impossible.
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G-Buffer Multi-Pass Options En-
treprise...
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...Professional,
En-
treprise
To access this dialog, open the Render Options dialog and press the Edit button alongside the
G-Buffer and Multi-Pass options or go to the Animation Render Options dialog and press the
G-Buffer / Multi-Pass Options button.
This dialog is separated in two frames. The first frame controls the G-Buffer rendering options,
while the second deals with Multi-Pass rendering.
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G-Buffer En-
treprise
Check the Generate G-Buffer option to enable the creation of G-Buffer information. When
this option is selected, the controls in the G-Buffer frame become active.
There are two groups of controls in this frame, Rendering and Channels.
Rendering Professional,
En-
You can activate two G-Buffer rendering features: treprise...
Force render occluded objects: if checked, every region occluded by objects will be rendered
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in the G-Buffer. This allows for the possibility to remove objects from rendering during a post- ...Professional,
processing phase or, for instance, to perform accurate motion blur effects without any missing En-
information issues. treprise
Note:
you can activate rendering of occluded regions on a per object basis using the Object Proper-
ties panel, Aspect tab. This is recommended, as rendering occluded regions slows rendering
down significantly.
Channels Professional,
En-
The G-Buffer is organized in a potentially unlimited number of layers. Each layer contains a treprise...
number of channels of information.
All G-Buffer channels are supported in VUE. Here is the list of the different channels available:
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• Sub-pixel coverage: a byte representing the percentage of the pixel covered by this ...Professional,
fragment (255 meaning 100% coverage). En-
treprise
• Transparency: 3 bytes representing the RGB color values of the filtering applied to all
fragments behind this fragment.
• Sub-pixel weight: 3 bytes representing the actual contribution of this fragment to the
final pixel color (it takes transparency of all preceding fragments and this fragment’s
coverage into account). The final pixel color is the sum of all fragment colors multiplied
by their respective sub-pixel weights.
• Sub-pixel mask: a 16 bit integer representing a 4 × 4 grid that indicates the portions of
the pixel that are covered by the fragment.
You can specify which channels should be generated in the G-Buffer. If you don’t want to gen-
erate them all, simply check the ones that are to be generated. Click the Save to Disk box to
save the GBuffer.
If you want to save the G-Buffer information to file at the time of rendering, choose Render
to disk in the Render destination field of the Render Options dialog, and click the Options
button. Next to color picture name, click the Browse button and choose the Run-Length En-
coded (*.rla) or Rich Pixel Format (*.rpf) picture formats. G-Buffer generation will automat-
ically be checked for you if it wasn’t already done, so all you have to do is edit the G-Buffer
Options if needed. Then launch rendering and the result will be saved in the RLA or RPF file
that you specified.
Note:
you won’t be able to save in RLA or RPF file format if you didn’t generate G-Buffer informa-
tion during the last render. If so, then you will have to re-render your scene after activating
G-Buffer information generation. You cannot save in RLA or RPF file format a picture rendered
with the Optimize last render pass option set because it isn’t possible to generate G-Buffer
information in this case.
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En-
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Note:
the limitation on optimizing the last render pass (detailed above) also applies to the genera-
tion of G-Buffer information for animations.
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Multi-Pass En-
treprise
Check the Generate Multi-Pass Buffer option to enable the creation of the Multi-Pass informa-
tion. When this option is selected, the controls in the Multi-Pass frame become active. Simply
add a check along each one of the layers/masks you would like VUE to generate. If you select a
category, all the layers/masks of this category will be generated. To rename individual render
passes click on the object pass that you want to rename and enter in the new name.
Note:
The more layers/masks you generate, the more system resources will be necessary to perform
the rendering.
The Apply exposure to multi-pass layers option allows you to apply the render exposure
(which combines the camera exposure and the automatic exposure) to relevant multi-pass
layers, that is to the render components. This is allowed because exposure is a linear opera-
tion, thus still allowing a proper compositing of individually exposed layers without biasing
the final result. When enabled, render exposure will be dynamically applied to multi-pass ren-
der components upon display and saving to disk. This is useful with HDR pictures, especially
in photometric lighting mode.
• Diffuse: this component contains the colors caused by light diffused by the surface of
the object in all directions; it is saved as a normal (i.e. additive) layer in Photoshop
documents.
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• Specular: this component contains the light reflected by the surface of objects; it is ...Professional,
saved as a normal (i.e. additive) layer in Photoshop documents. En-
treprise
• Shadows: this component contains the shadows cast by objects; it is saved as a product
layer in Photoshop documents. This corresponds to shadow applied onto geometry vis-
ible in the Diffuse pass, which doesn’t include clouds. If cloud shadows were included in
this layer, a proper reconstruction of the full render wouldn’t be possible, because mul-
tiplying diffuse pass by shadow pass would add wrong shadows onto geometry visible
through those clouds.
• Ambient: this component contains the light created by the ambient lighting term; it is
saved as a normal (i.e. additive) layer in Photoshop documents.
• Refractions: this component contains the colors refracted through objects; it is saved
as a normal (i.e. additive) layer in Photoshop documents.
• Reflections: this component contains the colors reflected by objects; it is saved as a
normal (i.e. additive) layer in Photoshop documents.
• Background: this component contains the background colors; it is saved as a normal
(i.e. additive) layer in Photoshop documents.
• Indirect lighting: this component contains the lighting caused by other objects in the
scene (when rendering with Global Radiosity); it is saved as a normal (i.e. additive) layer
in Photoshop documents.
• Atmosphere filter: this component, together with the Atmosphere gain component
contains the effects of the atmosphere on the rendering. It is necessary to hold this
information on two layers, because of a limitation in the Photoshop layer handling (no
true additive mode); this component is saved as a normal (i.e. additive) layer in Photo-
shop documents.
• Atmosphere gain: this is the second half of the atmosphere effect; it is saved as a prod-
uct layer in Photoshop documents.
• Post process: this component contains the colors added in post-process (e.g. lens flares,
glow) ; it is saved as a normal (i.e. additive) layer in Photoshop documents.
Additionally, if you render an animation with the Show timecode on frames option enabled,
a Timecode layer will be added at the top of the list of layers in the Photoshop document
(normal layer).
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done, you can see the separate ambient pass from the render stack/render display and ...Professional,
save it to disk with other multi-pass layers. En-
treprise
Layer masks create color and an alpha image that are designed to work together. The alpha
image appears white where objects from the selected layer are directly visible in the final pic-
ture, black elsewhere. Layer masks are fully anti-aliased.
Object masks create color and an alpha image that are designed to work together. The alpha
image appears white where the object is directly visible in the final picture, black elsewhere.
Object masks are fully anti-aliased.
You can unfold group objects in order to access sub-parts of objects and generate masks only
for some sub-parts and not others.
Objects that have an EcoSystem material assigned to them will also appear as groups. If you
unfold the group, you will notice that you have the option to generate one mask for the actual
object and another mask for the EcoSystem population placed on that object.
Material masks create color and an alpha image that are designed to work together. The alpha
image appears white where the selected material is directly visible in the final picture, black
elsewhere. Material masks are fully anti-aliased.
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EcoSystem material masks create color and an alpha image that are designed to work together.
The alpha image appears white where the population of the selected EcoSystem material is
directly visible in the final picture, black elsewhere. EcoSystem material masks are fully anti-
aliased.
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If you want to save the Multi-Pass Buffer information to file at the time of rendering, select the
Save to disk option.
When this option is selected, you can either save the Multi-Pass information as separate files,
or in a convenient multi-layer image.
Multi-layer Image (pre-combined): select this option to save the Multi-Pass information as
a single PSD document.
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The .exr format is also available. All components will be included as layers with the layer com- ...Professional,
bination mode set so that the combination of all layers produces the most similar result as the En-
final picture (the final picture is included on a separate layer for reference). treprise
It is not possible to achieve a composite picture that is identical to the final render in Photo-
shop, because Photoshop does not support the “Additive” layer combination mode.
Masks are saved in the Photoshop document as both a separate layer for the mask color and
a separate channel for the mask’s alpha. The number of layers and channels in the final Pho-
toshop document will be displayed alongside the “Multi-layer PSD” option.
Note:
Photoshop only supports a limited number of channels per picture (24 or 56 depending on
versions). You should check how many channels are supported by your copy of Photoshop
before saving a picture with a lot of masks in it.
These files can also be saved as multi-layer .exr files. All passes are available in either 32-bit
(floating point or unsigned integer) or 16 bit (half format).
Separate files: each component/mask will be saved as a separate file. Masks will be saved as
grayscale pictures.
Select the target file, format and location for the picture(s). If you select the “Multi-layer PSD”
option, the file extension is automatically changed to .PSD. If you select the “Separate files”
option, the actual file name for each layer/mask will be built from the name you entered plus
a layer/mask identification.
High Dynamic Range: VUE generates all multi-pass renders in High Dynamic Range, including
all object, cloud and layer masks, rendering components, shadows, reflections, atmospheric
contributions, etc.
Multi-pass renders can be exported as single .exr 32 bit files or .hdr format containing all
passes stored in high dynamic range format.
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Sub-Ray Options
You can access this dialog by pressing the Edit button alongside the Trace reflections and
Trace transparency checkboxes in the Render Options dialog (see here). At least one of these
options should be selected for the Edit button to be active.
This dialog lets you control the ray recursion level of VUE’s ray-tracing engine. In order to avoid
the ray-tracer becoming trapped in infinite inter-reflections (imagine two mirrors reflecting
themselves to infinity) we need to instruct the ray-tracing engine to stop tracing reflections
or transparencies after a certain number of recursions.
Max ray recursion depth: this setting controls the number of inter-reflections or refractions
traced by VUE. When this number is reached, VUE stops tracing reflection and refraction rays.
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The effect of ray recursion depth on the rendering of two mirrors reflecting each other: from left
to right, 2, 5, 10 and 32 ray recursion depths
Max total internal reflections: total internal reflections occur when light is trapped inside a
refractive object: a ray of light originating from inside the object hits the surface of the object
and is reflected inwards. This is typically what causes the glitter of diamonds: because of the
high index of refraction of the diamond, light gets trapped inside and only manages to escape
under very specific directions. This setting lets you control the ray recursion depth for total
internal reflections.
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You can access this dialog by pressing the Edit button alongside the Depth of field and Enable
motion blurring checkboxes in the Render Options dialog. At least one of these options should
be selected for the Edit button to be active.
If you would like to use the Distributed ray-tracing blurring method, select the corresponding
checkbox.
Systematic object anti-aliasing is incorporated inside Fast Hybrid 2.5D. Therefore anti-aliasing
settings become linked to the depth of field settings. This means that only systematic anti-
aliasing becomes available, and the minimum number of rays per pixel becomes equal to the
number of depth of field passes (changing either of them changes both values).
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Number of Passes
When you select either of the Hybrid 2.5 blurring method, the Number of passes setting be-
comes available. This is used to indicate the number of rendering passes used by the hybrid
2.5D blurring method. The higher the number of passes, the more accurate the result, but also
the longer the render time.
The number of passes indicates to the render engine in how many “slices” the exposure time
should be cut. The Hybrid blurring approach will then interpolate motion between each pass.
For instance, if only one pass is specified, the rendering will take place at the middle of exposure
time and the blurring will represent the entire motion covered during exposure time. If five
passes are specified, the scene will be rendered five times and blurring between each pass will
be computed progressively.
Rendering Motion blur usually requires less passes than Depth of field. Try to keep the number
of passes as small as possible, as rendering time is directly proportional to the number of passes
(10 passes will require 5 times more time than 2 passes). Suggested number of passes is 3-5 for
an average scene and 10-15 for a scene with a very shallow DOF.
As you will see, the way the render in progress is displayed is different than for distributed ray-
tracing. It is a good way of detecting the use of Hybrid 2.5D blurring effects.
If your scene does not contain any animation or any depth of field, the distributed ray-tracing
method will be used regardless of whether you selected Hybrid 2.5D. This is because the results
will be identical, but the distributed approach will render faster.
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You can access this dialog by clicking the Edit button alongside the Advanced effects quality
setting in the Render Options dialog (see here). This button is only enabled if the User preset
render setting has been selected.
This dialog offers you in-depth control over the rendering of advanced effects, such as the com-
putation of indirect lighting as well as the processing of volumetric lights.
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General Tab
• Optimize indirect lighting on plants: because of the intricate complexity of the geome-
try of typical plants, evaluation of indirect lighting on plants can be very slow. If you se-
lect this option, the processing of indirect lighting on the plants will be greatly simplified.
As a result, the evaluation will be slightly less accurate, but also a lot faster. The results
produced by the optimized evaluation are usually sufficient for rendering indirect light-
ing on plants. However, if you want perfectly accurate indirect lighting on your plants,
you will need to deselect this option.
The controls in the Custom Indirect Lighting settings let you fine tune the way indirect lighting
is evaluated in your scene. If you enable the Custom settings checkbox, the settings in this
frame will override the EasyGI™ “Advanced Effects Quality” setting of the Render Options dialog
(see here).
• Samples: this setting controls the typical number of illumination samples that are pro-
cessed to evaluate indirect lighting at each point in the scene.
• Adaptive sampling: when this option is checked, VUE will use a number of complex cri-
teria to evaluate the frequency and accuracy at which the indirect lighting must be eval-
uated. If this option is disabled, the indirect lighting will be recomputed entirely at each
sample. This will result in incredibly long render times and it is strongly advised that you
do not disable adaptive sampling.
• Harmonic distance quality: this setting controls the way VUE evaluates the distance to
the objects in the vicinity of a point in the image, and the way this distance influences the
evaluation of the indirect lighting.
• Alignment quality: this setting controls the way VUE evaluates the alignment of the dif-
ferent lighting samples in space, and the way this alignment influences the evaluation of
the indirect lighting.
• Continuity quality: this setting controls the way VUE evaluates the orientation of the
different lighting samples in space, and the way this orientation influences the evaluation
of the indirect lighting.
• Contrast quality: this setting controls the way VUE evaluates the contrast between the
different sources of lighting and materials, and the way this contrast influences the eval-
uation of the indirect lighting.
• Jittering: this drop-down list controls the way the lighting samples are distributed in
space. There are two options in the list:
Reduced pulsation: when this option is selected (the default), the samples are distributed
in such a way as to reduce the low frequency pulsation that is typical of animation using
adaptively sampled indirect lighting. This option is particularly useful when creating an-
imations. If you are creating stills, the second option may be of interest.
Standard: this option ensures a better statistical distribution of lighting samples through-
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out the scene. This can result in slightly improved indirect lighting, but should be used
only when rendering still frames. If you use this method when rendering an animation,
you will notice a very unpleasant low-frequency pulsation in the indirect lighting.
• Bucket size: this drop-down list controls the base grid for the evaluation of the indirect
lighting. You will have at least one sample for each bucket. Reducing the bucket size will
increase the accuracy of the indirect lighting evaluation, but will also slow down renders
quite significantly. This option can be useful if indirect lighting is consistently evaluated
wrongly on small parts of your scenes.
• Show samples: if you check this option, the points at which the indirect lighting is evalu-
ated will be displayed in the final picture as pixels of the indicated color. This is useful if
you want to fine tune the evaluation of the indirect lighting solution and see the effects
of the different settings above on this evaluation.
• Volumetric settings: this control lets you adjust the overall quality boost of the process-
ing of volumetric effects (materials, lights, clouds).
The Custom radiosity photon map options frame lets you control the photon map that is used
for the evaluation and rendering of radiosity.
• Radiosity photons: this setting controls the total number of photons that are sent into
the scene in order to evaluate the radiosity illumination.
• Maximum photon tracing level: this setting controls how many times the light is bounced
inside the scene. Higher values will result in a more accurate evaluation of the radiosity
illumination, but also a longer processing time.
• Custom photon gathering options: when this option is checked, VUE will use custom
options for the photon gathering.
• Number of gathering photons: this setting controls the number of photons that are used
to evaluate the illumination at each point.
• Maximum gathering radius: this setting controls the maximum distance to a photon be-
yond which the influence of the photon will be ignored in the computation of the radiosity
illumination.
• Custom caustic photon map options: the settings in this frame are identical to the ones
in the radiosity photon map frame, except they apply to the caustic photon map instead
of the radiosity photon map.
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Anti-Aliasing Options
Anti-Aliasing Options
Hi-res render
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You can access the dialog here by pressing the Edit button in the Anti-aliasing group in the
Render Options dialog. At least one of the anti-aliasing options must be selected for the Edit
button to be active.
Anti-aliasing is a method used to reduce stair step effects (pixelization) on the edges of objects
or textures. The method, called super-sampling, consists of tracing several sub-pixels for every
pixel of the picture in order to improve transitions; the result being the creation of half tone
pixels alongside the borders of objects/textures.
Anti-aliased pictures give the impression of having been rendered at much higher resolutions
than that at which they were really rendered. The small drawback is that sometimes the picture
appears slightly blurred. To achieve good results, many sub-pixels must be computed for each
pixel, resulting in a considerable increase in render time. To optimize the method, more effort
is concentrated on areas of transition.
Aliasing appears along the border of objects, as well as alongside sharp color transitions in
texture maps. Object anti-aliasing improves the smoothness of the picture by re-sampling each
pixel several times.
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Object Anti-Aliasing
To enable Object anti-aliasing, check the corresponding box. Object anti-aliasing takes place
at the end of the standard rendering pass.
Anti-Aliasing Strategy
• Anti-aliasing strategy: this drop-down list lets you control how the different anti-aliasing
samples are weighed into the final pixel:
• Automatic: when this option is selected, the renderer will use the most adapted strategy
for each scenario, namely the Sharp method for rendering stills, and the Soft method for
rendering animations.
• Crisp: this is the most accurate method, but also the method that requires the most sam-
ples in order to eliminate noise in the renders. It is the method used in prior versions of
VUE.
• Sharp: this method is ideal for still renders. It produces relatively sharp results while
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Subrays
Super-sampling is handled in the following way: the render engine launches a first batch of rays
and then, according to the results of this batch, decides if more sub-rays are required. When no
more rays are required, it computes the average color and displays it. Systematic anti-aliasing
yields slightly better results than optimized anti-aliasing, but at the expense of render times
several times lengthier. It is usually not useful to use systematic anti-aliasing.
In the Subrays per pixel group you will find two controls that let you determine the minimum
and maximum number of sub-rays computed for each pixel.
The Min. setting controls the number of rays initially sent inside a super-sampled pixel.
If the render engine decides that more anti-aliasing rays are required, it will keep sending new
batches of rays until the total number of rays sent for that pixel reaches the Max. setting. For
ultra-smooth results, you can bump this value up to 1024 (although such high values will rarely
yield better results than lower settings).
Regular sub-pixel sampling: when this option is selected, the rays in the first batch of sub-rays
are placed exactly the same for all the pixels in the image. When it is not selected, sub-rays are
cast randomly in each pixel. Although checking this option will usually produce better results,
under certain conditions (regular patterns stretching to infinity), it may produce some visual
interference.
The Quality threshold settings controls how the render engine decides whether more rays are
required or not, after having computed the first batch. The higher the setting, the more often
sub-rays will be sent into pixels.
Contrast: this is a color-based anti-aliasing – basically the anti-aliasing that has existed in VUE
in earlier versions. This compares colors: if the color difference in the corners is bigger than the
threshold (Contrast setting), AA is applied.
Obviously, the higher these three settings, the better the quality, but the longer the render
time...
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Texture Filtering
Texture filtering controls the amount of automatic blurring that is applied to materials in the
scene. This setting lets you control the overall “sharpness” of the render. For optimal results,
this setting should be used together with the Anti-aliasing strategy setting (see above). Texture
filtering is available from the Broadcast render setting on up through Ultra.
In the case of texture maps, the software automatically generates lower resolution versions of
the images and uses them instead of the full-blown texture maps when they are seen from a
distance.
While the results produced using some amount of filtering are generally smoother, you may
occasionally find that your images are not as crisp as you would like them to be.
When rendering animations, it is recommended that you use some amount of filtering.
Note:
You can disable texture filtering on a per-image basis using texture map nodes and mip-mapping.
Texture Anti-Aliasing
Although Object anti-aliasing will take care of sharp color transitions as well, this comes at a
high cost in terms of processing time. This is why VUE also offers a solution optimized for tex-
tures, known as “Texture anti-aliasing”.
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This is a special form of anti-aliasing designed to reduce efficiently aliasing for both bitmap and
procedural textures. Object anti-aliasing is good at cleaning up object and shadow boundaries,
but some textures might still display some moiré patterns or other unpleasant artifacts (for
instance, in the distance because of a high frequency texture patterns, like when you render a
ground plane with a checkerboard texture). In such cases, object anti-aliasing is not sufficiently
efficient to clean-up rendering and eliminate these conspicuous artifacts in a reasonable time.
There is also the option of applying anti-aliasing on a per-texture basis in the Advanced Material
Editor by clicking on the Advanced Render Options button.
To enable Texture anti-aliasing, select the corresponding option. This option must be turned
on for anti-aliasing on a per-texture basis (in the Advanced Material Editor) to work. Remember
that you can boost or reduce the quality of Texture Anti-Aliasing on a per material basis using
the Advanced Render Options settings.
If the Recompute subrays option is checked, reflected and refracted rays will be traced for each
texel. This can considerably improve anti-aliasing of reflection or refraction patterns, but will
slow the anti-aliasing process down significantly. Except for specific cases (e.g. a reflective sur-
face with strong bump mapping), this option is not recommended. If this option is unchecked,
reflected and refracted rays will be computed without texture anti-aliasing.
The settings in the Texels per ray group are identical in their behavior to the Subrays per pixel
settings described in Object anti-aliasing above.
Batch Rendering
The Batch Rendering dialog features a list of all the jobs that are scheduled for rendering. You
can add new jobs to the List of jobs by:
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• Clicking the Add button and selecting a .vue scene file for rendering,
• Drag-dropping scenes onto the list,
• Clicking the Add current button to add the current scene to the list of render jobs, or
• Starting a new render with the External Renderer selected as the renderer.
Jobs are processed in the order they appear on the list. They are processed using the exact
render settings stored in each individual scene, and saving the resulting images or animations
to the location specified in the scene. If the scene is animated, the renderer will render the
animation.
The order of jobs in the queue can be changed by highlighting the specific job and clicking on
Move job up or Move job down.
You can remove scheduled jobs by highlighting them on the list and clicking Remove.
When a job completes, it stays in the List of jobs, so you can see which jobs were rendered
last, and review the rendering statistics for these jobs. To remove the finished jobs from the
list, press the Clean finished button.
When you schedule a scene for batch rendering, it is copied to the external renderer’s scene
folder. The scene will remain there until you clean the list of finished jobs or you remove the
job from the list.
You can configure the external renderer to perform renders on your workstation, or, if you have
access to a network of computers, the rendering can be distributed over your network of com-
puters. Press Edit to display the External Renderer Configuration dialog and select the type of
rendering.
The external renderer runs in the background. You can close the Batch Rendering dialog when
you no longer need it. This will not stop render jobs from being processed. Render jobs run
in parallel to VUE, so you can add jobs to the batch list, close the dialog and keep on working
on the scene while the rendering takes place. You could even start other renders using VUE’s
internal renderer. VUE jobs will always run at a higher priority than the external renderer, so
the latter will basically stop working while VUE is rendering.
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The Render Display window is made up of two sections. The top section is where the render
takes place and the current render displays; the bottom section contains an area where previ-
ous renders can be stacked and options are available for manipulating them. If the stack option
has been activated, a copy of the current render automatically moves to this Stack area when
the render completes.
If you haven’t just rendered, but wish to display previous renders, you can access this window
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from the Render | Browse Previous Render option on the VUE menu.
This portion of the screen displays the current render. When the image does not fit the frame,
you can drag the image with a left-mouse-button drag. You can also zoom the image.
Renders that were made in earlier versions of VUE are not mergeable. A render can be merged
in another render only if its area is included in it and if the original full resolutions are the same.
• Mirror display: This option flips the current render horizontally, giving you a differ-
ent perspective of your render. This is helpful when evaluating composition and other
aspects of the render. The flipped image cannot be saved, however.
• Clear: this clears the stack. There is also a similar icon under each render to delete
individual renders.
• Options: this is where you turn the stacking feature on or off.
You can also select if you want to stack the Gbuffer, multi-pass buffers and diagnosis Professional,
buffers. En-
treprise
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Relighting buffers are also available. You also have the options to disable stacking Ren-
der Area and Preview quality renders if you wish. If checked, these are displayed in the
Stacked Renders area below.
When the stack limit is reached a dialog will ask you if you want to stack the current render
anyway. This deletes the first render in the stack and replaces it with the current one. You can
always increase or decrease the stack size limit.
The option to use stacked renders can be turned on or off on the Options panel, General Pref-
erences tab.
To the right, under the render screen, are a row of icons that become available when the render
completes.
• Zoom In / Zoom Out: use these to zoom in or out on the rendered image. Scroll
bars become available if the image becomes bigger than the screen display.
• Resize window to fit render: Left-Click to remove any black space around the dis-
played render.
• Zoom render to fit window: Right-Click to zoom in/out as necessary to fit the ren-
dered picture in the window.
• Full screen: select this icon to display the render full screen. Press Esc to return to the
Render Display window.
• Display Last Render (Color): displays the last color render.
• Display Last Render (Alpha): displays the alpha channel of the last render.
• Display Last Render (Depth): displays the depth channel of the last render.
• Display Last Render (NPR): displays the NPR version of the last render.
• Display Multi-Pass, Masks and G-Buffer: if these options were checked for the ren- Professional,
der, they can be displayed in the render area. Right-click on the icon to display the op- En-
tions that are available for viewing. treprise
• Current G-Buffer Layer: Click to page through the G-buffer layers rendered.
• Post Render Options: click to display the Post Render Options dialog.
• Save Displayed Picture: click to open the Save As dialog and save the render to disk.
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The Render Stack is the series of rendered images located under the current render. These are
previous renders that have been saved. You can scroll through the renders and click a thumb-
nail to select it.
When you select a previous render, you can add a title on the thumbnail by right-clicking on
it and selecting the command “Add/Remove editable thumbnail title”. It adds a gray area on
top of the thumbnail. Click on that area to add a title or note to the render if you wish. This
title can be removed with the same command, or simply by deleting all the characters with the
keyboard which hides the gray area.
Right-click on the thumbnail to display a menu with the following options. Only options appli-
cable to the render are available; other options are grayed out:
• Clone
• Delete clone
• Delete render
• Delete additional buffers
• Delete gbuffers Professional,
• Delete multipass buffers En-
treprise
In the Render stacking options dialog you find the following options:
• Auto-stacking of renders
• Disable stacking for render areas
• Disable stacking for preview renders
• Disable stacking for aborted renders
• Save a scene snapshot for each render
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Comparison
You can compare the current render with a previous render by first selecting the Compare but-
ton. This displays the renders available for comparison. Those not available will be marked.
Now move your cursor over the current render. You will see both renders with the cursor func-
tioning as a horizontal separator (white line).
With the Compare button still on, if you activate the Difference toggle and use the slider to set
a non-zero difference value, you can also see a difference display of the two renders. This is
done in HDR so it’s more powerful than your generic picture editor.
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Stacked renders store additional information that can be reloaded by right clicking on their
thumbnails, which shows a menu with these commands:
• Reapply Camera Settings to Current Camera: This reapplies the camera settings as they
were defined at the time of the render to the current camera. These settings are: the point
of view of the camera (position, orientation), its aspect ratio, the exposure filter and the
post processing options (see Advanced Camera Options).
• Reapply Render Quality Settings to Current Scene: This reapplies the render quality
settings as they were defined at the time of the render to the current scene. These set-
tings are exposed in the “Render Quality” frame of the Render Options. This command
can help when doing render tests and comparisons to find the best compromise between
quality and speed.
If you aren’t using the Stack feature, you can hide that part of the Render Display by clicking on
the Minimize button in the upper-right corner, next to the Close icon.
If you wish to redisplay the Stack area, click on the now inverted Minimize button in the upper-
right corner.
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The Post Render Options dialog appears automatically when rendering completes. You can also
display this dialog by clicking the Post Render Options icon ( ) in the title bar of the Render
Display.
This dialog lets you adjust post-processing options after the rendering completes – including
adjusting the exposure. Many settings in this dialog are also available and work the same as
their equivalent in the Advanced Camera Options dialog. Any changes made on this dialog are
specific only to this render and do not affect the global settings in the Advanced Camera Options
dialog.
• Copy settings to scene: When this option is selected, clicking OK to validate the changes
will copy these changes to the scene.
Note:
If you are using Non Photo-Realistic Rendering and you use this setting, any changes that
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you make will be copied back to the Non Photo-Realistic Rendering in the Advanced Cam-
era Options.
• Don’t show when this render completes: When this option is selected, this dialog will
not automatically appear when a render completes.
• Fully interactive display: Check this box to see any changes you make on this dialog in
the Main camera preview window as well as the Last render preview window on this
dialog.
• Preview: Click this button to preview the effect on the full size image.
Relighting
This feature allows you to fine tune the lighting in your scene without re-rendering. You can
instantly adjust the intensity and color of your different light sources in your scene in real time.
This option has to be turned on in the Render Options dialog for the fields to appear here and is
only available for a render quality of Final or above. You also have to enable Stack relighting
buffers in the Render stacking options dialog.
Slide the bars to adjust the light (of the sun or any other lights you may have added to the scene)
and you’ll instantly see the results in the Last render preview window and your render, be it to
screen or in the Main camera view. The Full interactive display option must also be checked for
changes to be seen in your render. Be careful to not brighten the scene too much as this might
produce unwanted artifacts. It’s better to tone down light settings here rather than brighten.
There are separate adjustment sliders for Sun Light and Ambient Light control.
This option must be checked in the Advanced Camera Options dialog to be functional here.
Film Settings
Photochemical films are made of tiny crystals of silver salt that react to light. When light reaches
the surface of the film, it hits these crystals and triggers a chemical reaction that switches the
state of the crystal (it becomes dark – this process is then inverted to result in a bright point).
Once switched, a crystal will not be switched any further by more light hitting it (it can’t be
more black than black). It is the proportion of switched crystals that increases as light keeps
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on flooding in, making the point appear darker and darker. But, as more and more crystals
have been switched by the incoming light, the chances of hitting an “unswitched” crystal go
down. As a result, while points on the film will initially get dark very quickly, it will take more
and more light to get them that much darker, resulting in a non-linear reaction to light. This
non-linear reaction means that bright areas in the image will appear less bright, and dark areas
less dark, resulting in a broader dynamic of light being visible in the final image.
Auto-exposure
The difference in luminosity between noon and dusk is enormous, but we are not necessarily
aware of this fact, because the human eye automatically adjusts to the amount of ambient light.
Auto-exposure simulates this behavior by automatically adapting the exposure of the camera to
the amount of light in the scene. If this option is enabled, your images will be correctly exposed,
even if you drag the sun from noon down to dusk.
When the auto-exposure option is enabled, the camera re-evaluates its exposure continuously
during the rendering process. This is why, when tile rendering mode is enabled, the overall
exposure of the image may be adjusted as rendering progresses.
Exposure
This setting controls the overall exposure of the camera. Positive values will result in brighter
images, whereas negative values will result in darker images. The value is expressed in di-
aphragms. If the auto-exposure option is enabled, this setting is relative to the automatic ex-
posure value (think of it as a way of “touching up” the auto-exposure).
When using the OpenGL shader engine (set on the Options panel, Display tab), you can pre-
view the results of the camera auto exposure factor and the scene exposure factor. The auto
exposure is automatically updated at each refinements pass of the mini scene preview. The
Exposure is only active in the camera view, and is altered by the camera exposure factor. This
feature is not available for OpenGL (fixed hardware pipeline).
Exposure filters
VUE has several filters you can use to change the effect of your images.
No exposure filter
This filter performs no change to the image values. The highlights are clipped to the maximum
value.
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False colors
This can be used to visualize HDR range of the rendered picture more easily.
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Lens Glare
Lens glare is caused by imperfections in the lenses of real-world cameras. Instead of being per-
fectly refracted by the lenses of the camera, part of the light becomes diffused by little defects
in the glass. This results in halos of light appearing around very bright points of the image.
Lens glare gives a soft, realistic look to the final images. The effect, sometimes also referred
to as “specular bloom”, is particularly strong when the camera lenses are a little dirty (because
light becomes diffused by the layer of dirt at the surface of the lens).
Post Processing
Post processing is a special processing pass that takes place once the picture is completely ren-
dered. Using this feature, you can adjust the colors and brightness of the final picture without
having to use another specialized application. By post processing pictures inside VUE rather
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than using an external application, you ensure that the resulting colors retain all of their sub-
tlety (when you save a picture, the colors in the picture are limited to 8 bits per pixel; artifacts
and color banding can appear rapidly as soon as you affect anything but minor post-processing).
In VUE, colors are computed and processed with a resolution that is literally several million
times more refined than in an exported picture.
To enable post processing of your picture, check the option. The post processing controls be-
come available:
Color correction
Select this option to apply color correction to your picture.
• Hue: shifts the color tones according to the angle indicated.
• Brightness: will increase or reduce the overall brightness of the picture,
• Gamma tweak: applies an arbitrary gamma correction. A value of 1 in the slider is a 2.2
gamma correction.
• Saturation: modifies the overall saturation of the picture.
• Gain: setting applies a smooth contrast to the picture.
• Density: adds uniform density to all colors in the picture.
Color filtering
this option lets you apply a color filter to the picture, as if it were seen through a colored gel.
When you check this option, you can adjust the corresponding color by double-clicking on the
color control.
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Color perspective
If you select this option, dark colors will be replaced by the indicated color. Black will be re-
placed with this exact color, while brighter colors will be blended according to the brightness
of the color. When you check this option, you can adjust the corresponding color by double-
clicking on the color control.
Input/Output Function
This allows a very accurate tuning of contrasts and luminosity of each color channel (directly
on the 32-bit float RGB components). Check the function to enable it.
Right-click on the small function preview next to it and select Edit Filter in the pop-up menu.
The Color Input/Output Function Filter Editor appears for settings the color curves:
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See the Editing Filters section for more information about working with filters.
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Non-Photorealistic Rendering
The NPR feature (Non-Photorealistic Rendering) transforms regular VUE renders into drawings,
paintings, cartoons or stylized images.
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NPR must be enabled before launching a render, not after it, because VUE needs to compute ad-
ditional data to generate the different effects. At the first activation of NPR, a window displays
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some effects. Click on Advanced options to display the various tabs and settings.
The selection of existing presets is done with a style selector, a control containing a small ren-
dering of the style and displaying a list of style names when clicking on it. When hovering the
mouse cursor on names, their preview is displayed. A style can be selected by clicking on it.
A right click simply enables or disables NPR depending on the current state. A left click enables
it and opens the NPR Options dialog. On top of this dialog is the three styles selector, one for
the outline style (top left), one for the shader style (bottom left) and one combining the two
previous styles (right side). The advanced options of this dialog are described in the section
“Editing NPR styles”.
Note:
NPR styles are in fact attached to cameras, like the exposure and post processing settings. When
using the NPR button in the toolbar, it’s the settings of the active camera that are edited.
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Outline Tab
Outines are drawn on the edges of objects, materials, and where normals have sharp variations.
You can control where they appear with the dropdown list on top of this tab. When selecting
an a type of edge, the checkbox beside it enables the drawing. Below are the options for the
currently selected type of edge.
• Base values :
In this frame, the 3 base values of the stroke are defined: color, thickness and opacity. They can
be altered in various ways using the modifiers (see section below).
Stroke type
• Round Marker Stroke: The default stroke, simple and regular. It has a constant width
and opacity.
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• Neon Stroke: This stroke has a decreasing opacity, across its width. Several parameters
control how the opacity varies.
• Watercolor Stroke: This stroke imitates watercolors, with a slighlty varying thickness
and opacity.
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• Noisy Stroke: This one imitates various types of strokes: chalk, charcoal, ink, gouache...
It has a varying thickness and constant opacity.
• Multifiber Stroke: This stroke imitates oil or gouache paintings. It is composed of several
small lines, like the fibers of paintbrushes.
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Modifiers
Modifiers control 3 aspects of the stroke: color, thickness and opacity. It modifies them de-
pending on various parameters, which are either data from the original render (like the objects’
normal, depth or light...) or a local information (like the distance to the stroke’s origin or me-
dian).
Color modifiers
Most color modifiers include a color map used to compute the output color.
• Along stroke: The color map is applied along the stroke. The picture below shows an
example with a simple color map varying from green to blue.
• Across stroke: The color map is applied across the stroke. The picture below shows an
example with a simple color map varying from green to blue.
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• Texture: This modifier applies a texture file along the stroke. In the picture below, a im-
age representing a star is loaded in the modifier’s options.
• Light: In this modifier, the final color is taken in the color map, from its beginning (right)
when the underlying pixel has low luminosity, to its end (left) when the underlying pixel
has a great luminosity.
• Normal: This modifier applies a color map depending on the underlying pixel normal.
• Depth: In this modifier, the final color is taken in the color map, from its beginning (right)
when the underlying pixel has a small depth, to its end (left) when the underlying pixel has
a great depth. In the picture below, the terrain in the foreground and the sphere are blue
because they are close to the camera. The pyramid and the horizon are green because
they are distant.
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• Material color: This modifier applies the color of the underlying material to the stroke.
It is the brut material color, without any atmosphere effect, radiosity, reflection, etc...
• Noise: This modifier applies a noise to the stroke’s color. It can have one or two dimen-
sions, and one to eight octaves. It can be applied either to the hue, luminosity or sat-
uration component of the base color. The picture below shows an example of a noise
applied to the hue of the stroke (the base color is blue).
Thickness modifiers
Most thickness modifiers include a filter used to compute the output thickness.
• Along Stroke: The filter is applied along the stroke. The picture below shows an example
with a simple filter varying from zero to one.
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• Light: This modifier applies a filter depending on the underlying pixel lightness.
• Normal: This modifier applies a filter depending on the underlying pixel normal.
• Depth: In this modifier, the final thickness is taken in the filter, from its beginning (right)
when the underlying pixel has a small depth, to its end (left) when the underlying pixel
has a great depth. In the picture below, the terrain in the foreground and the sphere have
thick outlines because they are close to the camera. The pyramid and the horizon have
thin outlines because they are distant.
• Noise: This modifier applies a noise to the stroke’s thickness. It can have one or two
dimensions, and one to eight octaves. The picture below shows an example of this mod-
ifier.
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Opacity modifiers
Most Opacity modifiers include a filter used to compute the output opacity.
• Along Stroke: The filter is applied along the stroke. The picture below shows an example
with a simple filter varying from zero to one.
• Across Stroke: The filter is applied across the stroke. The picture below shows an exam-
ple with a simple filter varying from zero to one.
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• Texture:
• Light: This modifier applies a filter depending on the underlying pixel lightness.
• Normal: This modifier applies a filter depending on the underlying pixel normal.
• Depth: In this modifier, the final opacity is taken in the filter, from its beginning (right)
when the underlying pixel has a small depth, to its end (left) when the underlying pixel
has a great depth. In the picture below, the terrain in the foreground and the sphere have
opaque outlines because they are close to the camera. The pyramid and the horizon have
almost transparent outlines because they are distant.
• Noise: This modifier applies a noise to the stroke’s opacity. It can have one or two dimen-
sions, and one to eight octaves. The picture below shows an example of this modifier.
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• Pattern: This modifier applies a pattern to the stroke’s opacity. The pattern is defined by
a row of black and white squares. The black ones are for parts with full opacity, and the
white ones are for parts with a null opacity (transparent). The picture below shows an
example of this modifier.
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The Line Style Tab creates a style for your exterior lines, the way the lines are drawn.
Tracing Configuration: This defines how the line follows the chosen path.
Precision: Using the slider, set the line precision using a range from Abstract to Normal. The
picture below shows the effect of this parameter, from left to right: Abstract, Drunken, Relaxed,
Normal
Breaking angle: Using the slider, set the breaking angle from 0 to 180 degrees.
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Length Thresholds: Set the Min and Max of the Length thresholds.
Overstrokes:
Check to extend the lines at either side. The length of overstrokes depends on the parameters
Start and End, which are a percentage of the original length of the stroke. This length can be
limited by using the Max length parameter. To avoid drawing overstrokes on small details, use
the Threshold parameter (Minimal length to draw overstrokes).
Paper texturing:
This is used to imitate a line drawn on paper. The line’s color is tweaked by a bitmap. The
bitmap is in fact used as an elevation map, to define the relief of the paper (black is low, white
is high). When drawing the line on the relief, low areas will receive less color, whereas high areas
will receive more color. The picture below shows the effect disabled on the left, and enabled
on the right (with a Strengh of 50%).
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• Point Displacement
As the lines are built from several segments, it is possible to tweak each segment indepen-
dently.
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From line displacement: Use the graph to indicate deformation. Just click on the graph to
select a filter for deformation. The Filters browser displays the existing filters available.
Wave length = Stroke length: Check to use this setting. Set values for Wave length, Intensity,
Noise, and Noise frequency.
Screen space noise You can set the values for X and Y as well as the frequency.
• Geometry Morphing
Screen space rotation Defines the rotation without displacement of each segment. You can
add some noise to have more random rotation. Angle:Set the rotation angle using the slider.
Noise: Set the noise level using the slider.
From line displacement The From line displacement lets you scale each segment away from
its initial position.
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Use the Line Cloning Tab to multiply the lines, select their quantity, thickness, opacity and
randomness in colour. You can also tweak their position spatially by applying a displacement
or a rotation to them.
Quantity: Set the amount of cloned lines. The picture below shows and example with 5 clones.
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Thickness: The Value parameter sets the base thickness of the cloned lines. It is a percentage
of the thickness of the original line. The Attenuation parameter defines how much the clones’
thickness will be reduced. It is applied symmetrically on both side of the main line. The Noise
parameter adds irregularities in the attenuation, so that it looks more natural. The picture be-
low shows an example with an attenuation set to 30% (and without noise).
Opacity: The Value parameter sets the base opacity of the cloned lines. It is a percentage of the
opacity of the original line. The Attenuation parameter defines how much the clones’ opacity
will be reduced. It is applied symmetrically on both side of the main line. The Noise parameter
adds irregularities in the attenuation, so that it looks more natural. The picture below shows
an example with an attenuation set to 30% (and without noise).
Displacement: The Value parameter defines how much space the cloned lines can take. The
space between each cloned line is equal to this value divided by the number of clones. The
picture below shows an example of 5 clones with a displacement set to 20 and a noise set to 10.
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Shader Tab
The Shader Tab is where you can select the type of shader you wish to use. The shader options
help you with the colours and materials of the scene. You can either keep the original ones
(Shader: Null, Use original render), or replace them by:
• a unique color for the whole scene (Shader: Null, Fill with color)
• textures that you can load from a browser
• a color maps
Null Shader
The null shader gives you two options – to use the original render or to fill the space with color.
You can select the color by clicking on the color square to open the Color Selector dialog.
Texture Shader
The texture shader allows you to load up to nine textures. Click the Load button to open the
bitmap browser for texture selection.
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Toon Shader
If you are creating a cartoon effect, this tab sets the coloring up for the shader.
Levels: Select the color map you wish to use. To change, click on the color map to open the
color map browser and select a new map.
Dot Shader
The dot shader options consist of:
• Pen color: Indicate the color of the dots. Click on the color square to select the color.
• Background: Set the color of the background. Click on the color square to select the
color.
• Dot size: Set the size of the dot.
Halftone Shader
This is used to add a pattern on top of the image. Halftone shader options are:
• Pattern size: Set the size or scale of the pattern.
• Pattern angle: Set the angle of the pattern from 0 to 360 degrees.
• Pattern type: Select the pattern type. Available types are stripes and dots.
Material color: You can select the Pattern Color and Background color for the pattern by uncheck-
ing the Material color. When Material color is selected, the pattern uses the underlying material
color.
Hatch Shader
Hatch applies line strokes to the image. These are placed according to the parameters. These
smaller lines have the same parameters as the Lines Options settings.
Stroke Distribution
• Lock to object: Check to lock the strokes to an object.
• Sky and ground: Check to include marks on sky and ground.
• Step: Indicate the step.
• Edge preference: Indicate the edge preference.
Main strokes
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Color Check either Mono or Custom lightness. With the Mono setting you can change the
color by clicking on the color box. With the Custom lightness setting, you can set the value for
In dark and In light. You can also opt for Original render and Material color.
Deviation
• Lightness: Set the lightness value.
• Shape: Set the shape.
• Speed: Can be set for both Lightness and Shape.
Opacity modifiers For opacity modifiers, there are single strokes and cross strokes. Indicate
the Start and End values for both types of strokes.
Saving styles
There are three kind of styles: Line Styles and Shader Styles, and Combined Styles (ie. Line +
Shader). NPR styles are saved in .sty files.
• Line Style: The “Save Line Style” button lets you save the settings from these tabs (all
together): Outline, Line Style, Line Distortion, Line Cloning. When choosing a destination
file, you can put it either in the folder “NPR Styles/Listed/Outline” if you want to access it
quickly from the Line Style selector (top left image), or in the folder “NPR Styles/Personal”
to access it from the browser.
• Shader Style: The “Save Shader” button lets you save the settings from the Shader tab
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only. When choosing a destination file, you can put it either in the folder “NPR Styles/Listed/Shader”
if you want to access it quickly from the Shader Style selector (bottom left image), or in
the folder “NPR Styles/Personal” to access it from the browser.
• Combined Style: The main “Save” button (with a floppy dick) lets you save all the set-
tings in one .sty file. It is the combination of a Line Style and a Shader Style. When choos-
ing a destination file, you can put it either in the folder “NPR Styles/Listed/Combined” if
you want to access it quickly from the Combined Style selector (large image on the right),
or in the folder “NPR Styles/Personal” to access it from the browser.
Path Tracer
The Path Tracer, a hybrid CPU / GPU renderer, naturally simulates many effects that have to be
specifically set with other methods, such as soft shadows, depth of field, caustics, and indirect
lighting. GPU acceleration allows for interactive rendering updates while editing your scene.
The Path Tracer doesn’t need additional computation for features like various soft effects (e.g.
soft shadows, blurry reflections and refractions, depth of field), nor any kind of pre-pass calcu-
lations for indirect lighting. The only artifact that can be generated by the Path Tracer is high-
frequency noise, which is guaranteed to disappear with a sufficiently high amount of samples
per pixel, as this renderer is unbiased.
Path tracing is available as an interactive rendering quality in the perspective viewports (non-
orthographic views, ie. main view, perspective view, or any additional camera view that you
have defined), or as an offline rendering engine.
Several VUE features are NOT supported when rendering with the path tracer:
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How to Use It
You can change the render quality of a viewport to Interactive path tracing from the View
Display Options icon in the viewport header. The activation status can be stored in your de-
fault viewport configuration but may be superseded by the Reset Interactive Path Tracer option
when loading a scene.
To prevent the constant usage of CPU and GPU power even when VUE is sitting idle for some
time, an option controls how long the Interactive Path Tracer will keep running inside a 3D view-
port before automatically entering a pause state: see the Pause Interactive Path Tracer after
option.
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The parameters of the engine can be changed from the Render Options dialog: the Path Tracer
options dialog can be accessed from the Preset render quality section, called Path Tracer.
Beside it, a button labeled Edit displays a popup.
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This popup lets the user set the path tracer specific render options, detailed below:
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For performance reasons, this sky environment map will always be rendered from a low
altitude point of view (regardless of the actual camera placement), making it suitable for
most architectural scenes. For in or above clouds points of view, it is recommended to
rather use the standard VUE renderer.
OpenCL usage
The OpenCL usage section lets the user choose what kind of devices should actually be used
by the Path Tracer. Currently, OpenCL devices can be of two kinds: CPU or GPU. VUE can be set
to use all kinds of available devices, or devices of a single kind (either CPU or GPU).
• Use all available devices is the default option, using all devices regardless of their kind.
• Use only GPU devices will run OpenCL kernels only on available GPUs.
• Use only CPU devices will run OpenCL kernels only on available CPUs.
Note:
Changing the OpenCL usage mode will require VUE to be restarted.
Note:
Choosing only CPU devices does not mean that some of your CPUs will be idle during a
Path Tracer render, because several tasks are CPU-only even during a Path Tracer render.
Tips
In order to get high quality images from path tracing, a large number of rays must generally be
traced to avoid visible noisy artifacts, especially when the scene contains specular materials
(glass, metals, mirrors, etc...).
For scenes containing a lot of specular materials, if caustics are of little interest, turning off the
Compute physically accurate caustics option can significantly reduce noise, thus potentially
needing less samples per pixel.
For scenes not using any Spectral VUE cloud layers, or if their rendering is not needed, turning
off the Render VUE Spectral cloud layers option can significantly speed up the rendering.
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Supported picture file formats are: BMP, JPG, GIF, HDR, PNG, TGA, and TIFF.
On Professional and Enterprise version of VUE, these formats are olso supported : EXR, EPX, Professional,
IFF, PCX, PSD, RLA and RPF. En-
treprise
If you save using the Piranesi EPX format, distance and material information will be included
inside the file (you need to render the Material ID component, either as a G-Buffer channel or
as a Multi-Pass component).
If you have enabled rendering of G-Buffer information, you can save this information as Run-
Length Encoded (RLA) or Rich Picture Format (RPF) files using the above method and saving
the Color channel.
When rendering in Multi-Pass, you have also the option to save the picture in a multi-layer,
multi-channel Photoshop PSD document. However, you need to decide this before beginning
the render. It is not possible to save as a multi-layer, multi-channel Photoshop PSD document
after the rendering completes.
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Saving Animations
Animation file formats must be selected before the rendering of the animation begins. You
cannot change the animation file format once the animation has been rendered. You should
use an external application to do this.
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Section 3
Importing and Ex-
porting
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Importing Objects
VUE provides a comprehensive set of import filters that can be used to import objects from
other major 3D applications.
Sample import from 3DS. Note how mappings are converted (including transparency maps!).
• VOB: VUE object file,
• DXF: Standard AutoCAD (raw geometry with groups, no textures),
• OBJ: Standard Wavefront (raw geometry with groups, texture UV mapping information),
• 3DS: 3D Studio (raw geometry with groups, texture conversion),
• LWO: LightWave 5 (raw geometry with groups, texture conversion),
• COB: TrueSpace 5 (raw geometry with groups, texture conversion),
• RAW: RAW format
• FBX:
Note:
It is possible to import scenes with textured geometries and cameras, but other objects
(like lights, characters with skin and bones, morphers, etc...) are not supported. Some
materials may not be well imported (it can be caused when the exporter writes data spe-
cific to its application only).
• 3DMF: 3D Meta File (raw geometry with groups, basic texturing information),
• WRL: VRML file format (raw geometry with groups, basic texturing information),
• PZ3, PZZ: Poser 4 through 11 animated and static model import filter (raw geometry with
groups, texture conversion). Importing Poser content requires that a valid license of Poser
4 and above (5 and above required for dynamic effects) or newer be installed on your com-
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puter. When importing native Poser content, the Poser Import Options dialog will appear,
letting you configure the import/conversion process (see below for details). If you im-
port content from Poser 6 and above, you will have the possibility to re-pose the models
directly inside VUE and render the Poser materials using the Poser shader tree.
• DAE Collada File Import: Collada is rapidly becoming the standard for 3D file exchanges.
Collada support includes the ability to import fully textured and animated objects. Vertex-
based morph targets for animation (e.g. expressions, skin and muscle movement) are
supported in VUE. If you are importing Collada animation files from DAZ Studio, you will
need the “Animate Plus” plugin for DAZ Studio.
• ABC: Alembic format.
Note:
Any file created with any Alembic library < 1.7.3 is compatible with this module(ie, both
v1.7.3 Ogawa and v1.0 HDF5 Alembic formats). VUE only imports Polymesh, XForm, and
Camera Alembic Data structures. It ignores all others: Nurbs, points, lights, materials,
and all specific data types (curvers, subD, faceSet).
When importing a single object, the first object in an alembic file is selected. If you select
to import an entire alembic scene file, it imports all objects in the file and they would
import as separate files.
• GoZ: Pixologic Zbrush Object format
Note: Professional,
Working with ZBrush can be easier with the Link with ZBrush, see Working with Pixologic En-
ZBrush. treprise
• DEM: USGS DEM elevation format (.ddf,.dted,.tif). When importing one of these terrain
types, a dialog displays to relocate the terrain to a different center, instead of the physical
world location.
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To import an object from another application, select the menu command File | Import Object,
or press File in the Objects Browser (you display this by pressing the icon). A Standard File
Browser appears that lets you select the file you want to convert. The conversion itself can be
quite long (up to several minutes), especially when converting DXF or OBJ objects.
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Import Options
When you import an object from another application (File | Import Object from the menu),
the Import Options dialog displays if you click the Import Options button on the object select
dialog. If you do not pop this dialog with the button, it will automatically show after selecting
an object, unless you unchecked the checkbox at the bottom saying that you do not want this
dialog to appear.
This simple dialog lets you configure the way the object will be imported:
Smooth geometry: Smooth geometry, ie sharp angles will be rubbed from the surface (the
threshold defining “sharp” is adjustable with the Max Smoothing angle box)
Weld mesh groups of same material: Weld multiple meshes sharing the same material into
one polygon
Decimate object on import: when this option is selected, the object will be automatically dec-
imated in order to reduce its polygon count while preserving as much of its original geometry
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as possible.
You can find more information about these options in the Mesh Information section.
Center object: when this option is selected, the imported object will appear at the center of
the 3D Views, regardless of the object position stored in the imported file.
Resize object: when this option is selected, the imported object will be resized according to
the following options:
• Automatic and Preserve dimension if the object was made with a certain unit, it will try
to find it in order to convert the object to the VUE unit actually set,
• Manual: the object is resized according to the indicated resize factor or max dimension :
– Resize by: the object will be scaled by this factor
– Largest dimension: the object will be scaled so its maximum dimension does not
exceed the one entered
Downsize texture maps: Check this option to automatically downsize all texture maps asso-
ciated with the object you are importing. Overly large texture maps use a lot of computer re-
sources and this is a good way to ensure that all texture maps are a reasonable size. You can
select a size in megapixels for all of the texture maps using the dropbox options.
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Whenever you import content in Poser’s native file format, the Poser Import Options dialog will
appear, letting you configure the way the content is to be handled by VUE. If you are having
problems with Poser imports, remember that there are two choices of SDK’s when setting up
your Poser on the Options panel.
• Group figures as single meshes: when this option is selected, the numerous parts in
the Poser figures will be assembled into a single, multi-material mesh. This is both more
efficient in terms of rendering speed and processing. It will also avoid cluttering the in-
terface. However, if accessing the different parts of the mesh is something you need to
do, you may elect not to group the figures.
• Do not refresh meshes while moving timeline slider: this option is only available if you
are importing an animated Poser mesh. When you select this option, the animated mesh
geometry won’t be updated as you drag the Timeline. This will speed up refreshing of the
scene as it avoids VUE having to communicate with Poser to update the mesh.
• Do not refresh dynamic hair preview: this option is only available when importing an
animated Poser mesh that involves dynamic hair. When you select this option, the an-
imated hair geometry won’t be updated as you drag the Timeline. This will speed up
refreshing of the scene as it avoids VUE having to communicate with Poser to update the
hair geometry.
• Allow re-posing inside VUE: when this option is selected, VUE maintains an open com-
munication socket with Poser in order to support re-posing of the Poser meshes inside
VUE. However, maintaining this open communication socket increases the memory re-
quirements for handling the mesh. If you don’t need this feature and want to avoid this
overhead, uncheck the option.
• Render materials using Poser shader tree: when this option is enabled, the Poser shader
tree will be used for the rendering of all the materials of the imported object. Like re-
posing, this requires an open communication socket with Poser that increases the mem-
ory requirements for handling the mesh. If you don’t need this feature and want to avoid
this overhead, uncheck the option.
• Use quaternion interpolation: if you notice animation artifacts in your imported Poser
meshes, check this option. However, depending on how the character was animated in-
side Poser, there may be some cases where checking this option affects the character’s
pose – in which case you should uncheck this option.
• Bump conversion ratio: this setting lets you control the default bump map gain that is
applied when converting Poser materials to VUE materials. Because of the immense dif-
ference in between the render engines of these two applications, there is unfortunately
no single setting that will work for all cases. The default value is the one that has been
found to provide the best overall conversion – however, certain models may require dif-
ferent conversions ratios, and this setting will avoid having to modify the amplitude of
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Animation Import
These controls are only available when importing an animated Poser mesh.
• Import entire animation: if you select this option, the Poser mesh will be hosted by VUE
as an animated mesh.
• Import single frame from Poser animation: if you select this option, the Poser mesh
will be converted to a static VUE mesh. It will not be animated.
• Frame to import: when converting the animated Poser mesh to a static VUE mesh, you
can use this setting to select which frame of the animation will be converted into a VUE
mesh.
• Warning: the Allow re-posing inside VUE, Render materials using Poser shader tree
or Import entire animation features require handling of the imported mesh by Poser
“inside” VUE. The memory requirements are at least twice as large as for simple imports
(could be a lot more, depending on the existence of morph targets and other Poser-specific
features). Unless you absolutely need these advanced features, and especially if your
scene is already complex or if the imported Poser mesh is heavy, you should consider dis-
abling them. Because Poser will be running “inside” VUE to handle this mesh, consider
as a rule of thumb that any scene that is “heavy” in Poser will possibly choke VUE (this
limitation does not apply to 64 bit systems). As a reminder of the massive overhead re-
quired by these features, a warning message will be displayed each time running Poser
inside VUE is required.
These features are not available when using VUE Integration Plugin in integrated mode.
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Re-Posing
Thanks to the Re-Poser dialog, you can change the pose of your Poser characters directly inside
VUE (this requires a valid license of Poser 6 or better). You open the Re-Poser dialog by either:
• Double-clicking on the Poser mesh in the 3D Views or in the World Browser,
• Clicking on the Edit object button ( ) on the top application toolbar, or in the World
Browser toolbar when the Poser mesh is selected,
• Using the menu command Object | Edit Object when the Poser mesh is selected.
Note:
if you unchecked the Allow re-posing inside VUE option in the Poser Import Options dialog,
your Poser mesh will be converted to a standard mesh and re-posing will not be possible.
The Re-Poser dialog displays a hierarchy of all the body parts found in the Poser mesh, together
with the Poser dials that correspond to the selected part.
• Body part hierarchy: this list displays a hierarchy of all the body parts in the Poser mesh.
Unfold the hierarchy and select a body part to reveal the re-posing dials of that specific
body part. If you double-clicked on the Poser mesh inside the 3D Views to open this editor,
the selected body part will be the one you clicked on.
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• ‘XXX’ dials: when a body part is selected in the hierarchy, the dials corresponding to that
body part are displayed in this frame. If you modify one of the dials, the body part will
be affected accordingly. To view the results of the change, click on the Apply button. For
full details on the effects of the dials, please refer to the Poser documentation.
• Apply: click this button to update the Poser mesh inside the VUE scene.
• Edit mesh: click this button to open the standard Polygon Mesh Options dialog to adjust
the underlying mesh options.
• Save changes in Poser scene: when this option is checked, the changes you make will be
saved in the original Poser scene, so that if you re-open that scene in Poser, the changes
you made in VUE will be visible there. If this option is not checked, the Poser scene will
not be modified. The changes made to the Poser scene will be stored inside the VUE scene
instead.
• Show morph dials: when this option is checked, you can access all the morph targets
defined for the Poser character directly from within VUE. However, because some char-
acters define a great number of morphs, and you don’t necessarily want to change the
morphs of your characters inside VUE (this is possibly something you’d rather do in Poser),
unchecking this option will reduce the number of accessible dials as well as the memory
overhead required for processing the object.
In order to ensure that Poser characters imported into VUE look as much as possible the same
inside VUE as they did inside Poser, e-on software and e-frontier have developed an advanced
bridging technology that enables VUE to use Poser’s internal shader tree when rendering Poser
materials. This way, Poser materials no longer need to be converted into VUE materials (with
the inevitable losses that result from any conversion process).
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Such materials that are rendered by VUE using the Poser shader tree are identified by a Poser
logo. Note that this feature requires a valid license of Poser 6 or better.
You cannot edit materials that are rendered using the Poser shader tree. You can however easily
convert them to an equivalent VUE material: open the Material Editor, and select the Simple
material type. When a Poser material is converted to a VUE material, it becomes fully editable
(you may however observe some discrepancies between the way the materials renders in VUE
and in Poser). You cannot convert a material back to the Poser shader tree material.
Note:
If you unchecked the Render materials using Poser shader tree option in the Poser Import
Options dialog, the materials of the imported Poser mesh will be converted to equivalent VUE
materials, instead of using the Poser shader tree.
Poser shader tree materials are compatible with VUE’s displacement mapping. You can adjust
the amplitude and the quality of the displacement mapping using the controls in the lower part
of the Material Editor when a Poser shader tree material is selected.
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Exporting Content
In addition to exporting pictures, VUE lets you export 3 different types of content: objects, Professional,
atmospheres and entire scenes. VUE rocks and metablobs can also be exported as objects. En-
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• Exporting Objects
• Exporting Skies
• Exporting Entire Scenes
• VUE allows you to Export EcoSystems in Alembic or FBX formats.
• The Export Preview mode can preview export directly in the real-time views to let you
see what the objects will look like once imported in your target application. In this mode,
export is also previewed in renders (render scene preview or main renderer).
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Export Options En-
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Export Options
This dialog is for configuring export options for objects, skies and entire scenes. This dialog
appears, with varying foldable sections, as soon as you want to export one of these elements.
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’Output Format’
• Export for: Select your target 3D software/renderer from the dropdown list to define
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• Export what?: this option is only available when you are exporting an entire scene, or
an infinite terrain. In such case, you can have up to 3 options:
– All objects: (only for scene export) all objects of the scene will be exported
– Only selected objects: only the objects currently selected will be exported (sky is
not affected by this option)
– Restrict exported objects to zone: available when exporting a scene, or a proce-
dural terrain. It will let you define a 2D zone in the scene, and only the objects
belonging to the zone (or, for a terrain, only the part of the terrain intersected by
the zone) will be exported.
Note:
If your scene/object selection contains an infinite terrain, this is the only option,
because of course VUE cannot export an infinite geometry in a finite 3D mesh for-
mat...
• Scale: when you do not select any preset, you have the possibility to apply a global
scaling factor to the geometry. It can be useful for formats such as .OBJ, which do not
embed any unit.
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• Axis system: change the axis system for your mesh. Again, it is only available if you ...Professional,
have not selected any preset (presets define the correct axis system for the targeted En-
application automatically) treprise
If you are exporting an entire scene, this file will either contain the description of the entire
scene (3DS file format) or a list of all the other object files used in the description of the scene
(LightWave LWS scene file referencing LWO object files). With alembic format, all files required
for the converted scene will automatically be placed in a separate folder.
This group contains a unique setting, called Resolution. This setting controls the overall reso-
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lution of the objects when they are converted to polygons before being exported. The higher ...Professional,
the setting, the more precise the conversion, but the larger the file and the longer the resulting En-
processing times. treprise
An estimate of the resulting number of polygons is displayed below this setting. Actual values
may vary quite significantly.
• File format: Choose the picture format. Format supporting 16-bit are recommended
(TIF 16-bit will be the default). You can edit the format options with the icon.
• File name: path of the exported picture file.
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If enabled, a 3-plane billboard of the object will be baked and exported. Resolution parameter
control the resolution of the baked texture. Note that using a high resolution may take a while
to compute.
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* Generic UVs: Produces less distortion, but can take a very long time to gener-
ate
* Per polygon maps (Ptex): Exports the material as a Ptex texture: draw a small
texture for each polygon.
· Resolution: The slider sets the number of pixel per unit. A higher pixel
per unit gives an export with a better resolution.
• Resolution: Use the slider to set the quality of the material maps.
• Automatic aspect ratio: Check to enforce automatic aspect ratio for the maps.
• Actual Dimensions: Select to use the actual dimensions. All texture maps will be gen-
erated at the exact resolution indicated.
• Effective resolution: Select to use effective resolution. This is particularly useful when
exporting entire scenes: in order to generate the texture maps, the 3D geometry of the
objects has to be “unwrapped” onto a flat plane. But, because the geometry of the con-
verted objects can be arbitrarily complex, some parts of the texture map may be unused;
so the resolution of the parts of the texture map that are actually used may be less than
the selected resolution. This can result in inconsistencies in the texturing resolution on
different objects. Effective resolution attempts to generate texture maps where the res-
olution of the texture once it has been mapped on the supporting geometry is roughly
the one indicated in the Resolution setting, and is more or less constant over all objects.
Although this mode results in texture maps of varying resolutions, it is the one that will
result in the most consistent texture mapping.
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• Place textures in sub-folder: places exported texture maps in sub-folder “Maps” of ex-
port folder.
• Relative paths: check to use relative paths for texture maps.
• Invert alpha: check to invert alpha.
• Invert normal maps green: check to invert green on normal maps (useful to switch
between conventions).
• Alpha treatment: Select here how to export alpha :
– Unchanged: this will export maps as you have defined them in the material editor.
– Extract: this will export a separate alpha map.
– Merge: this will export alpha as embed alpha channel of color map (thus merging
into an RGBA map), this will try to export the texture in the same format the color
map was originally.
• Fallback merge format: If merge alpha option is checked, chose here fallback format
for the merged texture, in case original format does not support transparency. There
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are several options here : EXR, PNG, PSD, TGA, or TIF. ...Professional,
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• Apply gamma: check to apply gamma settings used in PlantFactory to exported map.
treprise
• File format (converted maps): There are several options for the texture map: unchanged,
BMP, EXR, GIF, HDR, IFF, JPG, PCX, PNG, PSD, TGA, or TIF. Unchanged option will keep
texture maps original format.
Only C4D, LWO and FBX formats give you the option of exporting rigging and animation. These
options do not display for other format exports.
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For cloud layers, a Cloud Export Zone will be needed, similar to the Export Zone for infinite
terrains. It can be created from the File Menu ( Export Zone) or when you try to export a Cloud
Layer, a popup will ask you if you want to create it. Alternatively, you can use classic Cloud
Zone restriction to choose the zone to be exported.
If you try to export more than one cloud layer or metacloud at the same time ( via export whole
scene ), each cloud will be exported on a separate file, the files will be suffixed by the name of
the cloud.
There are a few options to specify what VDB file you want to exportt:
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– Fixed size of step: on each direction ( X, Y and Z), the space is divided in a variable ...Professional,
number of steps, each step is at a defined distance from each other En-
treprise
• Multiple grids: You can now choose which grid you want to export. Density is usually
want you want. You can add other grids if you have custom shader in external 3d soft-
wares.
• Grid transformation: This option specify the transformation associated to the grid
– non uniform grid: Simplest, the cloud will be localized in space. But if you se-
lected the Fixed number of steps settings, it means the distance between each
step may be different from one direction to another. Some renderer does not sup-
port this.
– uniform grid: Same as non uniform grid, but this time, the samples will be equally
distant in each direction, this means, for the case of Fixed number of steps that
only the largest dimension will have the expected number of step. VUE requires
uniform grids to work correctly when importing clouds.
– not localized: For specific use only, the cloud will have no transformation ( not
placed at its correct position), the samples will be stored by their index ( first being
at 0,0,0). It can be easier for automated processes.
• Center on origin: The position will be modified so that the center of the cloud is located
at the origin of the world ( 0,0,0)
• Export as Float: Some renderers( arnold) does not support double precision, you can
choose to export the grid as float ( more supported)
Moreover, the import of vdb clouds in other software has usually not many options, so we
added one more axis system (X -Z Y). It correspond to the correct axis system expected by C4D
for example.
If you don’t choose to export clouds as openVDB or if you choose the specific option Export
in skymap only ( visible only on export Options for each cloud), the clouds will be exported
in the skymap ( Export Sky)
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’Export Sky’
The controls in this group are only available when exporting a sky or an entire scene.
VUE can generate a backdrop of the sky in the scene for mapping on a variety of primitives.
The result will be a stand-alone picture of the sky. To mimic VUE skies in other applications,
this picture should be mapped on an appropriate object and placed around the scene.
Note:
This is just an approximation of VUE skies, as VUE skies are the result of complex volumetric
interactions between objects and the surrounding atmosphere.
• Export sky: Be sure this option is selected when exporting the sky.
• Preserve full sky lighting range: This is only available when using HDR format for the
sky file.
• File name: Enter the file name. All supported picture file formats can be used for export-
ing the sky. Use the Browse button to find the folder for the output file.
• Supporting geometry: Select the output geometry. Choices are: Cube, Octahedron, UV
Sphere, Octasphere. See images below.
• X, Y: Enter the file size.
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...Professional,
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Cube: this is the simplest supporting geometry that will create a standard sky box for use e.g. in
games. It presents important texture distortions in the corners.
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...Professional,
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Octahedron: this is a simplified version of the sphere that represents an interesting compromise
between supporting geometry complexity and texture map distortions.
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...Professional,
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UV Sphere: this is a standard UV-mapped sphere. Because of the way the texture is mapped,
some points on the sphere (near the top and bottom) will have a higher resolution than in the
middle.
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...Professional,
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Octasphere: this is also a sphere, but this time it is mapped in such a way that the surface
mapped by each pixel in the texture is more or less constant over the entire sphere. This is the
best solution, although the resulting texture map may be hard to understand at first glance.
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Exporting Objects En-
treprise...
When you decide to export an object from VUE, it will first be converted into data that can be
processed by other 3D applications.
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The geometry of the object will be converted to a polygon mesh, and materials will be con- ...Professional,
verted to texture maps. Conversion of the geometry is very similar to Baking to polygons, En-
except that the exported object in the VUE scene is not directly affected. treprise
Also, on top of converting the object to polygons, VUE can also generate UV mapping infor-
mation and converts materials into texture maps. You can learn more about material export
here
To export an object, first select the object to be exported, and then select the menu command
File | Export Object,
You can also do it from the Export icon, on the bottom of the World Browser.
The Export Options dialog will appear, letting you configure the export options for the se-
lected object.
Note:
some objects may not be exportable, because the creator of the object does not want you
to export them. You can, yourself, prevent other users from exporting your own models by
clicking Forbid export in the Polygon Mesh Options dialog.
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Exporting Entire Scenes En-
treprise...
On top of exporting independent objects and skies, VUE can also export an entire scene. Ex-
porting scenes is a complex process that involves converting all objects in the scene into poly-
gons (like when exporting independent objects), generating all corresponding texture maps
as well as a sky preview, converting camera and lighting information and then saving all these
elements to disk.
To export a scene, select the menu command File | Export Entire Scene.
The Export Options dialog will appear, letting you configure the export options for the scene
(only relevant options will be enabled).
Note:
Some objects may not be exportable, because the creator of the object does not want you to
export them. You can prevent other users from exporting your own models by clicking Forbid
export in the Polygon Mesh Options dialog.
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In VUE, scenes containing EcoSystems can be exported. You can configure how EcoSystem
specimens are exported by right-clicking on the EcoSystem in the World Browser.
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...Professional,
En-
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’Exporting EcoSystems’
If the object(s) selected for export has Ecosystem instances, the instances will be exported
along with the object(s) provided you export it in .abc or .fbx format. The materials will not be
exported in the case of .abc export, but will in .fbx export.
By default, EcoSystem instances are exported with global export options, but you can config-
ure how EcoSystem instances are exported by right-clicking on them in the World Browser,
Classes tab.
Limitations Professional,
En-
For EcoSystem instances, export can only be previewed at render time (in Main Camera view treprise
or render scene preview) and not in real-time views.
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In Export Preview mode, export is previewed directly in the real-time views to let you see
what the objects will look like once imported in your target application. In this mode, export
is also previewed in Integration Plugin renders (render scene preview or main renderer).
• From main menu: Display > Preview Export. This can be linked to a shortcut like all
menu commands.
• Using the icon in the top toolbar: If you have not set custom export options for any
object of the scene, VUE will offer to apply default settings to all exportable objects.
In Export Preview mode, you cannot edit objects nor materials in their regular editor. You can
only move/rotate/scale objects. You must switch VUE to normal mode again before editing
objects/materials.
If you modify objects / materials and activate “Export Preview” again, VUE will offer to update
the pre-baked export data for preview.
You can optionally save pre-baked export data with your scene.
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You can change the export settings on a per-object basis. This is useful, for example, if only
one object uses transparency in your scene, and therefore you don’t need to generate alpha
maps for all other objects. It also lets you boost the export quality (geometry or maps) for a
specific object.
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Select the object for which you want to change export options and right-click the export icon ...Professional,
(bottom of the World Browser). Or, you can access this from the VUE menu. En-
treprise
In Export Preview mode, when you double-click on an object, the Export Options dialog will
appear, letting you adjust the object’s specific options.
• Use custom options: you can toggle from specific to global options without losing the
specific options you have defined for the object.
• Copy from global options: you can also choose to override the specific options with
the global (per-scene) options.
If you are currently in Export Preview mode, you can click the Refresh preview button to see
the result of your changes in the 3D views.
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Section 4
The Editors
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Terrain Editor
Terrains are the primary building blocks of landscape imagery. Together with plants, they give
VUE incredible modeling power for natural phenomena.
When you create a new terrain, a mountain is automatically generated using random fractal
algorithms. These algorithms guarantee that no two mountains will ever have exactly the same
shape (unless they use the same seed).
However, terrains can be made to capture other shapes than this basic shape. This is done by
using the Terrain Editor. The Terrain Editor provides a set of powerful tools designed to let you
easily model realistic terrains.
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Terrain Types
Heightfield Terrains
Heightfield terrains use a fixed resolution grid to define the geometry of the terrain. They are
the most basic and easy to use type of terrain. They are also the fastest to render.
Each heightfield terrain (previously called standard terrains) is now driven by a graph which is
computed over the heightfield to make the final terrain. Each modification on the graph should
trigger a re-computation of the terrain. All other modification (painting, old-style terrain effects,
etc) are still possible and appear inside a User Touch-Up graph node. This is the last node
connect before the output. If such node doesn’t exist at this location, one is created. This node
can be manipulated by the user in the graph to apply graph effects on user painting. However,
additional painting can only modify the User Touch-up node; no additional nodes are added.
In order to speed up previewing, two low-resolution of the heightfield terrain are computed
while working on the Terrain Editor : a 256*256 (or the terrain’s resolution if the final terrain
has a lesser resolution) and 512*512 (if the terrain is larger that 256*256); matches the terrain’s
resolution if the terrain’s resolution is 512*512 or less.
Heightfield terrains allow the user to define custom dependencies and to work with them as
usual (even if they are computed together with the terrain).
For maximum compatibility, the heightfield terrain uses the same properties as the procedural
terrains (scale, filter, extension (automatic or forced), vertical gain, zero edge, etc).
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Procedural Terrains
As opposed to heightfield terrains, procedural terrains are able to adapt their level of detail
dynamically, so as to always ensure the same amount of detail in the geometry of the terrain,
whatever the viewing conditions. You can zoom in onto procedural terrains indefinitely, you
will always see new levels of detail – smaller and smaller details as you keep zooming in. This
is made possible thanks to the fact that the surface of the terrain is defined by a complex frac-
tal procedure – hence the name. As you can surely appreciate, the processing of a procedural
terrain is much more complex than that of a heightfield terrain. Luckily, VUE implements ad-
vanced algorithms that ensure all this takes place with minimum memory requirements and
maximum efficiency.
To load a procedural terrain preset, click on the Load Procedural Terrain Preset icon ( ). This
opens a Visual Browser, letting you select the preset you want to use.
Procedural terrain presets come under two categories: Procedural terrains and Infinite ter-
rains. The Procedural terrain presets will create a standard procedural terrain of typically the
same size as regular (non-procedural) terrains. The Infinite terrain presets create procedural
terrains that are truly infinite. As you move your camera, the terrain will change but it will also
move with the camera so you will not reach the edge of the terrain.
Select the style of terrain you want to create, and VUE will generate an each-time-different ter-
rain of the corresponding style, complete with all associated materials.
If you create an infinite terrain, VUE will ask if you want to replace the ground plane, as the infi-
nite terrain will typically become the new ground. Likewise, VUE will ask if you wish to replace
any pre-existing infinite terrain in the scene.
Hint: if you don’t like the infinite procedural terrain that was created from a preset, select that
preset again to replace the terrain with a new variation.
You can create your own procedural terrain presets by clicking the Save icon ( ) in the Terrain
Editor. This will save the procedural terrain definition, together with any assigned materials,
and add the required elements to allow randomization of the terrain each time you create a
new one.
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Usually, if you want to modify the shape of a procedural terrain, you have to delve into the
mathematical intricacies of the altitude function. While this can be a lot of fun if you’ve got a
strong mathematical background, or if you’re of an adventurous type, it’s not necessarily the
kind of experience everybody wants when on a deadline!
That’s why e-on software has developed a new technology to facilitate the edition of procedural
terrains. Basically, the way it works is that you can use all the tools in the Terrain Editor to “touch
up” the look of your procedural terrain. VUE uses these modifications to adjust the output of the
altitude function. Polygonal artifacts are avoided by using powerful interpolation algorithms.
As a result, you get the benefits of the virtually infinite terrain resolution of procedural terrains,
with the ease of modification of heightfield terrains; customizing a procedural terrain becomes
as easy as customizing a heightfield terrain. The user interface is extremely straightforward
since, for the user, there is no difference in between editing a heightfield terrain and editing a
procedural terrain. If you modify the altitude function later, the modifications will be applied to
the new function. This is particularly useful when you want to add surface detail to the terrain
without losing the overall shape.
The terrain resolution that is displayed below the top toolbar refers to the resolution of the
touch-up data. Because of the interpolation technology, it is not useful to use large resolutions
with procedural terrains.
Hint: For optimal results when touching up a procedural terrain, you should avoid painting
small details and sharp/steep edges, but instead add gradual changes.
Of course, you can also modify the mathematical function, either by loading one of the many
preset altitude functions, or by editing the function yourself using the Function Graph.
Mapping Modes
The behavior of a procedural terrain depends on the mapping mode (refer here for details on
the different mapping modes available in VUE) used for the terrain. By default, the Object-
Parametric mapping mode is used. In this mode, the geometry of the terrain is not affected
by resizing or moving.
However, if the terrain is mapped in World-Standard coordinates, the geometry of the terrain
will change as you move the terrain about. In this mapping mode, the terrain should be under-
stood as a window observing a particular area of the procedural altitude function. If you move
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that window, you see other parts of the function. But if you return to the initial location, the
same part of the function will be observed and hence the geometry of the terrain will still be
the same. If you enlarge the procedural terrain in the 3D Views, you will be observing a larger
area of the function: the features in the terrain won’t be any larger, you’ll just see more features.
You can enlarge the terrain until it stretches up to the horizon, thus recreating the surface of an
entire planet.
The other mapping modes represent different combinations of these two behaviors. For in-
stance, with the Object-Standard mapping mode, moving/rotating the terrain won’t change
the terrain geometry (as in Object-Parametric), but resizing it will show more of the terrain (as
in World-Standard).
To avoid changing the geometry of the procedural terrain when changing the mapping mode,
VUE will offer to add some nodes to the altitude function in order to preserve the shape of the
terrain. You can examine these nodes in the Function Scale. From then on, however, moving or
resizing the terrain will be subject to the standard behavior of the new mapping mode.
Note:
You should avoid repeatedly changing the mapping mode of a procedural terrain, as new nodes
will be added to the altitude function each time, and the resulting function graph may end up
being uselessly complex and slow.
Spherical Terrains
VUE can create scenes in which all infinite planes and all infinite parametric terrains are spher-
ical. Once you define a scene as being spherical, the existing and added infinite planes and
terrains automatically assume that shape.
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to ground level. In addition, you also have a mid-range view of a planet, as from a lower altitude
orbit. This mode is more limited but allows you to have a spherical terrain with the same look
as the flat associated terrain.
In a planet spherical scene, you have a whole planet drifting in space. However, the spherical
terrains are a bit different from flat infinite terrains in that the altitude function is evaluated in
three dimensional space to maintain continuity on the whole planet.
In both modes, the center of the world is set at the position (0,0,-radius). This means that the
zero of the scene is at the “north pole” of the planet.
To create a spherical terrain, enable the spherical scene option on the Units & Coordinates tab
in the Options dialog. If you are creating a planet, you also have the option of setting the scene
radius, which is really the size of the planet.
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In the basic spherical scene you are working with a curved portion of a planet. Atmospheres
and object placement follow the same rules as for infinite procedural terrains.
The easiest way to create a basic spherical scene is to open a new scene and add an infinite
terrain. Then, on the Options panel, Units & Coordinates tab, select to create a spherical scene
and enter the size.
Now, you can landscape your terrain just as you would an infinite terrain. Keep in mind that
you will probably be viewing this terrain from a greater height than you normally would view a
terrain.
The planet spherical scene takes all of your infinite planes and creates an entire sphere, or a
planet. This includes water planes and cloud layers, so you are truly simulating a planet. If you
have an empty scene with just an atmosphere and a ground plane, the ground plane becomes
the sphere. If you would then add an infinite procedural terrain to the scene, this infinite terrain
replaces the ground plane and becomes the sphere. Of course, the terrain geometry will appear
differently than it would as a flat infinite terrain. To increase the height of the terrain for a planet
spherical terrain, use the numeric Z position field in the Object Properties panel.
Spherical terrains have the same properties as an infinite procedural terrain. However, when
a spherical terrain is moved on Z-axis, its radius is also increased to keep the terrain attributes
consistent.
In planet mode, the global translation gizmo has two modes. When you work on the whole
planet, it can be easier to move the objects along the latitude and longitude axes of the planet.
Therefore, a button has been added near the gizmo to switch to latitude-longitude mode in-
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stead of X-Y mode. This option is also available in the display menu (Display | Gizmos | Spher-
ical Coordinates).
The planetary projected texture node allows you to use a planetary projected picture (Mercator
projection) on a planetary terrain.
When added in a Function Graph, this node returns the value of the picture according to the
position of the point on the planet. The projection of the map on the planet can be offset using
the Latitude and Longitude parameters. These parameters give the position on the map of the
point (0,0,0) in the scene.
The Planetary mapping center option can be found in the Options panel, Units & Coordinates
tab.
To make it easier to texture and manipulate objects, you can change the display mode from the
Display menu, Spherical Display option. With this option unchecked, you can display your
spherical terrain as if it was flat in the OpenGL views. This helps with object placement. The
rendering remains spherical. When Spherical Display is checked, you will see the spherical
terrain in all OpenGL views.
When you switch a scene from flat to spherical, the positions of all objects currently in the scene
are moved to keep the same altitude and orientation from the ground. If using a group of ob-
jects, all the objects inside the group keep their relative position to the group. Only the position
of the group is changed. However, if the group is ungrouped, the objects will move to follow
the curve of the ground.
If you create a group in a spherical scene, the position of an object within the group will be the
same as before being grouped. And, the object will keep its position if ungrouped.
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The atmosphere for spherical scenes includes the atmosphere over the planet (or part of the
planet or curved terrain) and includes the dark areas of space.
The atmosphere can be previewed with or without clouds. This option is set on the Options
panel, Display tab, under the OpenGL atmosphere preview.
Selecting and previewing cloud options is very resources intensive. This can cause some lags
and unresponsiveness when editing your scene. Some atmospheres can need more than two
minutes to reach their final resolution.
At any time, you can force the refresh of the atmosphere preview using the “refresh sky” option
in the main view drop down menu. Be aware that moving the camera position doesn’t refresh
the preview. When moving the camera too far away from the last refresh, the atmosphere will
fade to the background to signal that the preview is invalid.
Note:
If you go higher in altitude than the radius of the planet, the preview of the sky will be deep
black.
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Editing Terrains
• Click on the Edit object button ( ) on the top toolbar, when the terrain is selected,
• Use the menu command Object | Edit object.
The Terrain Editor documentation will cover these topics in separate articles:
Top Toolbar
Sculpting Terrains
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Brush Editor
Painting Materials
Procedural Altitudes
Zones
Effects
The terrain you are working on is displayed as a 3D map in the middle of the editor. This map
is generated using e-on’s unique Solid3D™ real-time technology. It shows terrain altitudes by
coloring the map with a gradation that depends on altitude. The colors of the map can be
modified by double-clicking on the Altitudes below the map.
If you move the mouse over the terrain, you will see a pointer surrounded by a sphere that
follows the mouse. This is the brush, and it is used to apply local modifications to the terrain.
You can move, rotate and zoom the view using the Pan, Orbit Around Selection and Zoom triggers
defined in the shortcuts list of the Operations panel.
Panning moves the view to the left or right as well as up or down (vertical panning). By pressing
the Space bar, moving the mouse up/down will instead move the terrain forward/backward in
the view (horizontal panning). Moving the view also moves the rotation center , around
which the view is rotated when using the Orbit Around Selection trigger. You can also relocate
the rotation center to a specific position by Shift + double-clicking directly on the terrain.
You can also zoom in and out of the terrain using the Zoom icons ( and ). Note that
zooming does not change the terrain resolution.
The triggers used are the ones defined in the Triggers in Editor views category. If one of the Pan
or Zoom triggers are not defined in this category, the corresponding triggers from the top-most
category are used.
For an improved precision in navigation, you can use the trigger modifier Slow Camera Controls
during the navigation operations described above.
If you moved or zoomed the view too much or simply want to frame the terrain again in the
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If you are more familiar with sculpting on a uniformly colored mesh or find the colors used on
the terrain distracting, you can easily change the gradation color map by double-clicking on
the Altitudes bar (below the terrain) and selecting a different color map to use.
• Terrain options: allows you to convert the current terrain to a different type of terrain:
– Symmetrical:
– Skin Only:
– Infinite: for Procedural terrain only
– Procedural: for Heightfield terrain only
– Heightfield: for Procedural terrain only
• Reset View: resets your view to what you were using previously.
• Top view: changes the view from a perspective view to a view from the top (i.e. as
if your terrain were seen from an airplane or satellite). Dragging the view with the right
mouse button will rotate the map.
• Show entire scene: displays the terrain with the current camera position as well as
all objects and plants placed in the scene. It toggles back to the original view.
• Show wireframe: shows the terrain as wireframe and toggles back to original view.
This works best when zoomed in on a terrain.
• Show specular: gives you a shiny surface to enhance your 3D perception of the terrain
when in sculpting mode.
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• Show clipping plane: displays the entire terrain area including what has been clipped.
• Copy and Paste: exchange your terrain data with standard bitmap applications.
You can Copy your terrain to the clipboard, then paste it into your favorite 2D app, modify
it as you like, then copy it back to the clipboard, and Paste it into VUE.
Note:
The data copied to the clipboard is limited to 8 bit resolution, which is far less than the
resolution of VUE terrains. This function copies only a heightmap, so no 3D displacement
information can be included using this method.
• Zoom: allow you to enlarge or reduce the terrain view in the editor. This does not
change the actual size of the terrain; it just allows you more control when working on the
terrain.
The Terrain Resolution is handled using the following icons:
• Halve terrain resolution: to halve the resolution of the terrain.
• Equalize: resamples the altitudes in the terrain so that they range from 0 to the high-
est standard altitude, which is 100. You can use this button when you have raised the
terrain above the standard range. This option is only available for heightfield terrains.
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• Invert: inverts all the altitudes of the terrain, making lower altitudes high, and vice-
versa. In the case of procedural terrains, this function inverts the altitude filter.
The Retopologize icon ( ) works on heightfield terrains only, smoothing the entire terrain.
A dialog opens to set the amount of smoothing done. If selected for a procedural terrain, you
have the option of converting the procedural terrain to a heightfield terrain.
The Extend terrain canvas icon ( ) extends the function of a procedural terrain, effectively
enlarging it.
The Force 2D button ( ) is an override for the entire Terrain Editor. The 3D brushes are dis-
abled which avoids 3D displacements involving mesh creation and heavier computations. This
also removes any 3D effects on the current terrain.
When the Procedural material preview button ( ) is active, it plays as a mask. If you disable
it, you will be able to paint anywhere and it will render as it appears in the Terrain Editor.
On the left side of the Terrain Editor is a vertical set of icons representing predefined terrain
styles. Clicking on any of these will generate a terrain of the requested style, based on the data
from the current terrain (in the case of heightfield terrains only).
• Zero edges: lowers terrain altitudes near the edges, ensuring that they gradually
reach altitude zero on the edges. For procedural terrains, this is a toggle button.
• Mountain: creates a terrain with higher altitudes near the center. The terrain is
generated using a fractal terrain generation algorithm that captures the shape of natu-
ral mountains. This is the default style used to create terrains. In the case of procedural
terrains, pressing this button replaces the altitude function with the default fractal. Ran-
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domness in the shape is achieved by randomizing the origin of the fractal each time you
press the button.
• Peak: creates a terrain with higher altitudes near the center. The terrain is gener-
ated using a ridged fractal terrain generation algorithm that captures the shape of young
mountain ranges. In the case of procedural terrains, pressing this button replaces the
altitude function with a ridged fractal noise that produces similar results. Randomness
in the shape is achieved by randomizing the origin of the fractal each time you press the
button.
In the case of procedural terrains, this button replaces the altitude function with a sim-
ple noise that looks like eroded mountains. Randomness in the shape is achieved by
randomizing the origin of the function each time you press the button.
• Canyon: applies a filter to the altitudes of the terrain, generating ridges in the ter-
rain profile. In the case of procedural terrains, pressing this button replaces the altitude
filter in the Procedural Altitudes tab.
• Mounds: basically the same as the Mountain style, at higher frequency, thus gener-
ating several lower mounds that are added to existing terrain data (in the case of height-
field terrains only).
• Dunes: uses a function to add dunes to existing terrain data / replaces the altitude
function by a dunes function in the case of procedural terrains.
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• Iceberg: transforms existing terrain data into an iceberg, with a gently sloping, flat
top surface. In the case of procedural terrains, the surface is flat instead of sloping, and
the profile is achieved by replacing the altitude filter in the Procedural Altitudes tab.
• Lunar: uses erosion and crater effects to create a moonlike, crater-pitted surface
from existing terrain data. This option is not available for procedural terrains.
• Picture (for heightfield terrains only): lets you import a picture to be converted
into a terrain (see Importing Terrain Data below). The brighter the picture, the higher the
corresponding terrain altitude. These altitudes are blended with existing terrain data.
The picture is re-sampled so that it fits exactly onto the terrain.
• Options (for heightfield terrains only): displays the Fractal Terrain Options dialog
which shows the typical horizon profile and allows you to change the seed number for
random noise and adjust the filters for Noise distribution and Altitude distribution. The
Amplitude of perturbations can also be adjusted in this dialog.
The Import Terrain Data dialog lets you mix existing terrain data with external data sources
VUE lets you create terrains (heightfield terrains, not procedural terrains) from existing data:
press the Picture button ( ) to open the Import Terrain Data dialog and press Load button or
double-click on the picture preview to select the data file you want to convert. This data can
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Picture data is converted to terrain data based on the brightness of each pixel. The brighter
the pixel in the picture, the higher the resulting terrain altitude. The picture will be automati-
cally resampled to fit the resolution of the terrain (turn to the next page for details on terrain
resolution.
You can rotate the picture by using the and arrows. You can also invert the picture using
the button.
The Import Terrain Data dialog lets you mix existing terrain data with the data contained in the
picture. You can indicate how the data is mixed by picking one of the following modes from the
Mixing mode drop-down list.
Note:
If you want to completely replace the existing terrain by the data contained in the picture, use
a Blend mixing mode and drag the Proportions slider up to 100%.
Entreprise...
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• Options: ( ) this icon opens the Fractal Terrain Options dialog that lets you customize
the algorithms used by VUE to generate the mountains. This dialog is not available for
procedural terrains as the fractal options are set directly by editing the altitude function
settings.
• Seed: this is a random number used by VUE to generate the terrain. The same seed will
always lead to the same terrain, but you cannot predict the terrain that will be generated
from a given seed.
• Horizon profile: gives you an idea of the profile of the terrain. A new horizon is dis-
played any time a parameter is modified.
• Noise distribution: specifies the distribution of random perturbations added to the ter-
rain at each iteration step. By default, the noise is distributed randomly around 0.5,
which means that bumps and ditches have the same statistical characteristics. By mod-
ifying this distribution, you can get interesting effects. Modify the distribution of the
perturbations by changing the corresponding filter. If the specified distribution is not
balanced (i.e. asymmetrical filter), the terrain may have a tendency to swell or shrink.
• Altitude distribution: is, by default, linear, which corresponds to a terrain in which
bumps and holes have the same shape. By modifying this distribution, you can get in-
teresting effects. Modify the altitude distribution by changing the corresponding filter.
You will associate a new altitude to each existing altitude, proportionately to the value
of the filter. Depending on the filter, you will get canyons, plateau... A special collection
of filters is available for terrain effects (Select the Terrain profiles collection in the Visual
Filter Browser).
• Amplitude of perturbations: the fractal process is iterative. For each new iteration, VUE
adds perturbations to the terrain, the scale of which depends on the iteration step. The
higher the iteration step, the finer the perturbations.
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VUE lets you adjust the average amplitude of the perturbation at each iteration step. Values
in the range of 0 to 3 are reasonable. To understand correctly the iteration process, indicate 0 ...Entreprise
for each iteration step, then, going from the smallest step (on the left) to the highest step (on
the right), indicate 1. Watch the shape of the horizon profile as you adjust the values.
When you are done with adjusting the parameters, click OK to accept them. A new terrain will
be generated, using the new settings. Any future terrain that you create will use these settings.
Sculpting tools are accessible from the Paint tab to the right of the terrain map. These tools, or
brushes, let you modify manually the shape of your terrain by adding to or digging from it, and
selectively applying given effects. The effect that the brush has on the terrain is defined in the
Brush Presets group of controls (see below).
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Brush Presets
You now have the option of selecting either 3D or 2D brush settings. The 3D settings are for
terrain sculpting; the 2D settings are for building and lowering the terrain. You can immediately
see the 2D brushes by clicking the Force 2d button in the upper right of the editor
3D
• Sculpt: This option keeps the normal that is currently loaded in the brush and expands
(or removes) terrain accordingly, perpendicular to the current surface. The extrusion will
follow the direction that the brush is pointing. This direction doesn’t change while you
are brushing. Use the Sculpt brush to move the terrain in a precise direction.
• Freeform: This option picks the Normal during the mouse movement and so the extru-
sion direction changes while the mouse moves. The extrusion will follow the direction
that the bush is pointing – this direction may change while you are painting.
• Pinch: This option pulls the vertices together.
• Inflate: With this option, the vertices are pushed along their normal, so the shape in the
brush inflates. The polygons in the brush move away from each other creating a balloon
effect.
• Smear: this option puts the geometry under the brush into the brush and moves it along
with the brush.
Note:
With these 3D options, you cannot paint a material on just a portion of the extrusion, for ex-
ample, a dot on the end of an extrusion. Extrusions can be painted as part of the terrain as a
whole.
2D
• Raise: This raises the terrain altitude where it is brushed.
• Plateaus: With this option, all of the vertices in the brush are placed onto a horizontal
plane. This plane is recomputed when you move the brush and is defined by the brush
direction and position.
• Altitude: The brush brushes the terrain to the altitude set by the Altitude Brush dialog.
• Smooth: This smoothes the terrain geometry by adding 3D displacements. The smooth
brush relaxes the underlying polygon geometry in order to remove any distortions in the
polygon mesh that might have occurred following painting and automatic subdivision.
You can easily observe the effect of the Smooth brush by switching to wireframe mode.
• Flatten: With this option, all of the vertices in the brush are placed onto a plane. This
plane is recomputed when you move the brush and is defined by the brush direction and
position. The brush position is a point of the plane; the brush direction is the plane ori-
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entation.
• UniSlope: This option works like Flatten, except that the plane is computed at the first
mouse click.
Mode
The first two icons in this section, Sculpt and Material, define what you are doing with the
brush. If you are sculpting your terrain with either 3D or 2D brushes, you should have the Sculpt
icon selected. If you are painting the terrain with a material, you need to have the Material icon
selected. If you are painting with a material and sculpting at the same time, both icons should
be selected.
The Freeze option locks a material layer to disable any further brush effects on that part of the
terrain. The Clear Freeze option unlocks the layer. Inverse Freeze unlocks the currently frozen
area and freezes the part of the terrain that was previously unfrozen.
Global Settings
You can set your brush using the settings in the Global section. These settings will be applied
to the brush for any brush you might choose. These settings may be overwritten for a particular
brush in the dialog for that specific brush. See here for more information.
• Airbrush: This controls whether the brush operates like a pen or like an airbrush. If the
brush operates like a pen, passing over the same point several times in the same stroke
has no additional effect, unlike the airbrush style. The airbrush style brush keeps adding
effect as long as the mouse button is down. Non-airbrush mode for 3D painting works
like 2D effects.
• Invert: Select this icon to subtract from the terrain, lowering altitude.
• Radius: Drag the slider to the right to increase the size of the brush. The size of the brush
is reflected by the size of the pointer on the terrain map. If you increase terrain resolution
the brush resolution will increase accordingly.
• Flow: This controls the amount of material added/removed by the brush per unit of time.
The higher the flow setting, the more rapidly the terrain will be modified when you press
the mouse button.
• Falloff: This controls the tapering off of the effect being painted from the center of the
brush. You can change the filter to change the brush effect.
• Constrain to clipping range: When checked, the brush cannot leave the clipping zone
defined by the two clipping planes.
These parameters (except Airbrush and Constrain to clipping range) can be assigned triggers,
for a smoother workflow while brushing: see the Triggers in Editors section of the Triggers doc-
umentation.
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The Forced settings take precedence over the Global settings on the Paint tab.
For Custom brush only: When you are creating a custom brush, two more fields display at the
bottom of the Brush Editor.
The first, a dropbox, gives you the option of controlling the direction of an extrusion – along the
Camera line, World Z, or Normal.
The first dial below allows you to modify this direction by orientation, the second dial allows
you to modify by slope angle.
Environment Tab
The settings on this tab define Altitude, Slope and Orientation constraints, restricting the
brush’s effective area. All environment constraints set up on this tab are previewed in the Ter-
rain Editor.
If these environment constraints are turned on for this brush you can see the active zones in
the Terrain Editor where your painting will apply and they serve as a protective mask keeping
you within the zone.
To save any changes you may have made to the brush setting, click on the Save Brush preset
icon under the Brush Presets. If you wish to delete any of the Brush Presets, highlight the
brush and select the Delete icon. You can always use the Add icon to add the brush back into
the list at a later time.
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• If you wish to set a default brush size, flow or fall off, these can be set in the Forced set-
tings section.
• Skip down to the bottom, and select Stairs from the drop box.
• Click on the Save brush preset icon. On the screen that displays, key in stairs_effect for
brush name.
• The new Stairs brush will now appear in the presets.
When editing a terrain, it is possible to manually paint the distribution of layered materials us-
ing the brush. This is available for both standard and procedural terrains, but not for infinite
terrains. Zones can be painted separately from the main terrain as well. When painting, the ter-
rain preview switches to a customizable multi-color display that will show where the materials
will appear over the terrain. Painted material distributions are fully independent from material
scaling and mapping modes, which means that tweaking these material settings in the Material
Editor will not affect the painted mapping on the terrain.
How It Works
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Within the Terrain Editor, in the Paint tab, you will find the Material section. The material cur-
rently applied to the terrain is represented in the highlighted box. This is either the default
material assigned to the terrain or the material you may have applied to the terrain previously
using the Material Editor.
Be sure you have clicked on Material in the Mode section of the Terrain Editor. If you will be
painting with 2D or 3D effects, you should have Sculpt selected as well.
You can add as many materials, or material layers, as you wish. To do so, click the Add new
material icon ( ). Mixed and multi-layered materials can be used. You can also remove a
material at any time by highlighting it and clicking on the Delete icon ( ).
Painting a layer in the Terrain Editor does not destroy the original alpha of the material, but
blends with it. The Export alpha maps icon ( ) below allows you to export that alpha infor-
mation for use in the Material Editor if further editing is required.
Each material layer’s preview color corresponds to the flat color accessible from the Color Editor.
Click on the color box to change the representational color in the Terrain Editor to increase
visibility while painting.
Next to the material box is an icon ( ) that opens the layer options menu. See the Layer op-
tions section below for details.
At the bottom of the Brush Editor, use the drop-box to select the effect you wish to paint with.
On the Paint tab, Mode section, be sure both the Sculpt and the Material icons are selected.
Select the material you wish to paint the effect with. And paint away.
If you only wish to paint the effect and not use a material, just uncheck the Material icon in the
Mode section.
Layer options
The layer options menu contains three entries: Painted presence, Presence from graph, and
Show in Preview. The Painted presence and Presence from graph are two mutually exclusive
modes. The Show in Preview menu entry can be used to show or hide layers as needed when
painting.
Additionally to painting the layers directly on the terrain, you can instead drive the presence of
a layer with a node from the graph. This disables the manual painting mode, but makes room
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for interesting effects like painting the material automatically on rough areas of the terrain.
To connect a layer to the graph, select the Presence from graph submenu. It displays a list of
nodes and their possible outputs. If you select one, this layer will switch to the second mode,
where the presence is defined by the graph. You can see the result of this connection in the
main display of the Terrain Editor.
If the terrain is a procedural terrain, a Graph tab is available in the terrain editing toolbox for
altitude production. Each time you modify the definition, extension or mapping of the altitude
function, VUE refreshes the 3D preview of the terrain. While this refresh is taking place, the
heightfield terrain modification tools are disabled.
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to modify the definition of the function (Ctrl+Click on the function preview, or select Edit
Function from the function popup menu). Turn here for details on the Function Graph.
• Scale: this setting lets you adjust the scale at which the altitude function is mapped to
the terrain. Increase the scale to create larger features, reduce it to see a larger portion
of the function.
• Filter: this lets you specify a filter to modify the altitude values according to a user de-
fined profile.
• Mapping mode: this lets you define the coordinate system that is used to generate the
altitudes of the procedural terrain. The different coordinate systems are the same as the
coordinate systems available in the Material Editor’s Mapping list and described in the
Understanding VUE section about coordinate systems. If you change mapping mode, VUE
will offer to insert nodes into the altitude function in order to maintain the look of the
terrain despite the change.
• Fast shadows: when this option is selected (the default), procedural terrain shadows will
be approximated using an extremely fast algorithm. However, in some cases, this approx-
imation may not be satisfactory (e.g. in the shadows cast by a terrain onto very distant
objects). If such artifacts appear, you should disable this option in order to enable a more
complete (and significantly slower) processing of terrain shadows.
• Force extension: the terrain extension is a parameter that controls the vertical size of
the region in which the terrain altitudes are evaluated. Any altitude beyond this exten-
sion will be clipped to the limits of the extension (similar in some way to the clipping
options – see below). Terrain altitudes are mapped to the terrain altitude color map ac-
cording to the value of this extension. The Force extension option lets you define the
extension manually using the slider and edit field below the checkbox. However, it is
usually recommended that you leave the Force extension option off, so that VUE com-
putes automatically the best extension for the terrain (this is done in two passes). One
drawback of letting VUE compute the extension automatically is that you don’t get such
a good understanding of the vertical size of the features in the terrain (you have to check
in the 3D Views to see that).
• Vertical gain: this lets you adjust the height of the terrain using the slider.
• Quality boost: this setting lets you adjust the precision with which the geometry of the
terrain is evaluated at render time. This setting works in conjunction with the Advanced
effects quality setting in the Render Options. It is usually not useful to modify this setting,
unless you notice unwanted artifacts – especially near crests – in the terrain rendering.
Keep in mind however that increasing the render quality of the entire picture will also
increase the rendering quality of the procedural terrain.
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Zones are only available with procedural terrains. You can only work with zones using the 3D
settings, because 3D displacement accuracy is proportional to zone size, whereas 2D displace-
ment is only proportional to the entire terrain size.
Zones are created by selecting Add on the Zone tab, then using the left mouse button to create
the zone area directly on the terrain. When you release the mouse button, only the zone is
displayed in the Terrain Editor.
The Zone name contains the coordinates inside the terrain. You can change this name if you
choose.
This allows you to work with much higher resolution on that area of the terrain with a more
detailed heightmap. There is also less subdivision occurring which speeds processing. And
each zone can be painted/textured separately as well.
Fading: This controls the blending of the changes made in the zone into the rest of the terrain.
You can define the size of the blending area and the type of blending to use.
Use the Extract button to create a new procedural terrain from a zone. You can extract the
defined zone which then becomes a new procedural terrain. The new terrain is created in the
same position and is the same size as the zone. It is created with an object mapping and no
Zero edges. The newly created terrain can then be moved to a different position. You have the
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option of leaving the original terrain as it is or to actually subtract the new zone from the old
terrain, leaving a hole in the terrain.
All Global and Erosion effects can be applied multiple times for greater effects. Right click on
the effect and a dialog displays with a slider to set the Iteration count and the effect will be
applied that number of times.
Erosion Effects
Using the controls of this section you can generate within seconds the effects of erosion that
are achieved by nature in millions of years!
The Rock hardness slider influences all of the erosive processes. Unlike real rock hardness, this
one may be modified at any time between successive applications of erosion.
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• Alluvium: is the same as dissolve, except that the matter that gets torn off the surface of
the terrain is moved down by the water streams onto flat areas where the stream slows
down on and creates sediment deposits.
• Fluvial: erosion is caused by streams of rainwater. As rain falls over the terrain, it gathers
in streams of increasing strength, tearing away pieces of rock as it goes by. When the
rock surface is hard, streams tend to remain parallel longer, and slowly dig furrows with
vertical sides. When the rock surface is soft, they join up more rapidly, and earth collapses
on the sides of the streams, creating wide, gently sloping furrows.
• River Valley: erosion is a more accurate, geologically based erosion filter. Because it’s
more accurate, it’s also quite a bit slower.
Maintaining one of the erosion buttons depressed will keep eroding the terrain until the button
is released.
Global Effects
The second section on the Effects tab displays a group of geological effects that can be applied
to the terrain. Holding any one of these buttons down will keep applying the effect until the
button is released.
• Grit: adds random noise all over the surface of the terrain, resulting in a surface cov-
ered by little bumps and holes. Maintaining this button down creates higher bumps and
deeper holes.
• Gravel: same as grit, except gravel concentrates on sloping areas of the terrain.
• Pebbles: adds randomly distributed pebbles all over the surface of the terrain. Useful for
modeling pebble beaches… Maintaining this button down creates thicker pebbles.
• Stones: adds randomly distributed round, bulging stones all over the surface of the ter-
rain (a good base for rocky terrains). Maintaining this button down creates thicker stones.
• Peaks: filters the altitude to emphasize high areas, while digging deeper valleys. Results
in peaks separated by deep valleys.
• Fir trees: adds tiny, randomly distributed cones all over the surface of the terrain. Very
useful for modeling distant forests. Maintaining this button down creates taller cones.
• Plateaus: very useful effect that causes high altitudes to swell, resulting in plateaus. Yields
interesting results when used in conjunction with stones.
• Terraces: gradually transforms any part of a sloping terrain into terraces. Ideal for culti-
vating rice!
• Stairs: quantizes altitudes in your terrain, resulting in stair-stepped terrain structures.
Very useful for modeling desert plateau structures. Keep the button pressed to reduce
the number of steps.
• Craters: bombards the surface of the terrain with random meteorites. The distribution
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To select a parameter for publishing, just click the underlined parameter name. A parameter
name is supplied and a group name is asked to improve the display of the published parameter.
This parameter will then be available on a Published Parameters tab in the Terrain Editor for
easy access.
The result of clipping altitudes is the same as using a Boolean operation to remove low or high
parts of the terrain (only much more efficient).
The clip slider has two entries, one at each end. Drag the lower end of the slider to adjust low
clipping, and drag the upper end of the slider to adjust high clipping (you can also enter nu-
merical values for the clipping altitudes). If you drag the slider from its center, both low and
high clip values will be modified together. As you adjust the clipping slider, parts of the terrain
that are clipped out disappear or become flat in the terrain map. These altitudes will be left out
during render.
The altitude color map can be stretched to the clipping planes by clicking the small button ( )
to the left of the color map.
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Click on the Export terrain icon to export the terrain in a format readable by other 3D packages.
Along with the terrain, VUE can also automatically generate the corresponding color and bump
maps. These maps will fake the procedural materials used by VUE inside most other 3D pack-
ages.
The terrain can be exported using any one of the following file formats:
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The Mesh resolution control lets you adjust the resolution of the polygon mesh that will be
generated by VUE when exporting the terrain as a 3D object. It also gives an estimate of the size
of the files generated depending on the resolution you choose. The higher the resolution, the
bigger the number of polygons in the file, and the larger the file.
If you select one of the picture file formats, the terrain data will be converted to grayscale pic-
tures (high altitudes will appear as bright areas, and low ones dark areas).
If you would like VUE to generate the corresponding color or a bump maps, select the Gener-
ate material maps option. You will have to indicate the files that should be used to store the
color and the bump maps. You can also indicate the Resolution at which these maps will be
generated. The higher the resolution, the more detailed the maps will be, but the longer they
will take to generate.
You can also export terrains using the generic File | Export Object menu command. Please turn
here for details on the “Export Object” command.
You can import a large variety of terrain data using the Terrain Editor If you import data into an
already existing terrain, it will be resampled to fit the terrain’s geometry.
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Digital Elevation Models (DEM) that follow the file format specifications of the United States
Geological Survey can be imported directly through the File | Import Object menu command.
A terrain will automatically be created.
If the Resize object and Center object options are selected in the Import Options dialog, the
terrain will be placed at the center of the views. If it isn’t selected, the terrain will automatically
have the same size and orientation as that described in the DEM file. The terrain will also be
positioned according to the information in the DEM file. The immediate advantage of this is that
you can import several DEM files and they will automatically be positioned correctly relative to
each other.
Whenever the position of the DEM terrain is outside VUE’s valid range, the Terrain Offset dialog
will pop-up, asking you to enter an offset. The first time the dialog appears, the displayed offset
will center the terrain in the views. Future imports will position the new terrains relative to the
first one, letting you easily import multi-part DEM maps. Pressing Reset will compute a new
default value for the offset so that the terrain is centered.
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Hint
Applying effects at different terrain resolutions will result in these effects having different reso-
lutions themselves.
For instance, a good way of achieving realistic erosion would be to start from a terrain with a
resolution of 128 × 128 and adding dissolve erosion, then doubling terrain resolution, applying
diffusive erosion, and then some more dissolve erosion. Then repeat this process again to raise
the terrain resolution to 512 × 512.
The User Touch-Up Graph Node is created when you paint on a heightfield terrain using a 2D
sculpting tool (or brush) on a heightfield terrain.
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This node appears in the Function Graph labeled User Touch-up. If you delete this node in
the Function Graph, the changes you made to the terrain will be deleted as well. Selecting the
Reset 2D sculpting only icon will also delete the node. If you then go back to the terrain and
make more changes, you will get another User Touch-up Node.
When you highlight this node, several options display in a drop-box below.
• Separable Convolution
• Erosion
• Slope
• Convexity
• Blur
• Terraces
• Auto-Mapping
This feature is only available for the heightfield terrain.
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Text Editor
The Text Editor lets you create elaborate 3D Text effects. 3D Text can be used for creative titling,
but it can be also used as a basic modeling tool.
• Click on the Edit object button ( ) on the top toolbar, when the 3D Text object is se-
lected,
• Use the menu command Object | Edit Object.
The Text Editor also automatically appears when you create a new 3D Text object by:
• Clicking on the 3D Text icon ( ) in the left toolbar, or
• Selecting the menu command Object | Create | 3D Text.
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Interface Elements
Toolbar
• Render Preview: clicking this icon will start rendering a preview of the 3D Text (this
preview uses the same settings whatever the scene setup). This rendering is done in the
background, so you can still access settings as it renders. If you change a setting or click
in the preview, rendering will stop. You can also use the options in the Preview Options-
Menu icon ( ) to enable automatic rendering of the text (see below). When automatic
rendering is enabled, this Render preview icon is disabled.
• Preview Options Menu: the Text Editor preview options menu is accessed by click-
ing on this icon in the toolbar. Options in this menu are:
• OpenGL Preview: select this option to display a detailed OpenGL preview of the text as
you edit it (the text is generated in a background thread).
• Auto-Render: select this option to automatically render the text as you edit it (the text
needs to be regenerated before rendering can begin, hence the small delay – all process-
ing is done in a separate thread for better response).
• Zoom In: click this icon to display a magnified view of the text in the preview, thus
letting you observe the text in finer detail. The current zoom factor is displayed beneath
the icon.
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• Zoom Out: click this icon to display a reduced view of the text and get a more global
view of it.
• Reset Point of View: if you rotate, pan and/or zoom in the interactive preview of
the text, this resets all these settings to the initial ones.
• Reset Zoom: click this icon to reset the zooming of the text without affecting the
orientation and pan of the view.
• Reset Rotation: click this icon to reset the orientation of the text without affecting
the zooming and panning of the view.
• Reset Pan: click this icon to reset the panning of the text without affecting the ori-
entation and zooming of the view.
• Reduce precision: click this icon to simplify the geometry of the text. The number
of polygons in the text is displayed beneath the icon. The overall shape of the text won’t
be modified, but the level of detail will be reduced, resulting in less polygons and a faster
– but coarser – representation of the text. This is ideal for text seen in the distance and
that doesn’t require the full level of detail.
Note:
Only curved sections of the text will be affected by the simplify/refine concept, and that
the effect of the simplification will be to reduce the smoothness of these curved sections.
The more curved sections in the text, the larger the polygon reduction each time you
press this icon. It is not possible to simplify the text geometry beyond a certain point –
point at which the icon will become disabled.
• Increase precision: this is the opposite of the previous icon. What it does is increase
the level of detail in the text (still without changing the overall geometry). This results in
a better defined text with smoother curves, but a longer render time. Refining text is
useful when you need to look at a text from up close, and you can see angular shapes in
the curved sections.
Note:
Only curved sections of the text will be affected by the simplify/refine concept, and that
the effect of the simplification will be to increase the smoothness of these curved sec-
tions. The more curved sections in the text, the larger the polygon increase each time
you press this icon. You should keep an eye on the total number of polygons in the text
as you can very easily end up with a massive number of polygons – this will result in slow
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Text Preview
The text you are working on is displayed in 3D in the middle of the editor (this display uses
OpenGL). Each time you modify your 3D Text settings, VUE will regenerate a new preview of the
text. Because this process can be time consuming, this regeneration is done in a background
thread in order to avoid slowing you down. The different characters in the text will appear in
the 3D preview as they are generated.
You can rotate this 3D preview by dragging it with the right mouse button, and you can pan it
by holding the left mouse button as you drag the preview (or you can use the scroll bars).
When rotating the 3D preview, if you release the mouse button while the mouse is still in move-
ment, the 3D Text will keep rotating automatically. To stop this automatic rotation, simply click
again on the preview.
You may enlarge or reduce the zooming on the preview by pressing the Zoom icons ( and
), or by dragging the mouse up/down with the Control key and the right mouse button
pressed. All this does is change the zooming at which the text is viewed in the preview. The
zooming factor is displayed under the two Zoom icons.
Text Tab
The Text tab lets you define the characters in the text as well as overall text layout.
Text
The main field in this group is used to enter the text. If you enter several lines of text, the align-
ment and vertical spacing tools become active.
• Approximate size of characters in VUE units: this setting controls the approximate size
of the characters as they will appear in the 3D Views. This size is approximate because all
the characters don’t necessarily have the same size.
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• Horizontal spacing: this setting controls the spacing between the characters. Negative
values will make the characters closer, positive values will increase the space between
the characters.
• Vertical spacing: this setting is only active if you have entered several lines of text. It
controls the spacing between successive lines of text. Negative values will make the lines
closer to each other, while positive values will increase the space between the lines.
• Alignment tools: these tools are only active if you have entered several lines of text. They
control the way the text is aligned from one line to the next:
– Align left: when this icon is active (orange) the lines will be aligned along their
left edges.
– Align right: when this icon is active (orange) the lines will be aligned along
their right edges.
– Align center: when this icon is active (orange) the lines will be aligned along
their centers.
– Justified left: when this icon is active (orange) the spacing between the char-
acters will be adjusted so that all lines except the last have exactly the same length.
The last line will be aligned with the left edge of the other lines.
– Justified right: when this icon is active (orange) the spacing between the char-
acters will be adjusted so that all lines except the last have exactly the same length.
The last line will be aligned with the right edge of the other lines.
– Justified paragraph: when this icon is active (orange) the spacing between
the characters will be adjusted so that all lines including the last have exactly the
same length.
Text Style
The controls in this group let you select the style of the base characters in the text.
• Font: use this drop-down list to select the font that will be used to generate the 3D char-
acters.
• Style: use this drop-down list to select the base thickness and style of the characters.
• Italic: this option, only available on Windows (on Mac OS X, the italic property is part of
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the character styles), lets you indicate whether the text should be italicized or not.
Instead of using regular text, you can also import a vector graphics file and use the Text Editor
to bevel and extrude it. To do this, click on the Import vector graphics button and select the
file to import using the Standard File Browser. Supported formats are:
• PS: Postscript,
• EPS: Encapsulated Postscript, and
• AI: Adobe Illustrator (up to version 3.2).
Note:
Once a vector graphics has been imported, the text field and text-specific controls become dis-
abled. However, all other controls such as Extrusion, Bevel, etc. can be used to turn your 2D
graphics into nice 3D logos.
Bevel Tab
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This tab lets you control the beveling applied to the characters.
• Bevel: use this checkbox to enable character beveling.
• Width: this parameter controls the width of the bevel that will be added around the text.
This is a percentage of the total width of the characters.
• Depth: this parameter controls the depth of the bevel that will be added around the text.
This is a percentage of the total width of the characters.
• Cap bevels: when this option is enabled, the front and rear of the text will be capped in
between the bevels. If it is disabled, the text will be hollow in between the bevels.
• Bevel rear side: if this option is selected, both the front and the rear of the text will be
beveled.
• Bevel inwards/Bevel outwards: Check which way you would like the beveling to be
done.
• Bevel profile: you can select a standard bevel profile using one of the presets, or you
can define your own profile by loading or editing the Custom bevel profile (the profile is
defined by a filter).
• Interior bevel profile: if you select this option, you will be able to define a different bevel
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profile for the holes in the characters (only applicable if the characters have holes, e.g. ’a,
e, o…’). Select a standard bevel profile for the interior using one of the presets, or define
your own profile by loading or editing the Custom bevel profile (the profile is defined by
a filter).
Extrusion Tab
This tab lets you control the way the characters are extruded.
• Extrusion: use this checkbox to enable character extrusion.
• Length: this parameter controls the length of the extrusion in VUE units.
• Amplitude: this parameter controls the amplitude of the extrusion profile. If you extrude
along a flat profile, this parameter has no effect and will be disabled. If the extrusion
profile is not flat, the parameter controls the relative depth of the changes in the extrusion
profile.
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• Scaled extrusion: this option indicates that the scaling of the characters takes place rel-
ative to the center of the character.
• Beveled extrusion: this option indicates that the scaling is done in the same way as the
beveling, that is relative to each stroke in the character.
• Symmetrical extrusion: when this option is selected, the extrusion profile is applied
symmetrically, first from left to right, and then reversed. The extrusion length is doubled
when you select this option.
• Extrusion profile: you can select a standard extrusion profile using one of the presets, or
you can define your own profile by loading or editing the Custom extrusion profile (the
profile is defined by a filter).
Hint: Using the extrusion tools, you can create entirely new geometrical shapes based on sim-
ple characters such as e.g. “o” or “H”.
Materials Tab
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This tab lets you select the materials that should be assigned to the different parts of the text.
You can define separate materials for the caps, the extruded part and the beveled part, plus you
can define separate materials for the front and rear bevels and caps and the interior or exterior
bevels (8 materials altogether!).
Double click on the material preview to edit each material, or press the corresponding Load
material button ( ) to load an existing material. You can adjust the scale of the material using
the Scale settings below each material.
• Caps: this group controls the materials assigned to the text caps. If Same as front is
checked, the same material will be used for both the front and rear caps. Otherwise, a
second material preview will appear letting you assign a different material to the front
and rear caps.
• Extrusion: this group controls the materials assigned to the extruded parts. If Same as
exterior is checked, the same material will be used for both the interior and exterior ex-
trusion. Otherwise, a second material preview will appear letting you assign a different
material to the interior and exterior extrusion.
• Front bevel: this group controls the materials assigned to the beveled parts on the front
end of the text. If Same as exterior is checked, the same material will be used for both
the interior and exterior bevels. Otherwise, a second material preview will appear letting
you assign a different material to the interior and exterior bevels.
• Rear bevel: this group controls the materials assigned to the beveled parts on the rear
end of the text. If Same as front is checked, the same materials will be used for the rear
end as for the front end (the other controls in the group will be disabled). If Same as ex-
terior is checked, the same material will be used for both the interior and exterior bevels.
Otherwise, a second material preview will appear letting you assign a different material
to the interior and exterior bevels.
Text Styles
Use the Load icon ( ) in the dialog bar to load a preset text style from the Text Styles Visual
Browser (see here for details on using Visual Browsers). Text styles are previewed using the
“Abc” text string. If the font used in a particular text style is not available on your system, the
default font will be used instead.
If you have designed a text style that you are particularly happy with, you can save it for future
use. Press the Save icon ( ) and select a file, title and description for the new text style. A
preview of the text style will be automatically generated.
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You can reset all text settings anytime by clicking the New icon ( ).
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Plant Editor
Plants are the essential touch to turn those barren terrains into convincing natural scenery.
Luckily, VUE has one of the most advanced plant generation technologies around. This technol-
ogy, called SolidGrowth™ lets you grow unique plants directly inside the application. Thanks
to the Plant Editor, it is now possible to modify these plants and create whole new species.
• Click on the Edit object button ( ) on the top toolbar, when the plant is selected.
• Use the menu command Object | Edit object.
Inside the Plant Editor, the plant that is being edited is viewed in 3D perspective. Modifications
you make to the plant are reflected in real-time. You can also generate a rendered preview of
the plant.
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Plant Preview
The plant you are working on is displayed in 3D in the middle of the editor (this display uses
OpenGL). Unlike the preview in the 3D Views, the real-time 3D display of the Plant Editor at-
tempts to reproduce the variations in leaf colors.
You can rotate this 3D preview by dragging it with the right mouse button, and you can pan it
by pressing the left mouse button as you drag the preview (or you can use the scroll bars).
When rotating the 3D preview, if you release the mouse button while the mouse is still in move-
ment, the plant will keep rotating automatically. To stop this automatic rotation, simply click
again on the preview.
You may enlarge or reduce the zooming on the preview by pressing the Zoom icons ( and
), or by dragging the mouse up/down with the Control key pressed. All this does is change
the zooming at which the plant is viewed in the preview. The zooming factor is displayed under
the two Zoom icons.
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Since plants created in PlantFactory may have a more complex structure than basic VUE Solid-
Growth plants, the Plant Editor reflects the new parameters of the plant. In the example here,
parameters that can be changed in the Plant Editor include Age, Health and Season parameters
as well as a mainbranch count that can be varied.
Mesh Resolution
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Published Parameters
If the plant has been created in TPF with published parameters, these parameters are available
here so that you can easily adjust these parameters for the plant.
Toolbar
• Render Preview: clicking this icon will start rendering a preview of the plant (this
preview uses the same settings as for the previews of other plants shown in the Plant
Browser). This rendering is done in the background, so you can still access settings as it
renders. If you change a setting or click in the preview, rendering will stop. You can also
use the options in the Preview OptionsMenu icon ( ) to enable automatic rendering
of the plant (see below). When automatic rendering is enabled, this Render preview icon
is disabled.
• Preview Options Menu: the Plant Editor options menu is accessed by clicking on
the icon in the toolbar. Options in this menu are:
– OpenGL Preview: select this option to display a detailed OpenGL preview of the
plant as soon as you stop editing or moving the plant.
– Auto-Render: select this option to automatically render the plant as soon as you
stop editing or moving the plant.
– Show Wind Effects: by default, the effects of wind are not viewed in the editor, as
they can bias your perception of the plant. If you would rather like to view the effects
of the wind on the plant, select this option. This option is, of course, only available
when wind has been applied to the plant.
• New Plant: click on this icon to build a new variation of the plant based on the
same settings as the ones applied to the current plant. Clicking repeatedly will create
a different plant each time thanks to the way SolidGrowth dynamically grows the plants
inside the software. This is useful when you are trying to find a specific shape for a plant,
or when you want to see the effects of your settings on a selection of plants (prior to
saving a new plant species, for instance).
• Save Plant: click on this icon to open a Standard File Browser and save the plant
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under VUE’s native VOB file format. If you would like to save the plant using another
format, use the Export plant button instead.
• Response To Wind: click on this icon to display the Response To Wind Options dialog.
This dialog is used to adjust the amount of deformation of the plant under a wind (or
breeze) of given intensity.
• Load Plant Species: click on this icon to replace the current plant by a completely
different plant of a new species. The Visual Plant Browser appears letting you select a
new plant species. All adjustments made in the editor will be lost as they revert to the
new species’ settings.
• Save Plant Species: this is one of the most powerful features in the Plant Editor.
This icon lets you save an entirely new plant species that will appear in the Visual Plant
Browser like any other plant. You can subsequently grow instances of this new plant
species in future scenes. When you click this icon, the preview of the plant is rendered
and a Standard File Browser appears, letting you enter a name and description for the
new plant species.
• Frame: click this icon to automatically adjust the framing of the preview so that the
plant is centered and entirely visible.
• Zoom In: click this icon to display a magnified view of the plant in the preview,
thus letting you observe finer details of the plant. The current zoom factor is displayed
beneath the icon.
• Zoom Out: click this icon to display a reduced view of the plant and get a more
global view of it.
• Simplify Plant: click this icon to simplify the geometry of the plant. The number of
polygons in the plant is displayed beneath the icon. The overall shape of the plant won’t
be modified, but the level of detail will be reduced, resulting in a faster – but coarser –
representation of the plant. This is ideal for plants seen in the distance and that don’t
require the full level of detail.
Note:
Leaves are not affected by the simplify/refine concept, and that these operations are not
stored in plant species.
• Refine Plant: this is the opposite of the previous icon. What it does is increase the
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level of detail in the plant (still without changing the overall geometry). This results in
a better defined plant with smoother curves, but a longer render time. Refining plant is
useful when you need to look at a plant up close, and you can see angular shapes in the
branches.
Note:
Refining a previously simplified plant does not necessarily restore the initial geometry of
the plant. Leaves are not affected by the simplify/refine concept, and that these opera-
tions are not stored in plant species.
• Variation List: click this icon to select one of the pre-selected variations of this plant
(if any available)
• Advanced Edition: this icon replaces the Export Plant button when the plant being
edited is a .tpf plant (The Plant Factory). When you click this icon, The Plant Factory opens
with the plant displayed for you to make further changes to the plant. When you save the
changes to the plant in The Plant Factory and re-export, the plant will be reloaded in the
VUE Plant Editor.
Editing Plants
Editing plants is done by modifying the plant on a global basis, by acting upon subsets of a
plant species. Although this doesn’t let you act upon individual branches or leaves of the plant,
nor create a new species from scratch, the fact that the plant is separated into subsets provides
a very powerful means of modifying it, while maintaining a portable and generic alteration of
the plant that can hence be systematized to create a whole new plant species.
Modification of the plant is done by acting upon “subsets” of the plant. Subsets are separated
into two categories: trunk, branches and stems on the one side, and leaves and petals on the
other side. Trunk and branch subsets appear to the left of the Editor, while leaf and petal sub-
sets appear on the right hand side.
The number and the nature of the subsets depends on each plant species. For instance, co-
conut trees might define subsets for the trunk, the stump and the branches, whereas flowers
might define a subset for the stems, the leaves and the petals. Some species may only have sub-
sets in one category (e.g. the Dead Tree only has subsets in the branch/trunk category). Also,
certain subsets may refer to parts of the plant that do not exist in a given instance of a plant.
For instance, if you have a plant that randomly exhibits fruit, an instance of the plant that has
no fruit will have nothing in the fruit subset.
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Description
You can modify the geometry of a plant’s trunk and branches by acting upon the trunk and
branch subsets of the plant. Trunk and branch subsets appear on the left of the editor. You can
act on all of these subsets at the same time, or modify each one individually.
Trunk and branch subsets are modified using the controls in the Trunk / Branches group. You
can switch from one subset to another using the subsets drop-down list, at the top of the group.
The number of different trunk and branch subsets in the plant is indicated above this drop-
down list. If there is only one trunk and branch subset in the plant, the drop-down list will be
disabled.
Some plants have no trunk and branch subsets (e.g. the Carex). In this case, the controls in the
group will be disabled.
All Subsets
When you first open the Plant Editor, the trunk and branch subset that is selected is the “All
subsets” one. As its name indicates, this subset comprises all the different trunk and branch
subsets of the plant. This means that any modification of that subset will apply to all the trunk
and branches of the plant.
If you select another subset using the drop-down list, the modifications you make will instead
only be applied to this selected subset.
Note:
Settings applied to all subsets are culminated with a given subset’s own settings to produce the
expected result.
Empty Subsets
Some plants may contain subsets identified as “Empty Subset”. This indicates that the par-
ticular plant you are working on has no elements in this subset, but other plants of the same
species might. Empty subsets can be modified like any other subset, but because there are no
elements in it, the modifications will not be immediately visible on the plant. However, creating
new variations of the plant (by clicking the icon) may yield a plant that has some elements
in the modified subset, and these elements will be affected according to the new settings. The
Primrose is a typical example of a plant that features empty subsets, because different subsets
are used for each basic primrose color.
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Original
Falloff=100
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Gnarl=300
Droop=30
Dead Tree
Immediately below the subset drop-down list is a standard material control. Using this control,
you can replace or modify the current subset material. If the trunk and branch subsets of the
plant use different materials and “All subsets” is selected, this control will be disabled.
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tive values will increase the diameter of the branches, whereas negative values will yield
thinner branches.
• Droop: this is a very interesting setting in that it allows you to control the overall shape
of the plant very easily. It affects the way the branches react to gravity. Positive values
will curve branches towards the ground, whereas negative values will make the branches
reach for the sky.
• Angle: this is also a setting that affects the global look of the plant. It controls the typi-
cal angle that branches make with the trunk, or the angle of the trunk with the ground.
Positive values increase this angle, whereas negative values reduce it. For instance, with
a Coconut tree , strong values mean that the trunk will start with a more horizontal direc-
tion (adding negative droop will then curve the tree upwards producing an interesting
variety of coconut tree). On the opposite, negative values would cause the coconut tree
to grow vertically from the ground.
Description
You can modify the shape, color and aspect of a plant’s leaves and petals by acting upon the
leaf and petal subsets of the plant. Leaf and petal subsets appear on the right hand side of the
editor. You can act on all of these subsets at the same time, or modify each one individually.
Leaf and petal subsets are modified using the controls in the Leaves / Petals group. You can
switch from one subset to another using the subsets drop-down list, at the top of the group.
The number of different leaf and petal subsets in the plant is indicated above this drop-down
list. If there is only one leaf and petal subset in the plant, the drop-down list will be disabled.
Some plants have no leaf and petal subsets (e.g. the Dead Tree). In this case, the controls in
the group will be disabled.
All Subsets
When you first open the Plant Editor, the leaf and petal subset that is selected is the “All subsets”
one. As its name indicates, this subset comprises all the different leaf and petal subsets of the
plant. This means that any modification of that subset will apply to all the leaves and petals of
the plant.
If you select another subset using the drop-down list, the modifications you make will instead
only be applied to this selected subset.
Note:
Settings applied to all subsets are cumulated with a given subset’s own settings to produce the
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expected result.
Empty Subsets
Please refer to the section on trunk and branch subsets above for a description of what Empty
Subsets are.
Another – easier way – of creating new leaf/petal materials is to use the New leaf/petal map but-
ton ( ). This button opens the Leaf Editor that provides a convenient way of mapping leaves
as well as placing the point at which the leaf connects to the branch on these maps (see here
for details on the Leaf Editor).
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length. Positive values will increase the curl, meaning the leaves will tend to curl around
themselves and towards the ground. Negative values will instead reduce the curl, and
ultimately invert it so that leaves will curl up towards the sky instead of curling down to
the ground.
• Overall color: this is a very interesting setting as it influences the color of the leaves in the
subset, letting you change the overall color of the plant in a wink. The control displays the
current average color of the leaves in the subset. If you double-click on the color swatch,
the Color Picker will appear, letting you select a new overall color for the leaves. Since
this is an “average” color, color variations inside the leaves will be retained. This setting
looks particularly good when animated…
It is often useful to be able to create a new plant of a given variety without losing other settings,
such as the position of the plant, its size or its orientation. The New variation of plant icon
( ) is designed for that very purpose. When you click on this icon, a new plant will be grown
using the exact same settings as the current plant. But, due to the way plants are grown inside
VUE, the result will be a different plant. By clicking repeatedly, you can create a set of variations
of the same plant (and you can browse through that selection using the Undo and Redo icons).
When you see a shape that you like particularly, press OK to replace the existing plant with the
new variation.
Creating variations of a plant is also very useful when you are designing a new plant species.
When you have found settings that produce interesting results, you can create several variations
of the plant based on those settings. This is good to make sure that the settings consistently
produce the results you are expecting.
Once you have achieved an interesting new plant design, you can save that design as a new
plant species. It is recommended that you test the new settings on a number of variations of
the plant (see above), to make sure that the results are always satisfactory.
To save the new plant species, simply click on the Save plant species icon ( ). A Standard
File Browser will appear, letting you select the name of the file for the new plant species, as well
as its title and description. You can also opt to have all texture maps incorporated in the plant
species file (convenient when you want to distribute your species). When you click OK, VUE will
render a preview of the new plant species, based on the current Plant Editor preview. When
saving the species is completed, you can check that it appears in the Visual Plant Browser, like
any other plant species. Your new species is ready to breed!
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Exporting Plants
You can export a plant in standard 3D file formats by clicking the Export plant button. This
opens the Export Options dialog, letting you define the file format and export options, like for
any other object.
Leaf Editor
Leaf Editor
This dialog prompts you to select the pictures that will be used to map the leaf. The first picture
(Color picture) will be used to color the leaf, while the second (Alpha picture) will be used to
define the shape of the leaf. If the picture that you select for the colors has embedded trans-
parency information, this information will automatically be loaded into the Alpha picture.
Note:
You cannot create leaves that are partially transparent using the Leaf Editor. If this is something
you want to do, and you are aware of the implications in terms of render times, you should use
the Material Editor instead.
To load a picture, click the Load icon ( ) below the picture previews. You can rotate the pic-
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tures by using the and arrows. You can also invert the pictures using the button. This
is particularly useful when the Alpha information is encoded the wrong way around. To remove
the pictures, click the Remove icon ( ) below the picture previews.
The Preview displays a preview of what the leaf will look like.
Note:
it is important that you use a high definition picture for the alpha channel of your leaves. Using
insufficient resolution will lead to aliases along the edges of the leaves. The color picture does
not need to be such high resolution.
On the preview of the leaf, you will notice a small red diamond-like marker. This marker indi-
cates the point where the leaf is attached to the branch that carries it. You can click and drag
the marker to change the position, or you can use the numerical settings in the Hooking point
of leaf on branch group. Be sure to set this point correctly, as results may look somewhat sur-
prising otherwise…
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The Response To Wind Options dialog appears when you click on the Response To Wind icon
( ) in the Plant Editor. This little dialog is used to customize the way the plant reacts to wind.
The settings in this dialog are not straightforward. They require trial and error before you can
achieve satisfactory results.
Overall sensitivity of trunk/branches: this setting controls the rigidity of the trunk and branches
to the breeze and wind. Higher values mean that the tree will be more deformed under a given
level of wind.
Sensitivity of leaves to breeze: this setting lets you control the amount of movement in the
leaves when subject to breeze. It has no effect on the movement of leaves in the wind. High
values mean that the leaves move more in a given amount of breeze.
The Response To Wind Options dialog appears when you click on the Response To Wind icon
( ) in the Plant Editor when editing a PlantFactory plant. This dialog is used to customize the
way the different plant parts react to wind.
Branch wind sensitivity: this setting controls the rigidity of the trunk and branches to the
breeze and wind. Higher values mean that the tree will be more deformed under a given level
of wind.
Blade wind sensitivity: this setting lets you control the amount of movement in the leaves or
blades when subject to breeze.
Billboard wind sensitivity: this setting lets you control the amount of movement when bill-
boards are used in the plant for leaves.
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If a PlantFactory plant has presets and variations defined in PlantFactory 2016, such as size
or shape, you can take advantage of these presets and variations directly inside VUE 2016. All
presets are displayed in the Plant browser.
When loading a plant in VUE 2016 exported from PlantFactory 2016 with predefined variations
a new icon button is available in the plant editor toolbar to pick a predefined variation of
the plant preset.
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Atmospheres
The key to a successful picture is often the atmosphere it evokes.
The scenes you build inside VUE are part of a world. A world that extends far beyond your scene.
A world with an atmosphere, with clouds, fog, haze and all... Real clouds, infinite ones, not just
a backdrop picture of a sky. And this world is coherent. And best of all, you can act upon every
aspect of it...
Parameters that describe the atmosphere are numerous. This section will show you through all
of them. However, creating an atmosphere from scratch can be a complex and time consuming
process. This is why VUE offers a list of predefined atmospheres. Choosing one of them will let
you to start building your scene from a good basis. You may decide later that you want to fine
tune such a setting to improve the atmosphere of your picture.
Basically, atmospheres include settings for the sky, clouds, sun, quality of light, fog and haze.
Loading an Atmosphere
When you create a new scene, the Visual Atmosphere Browser pops up, prompting you to choose
one of the predefined atmospheres. Select the one that is the closest to that which you want
to achieve. You may load another atmosphere into your scene later, as work progresses.
How your atmosphere is previewed in the Main camera view can be controlled by options on
the Display menu. On the Display menu, select Atmosphere Preview and the submenu gives
you the options to preview the following:
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• OpenGL Atmosphere
• OpenGL Clouds
• OpenGL Lens Flares
• OpenGL Planets
These options can be toggled on and off.
After having worked on your scene for a while, you may suddenly realize that the atmosphere
you chose at the beginning is no longer suitable. You can load another one into your scene at
any time by choosing the menu command Atmosphere | Load Atmosphere.
If the atmosphere in your scene is basically correct, but you would like to modify certain parts
of it, you will want to use the Atmosphere Editor.
The Atmosphere Editor is designed in a set of tabs. The number of tabs depends on the atmo-
sphere model that is selected:
• Standard atmosphere model: this is VUE’s traditional “workhorse” model. It has been
widely used for a multitude of stills and animation projects. This model lets you control
sky appearance through the use of color gradients. You can create an unlimited number
of fully editable cloud layers, control fog and haze densities, or add special effects like
twinkling stars, rainbows and ice rings. All atmospheric elements can be fully animated.
The standard model’s main advantages are ease of use and fast rendering.
• Volumetric atmosphere model: this model offers a good compromise between the stan-
dard and spectral models, giving you a higher level of realism, yet rendering faster than
spectral atmospheres. Unlike the standard atmosphere, the appearance of the sky and
sun is not defined by color gradients. It’s directly affected by haze and fog settings and
by the sun’s position, much like in a real atmosphere. The volumetric model is especially
suited for animations: simply moving the sun around produces beautiful color and light-
ing shifts.
• Standard Spectral atmosphere model: this is VUE’s hyper-realistic model that accu-
rately simulates the behavior of real-world atmosphere and lighting according to weather
conditions. The appearance of sky, sun and clouds (both standard and spectral), as well
as the character of direct and ambient light are all affected by the delicate balance be-
tween the elements that constitute the atmosphere: air, dust and water particles. The
Spectral model provides its own set of controls that let you adjust each element’s density
and height and rendering quality. Using the Spectral model ensures a complete coher-
ence of all the elements of a scene.
• Environment mapping: Especially suited for architectural visualization, this model lets
you easily set up an environment based on panoramic photographs. By using VUE’s Im-
age Based Lighting, HDRI support and global reflection mapping you can create a seam-
less integration between your scene and the background plates.
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Sun Tab
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This tab allows you to adjust parameters related to the sun. It is mostly the same for all atmo-
sphere models. If the scene doesn’t contain any directional lights, this tab will not be available.
VUE considers the sun as being a pinpoint source of light located at infinity (directional light).
Sun color: this control lets you specify the color map that will be used to color the sun, from
outside to inside as values increase. This option enables you to create a luminous halo effect
around the sun, for example. To change the color map, double-click on it. In the Volumetric
and Spectral atmosphere models, the sun color is defined automatically.
If you wish to set the sun position to exact geographic placement and time of day, the controls
are available on this tab. This is available for all lighting types.
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On this map, click to select your location. You can also define location by precise Latitude and
Longitude settings and Time Zone. There is also a list provided of locations. If you wish to save
your location to the list, click the Save icon to the right of the list.
If you are not using the exact geographic positioning of the sun, check the Custom box. You can
adjust the position of the sun using the Azimuth and the Pitch boxes. If you check the Attach
sun to camera direction option, the position of the sun will be relative to that of the camera.
Changing the heading of the camera will rotate the sun accordingly.
The Size of the sun control lets you adjust the size of the disk that represents the sun in the sky.
If the value is non-zero, the sun will be visible, and the disk will be filled using the colors from
the Sun color map. The color gradation ranges radially. If the sun size is zero, no sun will be
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visible in the sky, although it will still be emitting light. In this case the sun color map is ignored.
In the Standard and Volumetric atmosphere models, Sunlight masked by clouds, activates the
masking of sunlight by low altitude clouds. The larger the value, the more the light is masked
by clouds high in the sky. Because clouds diffuse light, high altitude clouds never get to mask
sunlight. This effect is automatically catered for in the more advanced Spectral model.
Size of the corona: in some atmospheres, this setting is available to control the visible size of
the solar disk that is added to the atmospheric glow.
The Visibility of the sun control, which is specific to Spectral atmosphere modes, lets you ad-
just the sun disc visibility as rendered within the atmosphere without affecting sky or geometry
lighting. A physically correct sun disc visibility corresponds to 100%, which will render a sun
disc that will produce a correct image-based lighting intensity when exporting high dynamic
range skies (using HDR or EXR file format).
Light Tab
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In the Standard model, which is the most basic model available in VUE, the light coming from
the environment is approximated to a constant term known as Ambient light. There is a slight
subtlety in the way the standard VUE lighting model defines ambient light: you can define how
much of the ambient light is actually coming from the sky (horizontal surfaces will get more of
this ambient light than vertical faces) as opposed to ambient light coming from all directions.
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This is done using the Ambient light slider in the Global lighting adjustment group (see below).
The Global ambience model offers a slightly more elaborate estimation of the light coming
from the environment: this model takes into account the color of the sky in all directions. As a
result, parts of the scene that look towards blue sky will take on blue shades of light, whereas
other parts looking towards red sky will take on red shades of light. The global ambience model
will add an interesting touch to your renders while requiring very little rendering overhead.
Ambient occlusion is an improved version of global ambience where each point on the sky
dome is considered like a little source of light. Rays are traced towards each one of these lights,
to see whether a neighboring object is occluding the light or not. This results in very subtle
shadows appearing around objects that are close to one another. Obviously, tracing all these
rays increases rendering times significantly; the effects of ambient occlusion are particularly
noticeable and pleasing on areas of the scene that are not directly exposed to sources of light.
Also, since ambient occlusion computes ambient lighting, it is usually recommended that you
increase the contribution of ambient light in your scene when using this model. In order to
speed up the rendering process, only neighboring objects that are closer than a given distance
are taken into account in the occlusion process. Neighboring objects that are far away con-
tribute less and less to the occlusion. This is a trick that enables the scene to be rendered
much more rapidly than with Global illumination, without compromising too much on quality,
because the renderer doesn’t need to examine the entire scene to find occluders.
When the ambient occlusion model is selected, the ambient occlusion Range parameter be-
comes available. This controls the maximum distance beyond which objects will not contribute
to the occlusion. The bigger this value, the closer you get to the Global illumination model and
the slower the render. The smaller the value, the closer you get to global ambience (and the
quicker the render).
The Global illumination model improves over the ambient occlusion model by tracing light
rays all the way to the sky dome, thus ensuring that any object will cast ambient shadows onto
other objects, whatever the distance. The result is usually darker than results achieved with the
ambient occlusion model. Again, tracing all these rays increases rendering times significantly;
the effects of global illumination are particularly noticeable and pleasing on areas of the scene
that are not directly exposed to sources of light. Also, since global illumination computes am-
bient lighting, it is usually recommended that you increase the contribution of ambient light in
your scene when using the global illumination model.
Note:
When using ambient occlusion or global illumination, it is essential that you increase the pro-
portion of ambient light in your scene – otherwise you will barely see the effects of the advanced
illumination model. You can actually even get very pleasing results with only ambient light (this
will results in a very foggy and overcast look).
The Global radiosity model is the ultimate model in terms of quality of illumination and real-
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ism. It propagates light in the scene, instead of propagating shadows as the ambient occlusion
and global illumination models do. With this model, objects that are exposed to light will reemit
some of that light in all directions, according to the optical properties of their surface. Light will
thus “bounce around” repeatedly in the scene, as it would in reality. As a result, each point in
the scene receives light from all the other objects in the scene. Obviously, this results in ex-
tremely complex computation, and, despite the numerous optimizations implemented in VUE,
will lead to render times that are an order of magnitude slower than the standard model – but
will also yield incredibly pleasing results. In this mode, the ambient vs. direct lighting slider con-
trols the relative influence of light coming from the sky, versus light coming from light sources
such as the sun.
VUE has the ability to preserve the indirect lighting calculation “in-between” renders, even if the
scene has been modified. This speeds up dramatically the “tweaking” phase of scene prepara-
tion. When this mode is enabled, you can easily request the updating of indirect lighting next
time you render, so that it matches any changes made to the scene.
Note:
When using radiosity, be aware that materials containing luminosity or that have non-standard
(60:40) proportions of ambient diffuse light may cause strange lighting effects. These materials
may have to be adjusted to achieve the atmosphere effects you desire.
When the global radiosity model is selected, some controls that are specific to this model be-
come available:
• Indirect skylighting: when this option is selected, VUE will evaluate the amount of sky-
light that is received by each object and cast back onto the other objects in the scene. If
this option is not selected, the Ambient light color will be used instead of computing the
indirect contribution of the skylight. Evaluating the indirect lighting caused by skylight
is a slow process. Using the ambient color instead usually yields good enough results.
• Indirect Atmospherics: If you wish to take into account the light being reflected from
clouds onto the objects in the scene, check this option to account for this effect when
calculating indirect lighting.
• Optimize for outdoor rendering: When this option is selected, VUE assumes that you are
rendering an infinite outdoor landscape. While radiosity usually has a very strong influ-
ence for indoor rendering, due to light being trapped into a room and bouncing several
times around, it is generally much less noticeable for outdoor scenery due to the light
quickly escaping the geometry towards the sky and very rarely getting trapped enough
to produce a high contribution. Therefore, this option will lower the order of indirection
for radiosity calculations, effectively ignoring highly indirect lighting contribution, thus
producing a faster and more robust render.
• Gain: this setting controls the intensity of the light that is scattered in between the ob-
jects.
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• Bias: if you define a bias color, this color will be added to the light that objects receive
from their environment. For instance, if you add a slightly red color, the shadows and
light will take a very slight reddish tone. This setting should only be used for very fine
tuning of the effects of radiosity.
When one of the global lighting models is selected, the controls in the right half of the Lighting
model group become available. These controls are used to fine tune the effects of the lighting
model:
• Shadow smoothing: this parameter is available for all lighting modes above global am-
bience. It is designed to control the overall smoothness of global illumination shadows.
Low values will produce sharper and more accurate shadows, but may require higher
quality settings to avoid noisy shadows. On the other hand, high values will tend to
smooth out shadows, leading to less accurate results, but without the need for high qual-
ity settings.
• Artificial ambience: this parameter is available in the ambient occlusion and global illu-
mination models. It is designed to compensate for the fact that there is no inter-object
light reflection in these models. The indicated amount of ambient light will be added
to the sky’s contribution to determine the total amount of light that each point receives
from its environment. The color of this term can be controlled using the ambient light
color setting.
• Sky dome lighting gain: this parameter controls the overall intensity of the light received
from the sky. Increasing this setting adds more ambient light to your scene. It is some-
what similar to dragging the light balance control towards ambient and increasing the ex-
posure of the scene globally. This control does offer an added level of flexibility, though.
• Overall skylight color: this color control represents the overall color of the light coming
from the sky dome, and lets you adjust it in order to fine tune the ambient lighting of your
scene (double-click on the color control to edit the color). For instance, if you feel that
the parts of your scene in the shadows are taking a color tone that is too pronounced, you
can reduce the saturation of the overall color. Because this color control represents the
overall color of the sky, if you modify the settings of the sky, the color displayed in the
control will change. However, the color correction that you indicated by modifying the
previous color will still be applied to the new color.
• Quality boost: this setting is part of the EasyGI™ technology that synthesizes the complex
settings required to efficiently render global illumination into one single quality setting.
As with other quality boost settings throughout VUE (such as the volumetric atmosphere
quality boost), this setting is used in conjunction with the Advanced effects quality set-
ting in the Render Options dialog (see here for details). When you are putting the scene
together and creating Preview renders, the quality of the global illumination evaluation
is rather crude, but as you decide that the scene is ready for rendering in Final mode (see
the preset render quality settings of the Render Options dialog), the quality of the com-
putation of global illumination is automatically increased to produce nicer results. The
Quality boost setting should only be used if you notice that there are some imperfec-
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tions in the quality of the illumination in the final production render. Alternatively, if you
are doing a lot of test renders where the quality of the global illumination is not essential,
you can reduce the quality boost setting in order to accelerate the render process.
Global Lighting
The controls in this group let you adjust the distribution of light throughout your scene. If you
are using a global illumination or global radiosity model, it is recommended that you increase
the proportion of ambient light in the scene, in order to make the effects of this global illumi-
nation more visible.
You may adjust the overall luminosity of your scene using the Light intensity control.
Note:
Exposure only affects the sources of light, and, as such, is different from the exposure control
available in the camera’s Object Properties.
If you check the …to sky and clouds option, the lighting adjustments will also affect the color
of the sky and clouds.
Light Color
You can give a different color temperature to the sun light and to the sky / ambient light. Double-
click on the colors to adjust them.
• Light color: acts as a filter for the color of the lights in your scene. Having an orange
light color, with a sun color that is green will make the light coming from the sun a darker
shade of green. It is a natural phenomenon that sunlight gets warmer (i.e. takes yellow
to orange shades) as the sun gets closer to the horizon. Such warm lights can yield pleas-
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ing results when exposed objects take on warm shades. This setting does not apply to
Spectral atmospheres. To change light color, modify the color of the sun light.
• Ambient light color: adjusts the color of ambient lighting, whether light comes from the
sky or from the environment. Since ambient light is diffused by the clouds, it usually has
a cooler tone (shades of blue) than that of direct sunlight.
Light decay color: this is the color that is used to make the color of light turn to red. By de-
fault, the color is R=218, G=171, B=71. Preferably, you shouldn’t modify these values, because if
you do, you’ll probably get unexpected (and unrealistic) results. Entering a different color will
completely affect the way light is colored by the atmosphere. Can be cool for alien planets!
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Sky Tab
This tab deals with the colors of the sky in the standard model of atmosphere only. It isn’t
available in the other models.
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The most important control is the Sky color map. This is where sky colors are defined. To edit
the color map, Control-click on it, which will open up the Color map editor.
The color of the sky is generated by vertically mapping these colors. The resulting gradation
occurs inside a strip that is pulled down by the sun. This means that colors on the left side of
the map will show close to the sun, while colors on the right side of the map show towards
the zenith, and it also means that as you get higher in the sky, colors further to the right of the
gradation appear.
The two Color map position on sky dome controls let you adjust the altitudes at which the
gradation starts and ends in the sky. Bear in mind that these altitudes will be modified by the
presence of the sun, so probably some experimentation will be required here.
Sky color map distortion by sun controls the effect the sun has on the Sky color map. The
higher the value, the more distorted the gradation becomes, eventually ending up in circles
around the sun. As you get closer to the sun, colors to the left of the map get displayed.
Near the horizon, the sky is often a different color. It is the color of the fog (and haze), creeping
up into the sky with distance. You can adjust this effect using two controls: Thickness and Max
altitude. Thickness controls the maximum density of fog achieved at the horizon, and Max
altitude controls how high up in the sky the fog is seen.
Clouds Tab
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This tab is available for all atmosphere models except Environment Mapping.
Clouds are generated inside flat layers, realistically positioned and mapped at different alti-
tudes around the earth. You can create as many layers of clouds as you want. These cloud
layers show up in the World Browser as objects. Each layer is displayed individually and can be
grouped together for ease of handling.
At the top-left of the tab, you will find a list of all the cloud layers in the atmosphere. To edit
one of the cloud layers, select it by clicking on the layer name, and use the controls in the tab
to edit the cloud layer settings.
Alongside each layer name, you will notice a icon. Click on this icon to hide the layer; the
icon changes to indicating that the layer no longer appears in the sky. Click again to return
the layer.
To add a new cloud layer, click the Add button, or click the Add Cloud Layer ( ) icon in the
left toolbar; the Cloud Layer Browser appears to let you select an existing layer. Cloud layers
are sorted by altitude.
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For each cloud layer in the atmosphere, the Clouds tab offers a set of controls that you can use
to customize the looks of the layer.
A small preview window shows the typical effect that the setting has on the cloud layer.
The two most important features about a cloud layer are the Altitude of the layer, and the ma-
terial of the clouds. Altitude is pretty straightforward. The slider covers “usual” altitudes, but
any value can be indicated.
The current material used for the cloud is displayed in the preview window. To modify it, you
can either load a new one (use the Load material button ), or edit the current one (double-
click on the preview of the material to open the Material Editor). When you load a new cloud
material, the settings for that layer of clouds will be modified to reflect the settings of the new
cloud material. You can also click the Randomize ( ) button to change the cloud distribution
to vary the cloud effect.
The preview of the cloud material is refreshed each time you modify an aspect of the cloud
layer.
An important aspect of cloud materials is transparency. If the cloud material is opaque, you
will never get to see the cloud layers above or the sky through it. So it should be transparent
in places. Varying Global transparency of a cloud material is a good way of modifying the
thickness of the clouds. In the same way, using the Transparency filter is a good way of varying
the density of the clouds.
You can change the scale of the clouds by using the Scale control.
Close to the horizon, the clouds tend to fade out, dissolving in a general haze. If you are using
the Standard or Volumetric atmosphere models, this effect can be captured using the Thick-
ness near horizon control which handles the speed at which clouds disappear as they get close
to the horizon. In the Spectral atmosphere model, this effect is achieved automatically, and
is replaced by a Thickness setting that lets you control how thick the cloud layer is in terms of
altitude (the total height of the layer).
The Cover setting controls the overall amount of clouds visible in this layer, and the Density
setting controls the overall density of the clouds that are visible.
Density: this setting is available only when using the spectral atmosphere model. It controls
how far light penetrates inside the cloud and how the light is scattered inside the cloud.
Opacity: this setting is also available only when using the spectral atmosphere model. It con-
trols how far you can see objects through the cloud. If the cloud is very opaque, objects inside
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Adjust the Global exposure of the clouds using the slider to darken or brighten the clouds, and
use the Contrast setting to adjust the contrast between dark and bright areas in the clouds. The
Light balance control is only available if the Apply to sky and clouds option is not selected in
the Light tab. This control lets you adjust the balance between ambient and sunlight in each
layer independently. These 3 controls are only available in the standard and volumetric atmo-
sphere models.
If the spectral model is selected instead, the following controls are available:
Detail amount: this controls the amplitude of the cloud detail. High values will create clouds
with a lot of inner density variations, while low values will keep the clouds smooth and compact.
Altitude variations: this setting controls the amount of variation in the altitude of the cloud
layer. Altitude variations are particularly noticeable at the top of the layer. This setting affects
the cloud layer on a large scale only.
In the sky, clouds close to the sun are usually more illuminated than clouds on the opposite
side relative to the sun. You can change this illumination using the Global illumination and
Near the sun illumination parameters. Maximum illumination is achieved for clouds that are
close to the sun.
Ambient lighting: this setting is only available in the spectral atmosphere model. It controls
the amount of ambient light inside the cloud. The higher the value, the brighter the cloud will
appear.
Shadow density: this setting is only available in the spectral atmosphere model. It controls
how dark the shadows cast by the clouds are. This influences both the density of the shadows
cast by the clouds onto the scene, and also the density of the Godrays (if this option has been
enabled in the Sky, Fog and Haze tab – see here). It should be set to 100% in order to achieve
Godrays that are as visible as possible. If the cloud layer has been made to not cast shadows,
this setting is disabled.
If the Spectral II model is selected, the following controls are also available:
Sharpness: this controls how sharp the edges of the cloud appear. High values will create
clouds with sharp edges. Low values will create smoother cloud shapes.
Feathers: this controls how “feathered” the clouds look. High values will create clouds with
lots of filaments. Low values will create smoother cloud shapes.
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The Cloud animation group provides straightforward controls for basic cloud animation (move-
ment and evolution): using Direction and Velocity, you can make your cloud layer drift in the
wind. The Rate of change control is used to set the evolution rate of the cloud layer (whether
the shape of the clouds evolves slowly or rapidly over time).
Volumetric Clouds
Volumetric clouds are a special kind of volumetric material that is optimized to accurately sim-
ulate real clouds. They are edited mostly in the same way as standard volumetric materials,
except that some settings are locked. Please turn here for details on editing volumetric materi-
als and clouds.
Spectral Clouds
Spectral clouds are a special kind of cloud layers that have a thickness. What this means is that
the cloud layer is, just like in reality, a thick mass of air and humidity that derives its look from
the way the light travels inside the material and interacts with the cloud particles.
Spectral cloud materials are edited mostly in the same way as standard volumetric materials,
except for a couple of additional settings:
Height: this setting controls the overall height of the cloud layer. Higher values means the
cloud will be higher, and consequently darker.
Shadow density: this setting controls the density of the shadows cast by this layer of clouds,
both onto the ground and in the atmosphere (to create the famous Godrays effect).
Note:
In order to view Godrays in your scenes, you need to enable the Godrays option in the Sky, Fog
and Haze tab
Volumetric materials for clouds can be also be edited further in the Advanced Material Editor.
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When you create a cloud layer, it appears in the World Browser as an object. The layer is also
visible in the viewports, for example, the Side view if you zoom out a bit. You can select it and
modify the origin, altitude, the height, overall size and the rotation all within the viewports. You
can also animate the cloud layer.
As with other objects in the World Browser, you can hide the cloud layer object from render. And
cloud layers can be grouped together for ease of movement and altitude control.
Spectral cloud layers can now be restricted to a user-defined circular zone by selecting the
cloud layer in the World Browser and setting the new controls in the Object Properties area.
The zone actually removes all the clouds outside the zone, leaving only the portion inside it
at render.
Once activated, you can switch to the zone from the object properties and manipulate it in the
viewports (you will see a dotted line cylinder corresponding to the zone and its falloff region,
and a manipulation gizmo at the center of it).
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• In the Object Properties panel, a new Move cloud layer/Move limiting zone icon is
available.
• Click to activate the restriction zone and display the Cloud Layer Zone. You can enable or
disable the zone and edit the Falloff value. Selection can be switched back to the cloud
layer by clicking on the Move cloud layer/Move limiting zone icon.
• In the view ports, the zone can be scaled within the cloud layer.
Use of these zones can greatly speed up rendering of cloud layers outside the zone since clip-
ping can be performed at render time. It may be worth isolating the interesting part of a cloud
layer with a limiting zone, to avoid rendering unnecessary parts of the layer.
In the Atmosphere Editor, the Clouds tab is where you can create cloud layers and edit clouds.
When a cloud layer is added, a picture displays of the clouds being generated. If you wish to
change the material and density of this cloud layer, click on the picture and the Advanced
Cloud Material Editor displays.
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Volumetric materials are based on a density production that indicates the local density of the
material over a cloud layer.
Density Production
This is how Density production works: for each point of the volume, the function returns a
number in the range of 0 to 1 (0 appears black on the preview and 1 white). The number is
then transformed by the filter into a density at this point (0 if the material doesn’t exist, 1 if the
material is solid). When rendering the material, VUE accumulates the density of material all
along the ray of light that is traversing the material, and then computes the resulting color of
the material.
To modify the function, double-click on the picture of the function. This will open the Visual
Function Browser.
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Use the scaling controls to scale the function along the X, Y and Z axes. The same for the filter.
The checkbox Local Coordinates allows to switch the function entry values from internal scale
to world coordinates.
Simple atitude offset over a terrain; x is the altitude variations value between 0 and 1
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Atitude offset and height modulation over a terrain; x is the altitude variations value be-
tween 0 and 1; h(pos) is the local height modulation between 0 and 1
There are five functions available:
• Altitude offset: The entry point in the cloud layer is offset by this function. If the altitude
variation value is x, we divide the height H of the layer in two parts, one of xH / (1 + x) on
which the offset factor is applied and which gives the offset, and one of height H / (1 + x)
which defines the real height of the layer. The summary diagrams illustrate this.
• Altitude offset effect on Z: The position inside the layer has the form (x, y, z + altOffset).
Effect on Z is a slider affecting the altOffset so as to replace the position by (x, y, z + al-
tOffset * effectOnZ). The use of this slider is to negate the effect of the deformation given
by offset, this way clouds will look as if they gently slide over the deformation when Ef-
fectOnZ is 0%. When it’s 100% clouds will look as if appearing from the contour of the
deformation.
• Height modulation: The height of the layer is modulated by a [0; 1] factor.
• Density modulation: This modulation can act as a helper for the density production.
When the value is at 100% the cloud aspect matches the parameter entered in the At-
mosphere Editor. When reaching 0% we move towards a soft and feathered cloud. It can
help make the clouds realistically disappear when you want them to fade out.
• Sharpness modulation: This modulation can vary the sharpness of the cloud. Moving
toward 1 gives you a sharper edged cloud.
• Opacity modulation: This modulation can vary the opacity of the cloud. Moving toward
1 gives you a darker cloud. ( it replaces the opacity parameter from the atmosphere editor.
)
• Auto Scale Clouds: This maintains the cloud’s size regardless of altitude when rendered
(otherwise moving clouds up will make them look smaller). On Metaclouds, disabling
this means the cloud appearance will be independent of the size of the cloud ( usually it
is modulated by the size of its bounding box).
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• Improve Low Quality Consistency: This option allows the cloud layer to have a better
consistency between low resolution render and FullHD renders. Unchecking this option
will give you the old render. Every new scene will have this option activated by default on
each layer. The option is here not to break the rendering of old scene. This option works
on spectral atmospheres, both Photometric and Standard.
Other settings
Custom layer profile: When selected, this graph shows the profile of the cloud layer. Click on
the graph to open the graph editor to make any changes you need.
Volumetric color: Volumetric color of clouds can be linked to a graph instead of using a con-
stant color. This works with the Ambient color contribution from sky and sun found on the
Lighting & Effects Tab. On this tab, you can drive this volumetric color with a function. If you
want a constant color, click the color square to pick the desired color.
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The cloud settings on this tab are for the use with planetary terrains . You select if you want to
view the entire from space or closer to the surface of the terrain.
Use planetary cloud density map: Check the option and use the Load button to load a plane-
tary cloud density map. A map must be loaded to activate the settings on this tab. For proper
planetary cloud mapping, the picture used should have been generated using cylindrical or
Mercator projection (where the poles are spread over top & bottom sides of the picture). This
prevents severe distortions at render time.
In addition to static maps, it is also possible to load image sequences or animation files within
the spectral cloud layer’s planetary cloud density maps. Simply load the desired sequence or
animation file in the density map field.
Influence on density: The higher this setting is, the more visible the clouds will be from space.
Balance this with Influence on height.
Influence on height: This is used to drive altitude variations of the cloud layer using the plan-
etary map. Bright regions being higher than dark ones. This works along with the base alti-
tude variations setting of the cloud layer, both effects are blended according to the influence
amount.
Limit wall effect: A wall effect can happen when you use a map to define the density of clouds.
When you go from a density of 0 to a density of 1, this results in a “wall of clouds” suddenly
appearing at the transition. The setting allows to limit this effect by automatically detecting
such transitions and recreating a more realistic occurrence of clouds.
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Lighting
The controls in this group let you customize the way the material reacts to light.
Lighting model: use this drop-down list to select the lighting model used for the volumetric
material.
• Flat layer: this lighting model is the simplest. The color of the material is uniform, and
only depends on the density. Light is not taken into account when computing the color.
This is the default.
• Volumetric layer (v.1.0): in this model, the influence of light and shadows is computed
at the surface of the material. The color of the volumetric material is added
• Volumetric layer (v.2.0): this is similar to the Volumetric (v.1.0) model.
If the selected lighting model is the Volumetric layer, the following checkboxes become avail-
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able.
• Internal shadows: when this option is selected, the shadows inside the cloud will be
computed, meaning that some parts of the cloud will cast shadows on other parts of the
cloud. This option produces much more realistic clouds, but increases render times sig-
nificantly.
• Cast shadows: when this option is selected, the cloud layer casts shadows in the atmo-
sphere that can result in the appearance of Godrays if conditions are favorable. This op-
tion also increases render times significantly and should be used with caution, as it does
not necessarily produce a noticeable improvement in picture quality. In order for Go-
drays to be visible, you must also enable Godrays in the Atmosphere Editor.
• GI ambient lighting: This turns on the GI ambient lighting.
• Force ambient color: Checking this option activates Sky Ambient Color and Sun Ambient
Color. These colors can be set in the color squares next to the field. These also can be
driven by a function. Be sure to set the Volumetric color on the Color and Density Tab.
The actual color of the cloud is a result of complex light filtering, based on Volumetric
color and Ambient colors. Sky Ambient Color and Sun Ambient Color settings modify the
contribution of the sky and sun to the final color.
Flare
The controls in this group are only active in Flat Layer models.
When light is seen from behind a thin volumetric material, it will cause the material to become
very bright. This is called flaring. Flaring doesn’t occur when the material is either too dense,
or too thin.
You control flaring through two settings: Intensity and Span. Flare span is the area around the
light that will flare-up. Larger values yield bigger flares.
Origin of Material
These fields let you offset the material in material coordinate space. This enables the precise
positioning of clouds. By default, this settings is linked to the function graph and follow the
cloud layer dummy so that you can move the cloud by selecting it in the world browser.
Global Transformation
Selecting options in this group will apply global modifications to the material’s density produc-
tion. These options work the same as for Simple materials: when you select an option, the
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corresponding Edit button becomes enabled. Pressing this button displays a dialog that lets
you adjust the effects. The editor dialogs for each type of modification are detailed in the sec-
tion on Simple Materials.
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Atmosphere Editor – Fog and Haze tab Standard (top) and Volumetric (bottom) models
The Fog and Haze tab is available in the standard, volumetric and environment mapping at-
mosphere models. In the spectral and photometric models, it is replaced by the Sky, Fog and
Haze tab.
Although you may think fog and haze are used only on special occasions (e.g. to achieve partic-
ular photographic atmospheres), this is not the case. Whatever the weather conditions (unless
you are out in space), you will find that fog and haze are always present. Fog and haze are what
give its color to the sky. What changes is the distance at which they become significant. Fog
and haze are important for fine tuning the atmosphere, because they give an idea of distance.
This is why nearly all the predefined atmospheres have some amount of fog and haze.
Because fog and haze are responsible for the color of the atmosphere, they are an essential
component of the volumetric atmosphere model. By adjusting the density of the fog and haze
you will adjust the color of the sky.
This tab looks somewhat different depending on the selected model of atmosphere.
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Fog
Fog is a generic term that covers all types of particles that you find in the atmosphere and that
are large enough to reflect light (i.e. larger than the average wavelength of light). This is, in
particular, the case of droplets of humidity, but also dust, crystals of ice, etc.
Objects tend to gradually disappear into fog as they move away from the camera.
The further the objects, the more the color of the objects will blend into the color of the fog.
There are two types of fog in the standard atmosphere model:
• uniform fog that has constant thickness whatever the altitude,
• altitude dependent fog that has a density that varies exponentially with altitude.
In the volumetric atmosphere model, only the second type of fog is available.
Select the fog Color by double-clicking on the color box. The color editor pops-up, letting you
select the new color.
Density is the distance at which objects totally disappear inside the fog, regardless of altitude.
Falloff controls the way that fog gets gradually thinner with altitude. The greater the value,
the more rapidly the fog density decreases with altitude. In the standard model, the extra fog
controls are enabled only if the fall off rate is non zero.
To help you in understanding how the thickness of the fog works, the curve on the right displays
a Preview of fog thickness relative to altitude.
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Haze
Haze is particularly strong on hot days. It is caused by light being scattered in all directions
when it collides with the very small particles in the atmosphere (molecules of Oxygen and Nitro-
gen mainly). This is known as Rayleigh scattering, and is the reason why the sky is blue and the
sun light turns red near the horizon. Other colors can be observed, depending on the various
densities of particles in the air (e.g. the sky can sometimes be green after volcanic eruptions,
because of the large quantities of very thin particles of smoke that get thrown into the air by
the eruption).
Luckily, in VUE, it doesn’t take a volcanic eruption to make the sky turn green.
Haze controls are pretty straightforward: if the selected model for the atmosphere is the volu-
metric one, the controls for haze work exactly like those for fog; if it is the standard one, the fall
off setting isn’t available, because haze density is considered constant with altitude.
Volumetric sunlight: check this option to make the sun volumetric. Objects in the scene will
start to cast shadows in the atmosphere. The result can be particularly impressive when the
sun is low on the horizon. Volumetric sunlight should be used with great care, because they
can dramatically increase render times, without necessarily having any noticeable effect.
Quality boost: This setting is available only in the volumetric and spectral atmosphere models.
It controls the number of samples that are taken throughout the atmosphere in order to com-
pute the interactions of light with the air. Increase the Quality boost setting if you can see noise
in the atmosphere (beware: longer render times will result). Advanced effects can be tuned as
well.
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Sky
The controls in this group let you adjust the density of the gasses that constitute the atmo-
sphere (namely nitrogen and oxygen). On earth, these gasses are responsible for the blue color
of the sky, and the reddening of the sun near the horizon.
The first set of controls in this group are related to the sky, and the way the blue color appears:
• Sky ground density: this setting controls the density of the atmospheric gasses at ground
altitude.
• Sky mean altitude: this indicates the rate at which the density of the atmospheric gasses
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drops with altitude. The lower the mean altitude, the more quickly the density drops (the
atmosphere density is exponential with altitude).
Note:
Mean altitude: this is the altitude where density reaches half the density at ground level.
Because density is exponential with altitude, this is usually a lot less than half the max-
imum altitude of the component. For instance, we know that the Earth’s atmosphere
reaches up to approximately 60 miles high, but it’s mean altitude is only 5.5 miles (at an
altitude of 5.5 miles, the density of the atmosphere is half of that at ground level).
• Sky color: this lets you change the color shift caused by the gasses in the atmosphere.
On earth, this color is blue, but you can imagine alien planets where the gasses in the
atmosphere result in a different color for the atmosphere.
The other settings in this group are relative to the color decay caused by atmospheric gasses.
This controls the way the color of light turns red as the sun gets closer to the horizon:
• Decay amount: this is the amount of reddening that occurs as the sun gets closer to the
horizon.
• Decay mean altitude: like for sky, this controls the rate at which the decay disappears
with increasing altitudes.
• Decay color: on earth, the atmospheric gasses result in a blue color in the sky, and a red-
dening of light near the horizon. However, the gasses in the atmospheres of other planets
could result in a different base sky color and light decay. This setting lets you change the
color hue taken by the sun as it gets lower on the horizon. For earthen atmospheres, you
shouldn’t need to modify the sky and decay colors.
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Global Settings
• Aerial perspective: this setting controls the overall “thickness” of the atmosphere. A
value of 1 corresponds to the typical Earth atmosphere. If you increase this value, the
effect, in terms of atmosphere, will be like increasing the scale of your scene.
Note:
In the preset atmospheres, this value is usually set to 10, so that the effects of the atmo-
sphere can be seen without having to use “real-world” size environments. If you are look-
ing for physical accuracy, you should reset this value to 1, which is the aerial perspective
of the Earth’s atmosphere. You should also construct your environments at Earth scale
(hundreds of miles).
• Quality boost: This setting is available only in the volumetric and spectral atmosphere
models. It controls the number of samples that are taken throughout the atmosphere in
order to compute the interactions of light with the air. Increase the Quality boost setting
if you can see noise in the atmosphere (beware: longer render times will result). Please
read the discussion on tuning advanced effects.
• Godrays: when this option is checked, the clouds will cast shadows in the atmosphere, re-
sulting in rays of light showing through the clouds. The result can be particularly impres-
sive when the sun is low on the horizon. Rendering Godrays can dramatically increase the
render times, without necessarily having any noticeable effect (just like in the real world,
it takes very specific conditions to see Godrays shining through the clouds). Read here for
more details on Godrays. This option is only available in the Spectral atmosphere model.
You can turn Godrays on and off for each individual cloud layer (see here). You can also
adjust the intensity of the Godray effect using the shadow density setting in the Clouds
tab.
The drop-list below Godrays has to do with shadows on clouds:
• No shadows on clouds: this option will not produce shadows on clouds from other clouds
or any object above the cloud layer.
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• Projected shadows on clouds: this selection will show shadows on clouds from other
clouds or even from a plane flying above the cloud layer.
• Volumetric sunlight: this option casts full volumetric and projected shadows onto clouds
and through the atmosphere. MetaClouds can cast Godrays only in the “Volumetric sun-
light” mode.
Wind Tab
This tab lets you control the nature and the amount of breeze that is applied to the plants in
your scene. Provided that breeze is enabled, all plants created in VUE will automatically move
gently in the breeze.
On top of this global breeze that affects all plants, you can also define strong winds that will
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do not confuse breeze and wind. Breeze is defined globally and applies to all plants. It is suit-
able for gentle, automatic movements of plants. Wind is defined on a per-plant basis, and is
better suited for strong amplitude movement of the plants. Plants affected by wind are slower
to render than plants that are only subjected to breeze.
Adjusting Breeze
In this section we take a closer look at the different settings that let you control the breeze
effect.
Breeze Settings
• Intensity: this setting controls the overall intensity of the breeze. Low values mean very
gentle breeze, while higher values will produce stronger movement of the plants.
Note:
when you vary the intensity of the breeze, you should also modify the other settings in
order to capture realistic breeze movements.
• Pulsation: this setting controls the average speed of the plant movements created by the
breeze. Use low values when recreating gentle breeze, but increase it if you are creating
a stronger effect.
• Uniformity: the effect of the breeze is global throughout the scene; however, when you
look at real plants moving in gentle breeze, you will notice that each plant seems to move
independently. But you can also see an overall movement sliding across the landscape as
stronger gusts of wind blow by. This effect is simulated by VUE breeze, and is controlled
by the uniformity setting. Low values mean that the plants move independently, whereas
high values mean that the plants move all together.
• Turbulence: the turbulence setting controls the amount of random movement of each
leaf on the plant (as caused by turbulence in the air). Low values mean that all the leaves
move together, and high values mean that all leaves move independently.
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Gusts of Wind
Gusts of wind appear randomly on top of the overall breeze. They create sudden movements
of greater amplitude. The controls in this group let you customize the influence of the gusts of
wind:
• Amplitude: this setting controls the overall amplitude of the movement caused by the
gusts of wind. Low values mean that the gusts of wind create very little noticeable effect,
whereas high values mean that gusts of wind will cause strong movements within plants.
Gusts of wind appear with random amplitude.
• Frequency: this setting controls the average rate at which the gusts of wind occur. Be-
cause gusts of wind appear randomly, this setting only indicates the average lapse of time
between two gusts of wind. Also, because the amplitude of the gusts is random, not all
gusts of wind will necessarily cause noticeable results.
Fluttering of Leaves
If you observe the way leaves move in gentle breeze, you will notice that randomly, the leaves
suddenly start a burst of rapid movement. This effect is also captured by VUE and it is what
we call leaf fluttering. The settings in this last group allow you to control the fluttering of the
leaves:
• Speed: the speed setting simply controls the speed (frequency) at which the fluttering of
the leaves happens.
• Amplitude: this is also a straightforward control that adjusts the amplitude of the flut-
tering of the leaves. Low values mean no fluttering, whereas high values mean sudden
bursts of strong fluttering.
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Breeze Preview
To the right of the breeze settings, you will notice a moving tropic. This tropic is used to preview
the effects of the breeze.
Check the Breeze preview box to see an animated preview of the effects of the breeze on a
typical tropic.
Underneath the tropic, you can see a set of 3 checkboxes and associated gauges. These check-
boxes let you select which component of the breeze you want to preview:
• Show example wind: if you check this option, a wind of increasing intensity will be ap-
plied to the tropic. The wind is applied as a cycle where there is initially no wind, then
the intensity of the wind increases gradually to a peak value and subsequently drops back
down to zero and begins a new cycle. The current intensity of the wind can be monitored
using the gauge. This option is interesting to observe the effects of the intensity of the
wind on the behavior of the breeze. In particular, it is appropriate to understand the set-
tings in the Influence of Wind Intensity group (see above).
• Preview gusts of wind: select this option if you want to view the effects of the sudden
gusts of wind. The current intensity of the gusts of wind can be monitored using the
gauge. Unchecking this option is like setting a 0 amplitude for the gusts of wind. Tog-
gling this option on and off is a good way to appreciate the effects of the settings in the
Gusts of wind group (see above).
• Preview leaf fluttering: select this option to view the effects of the sudden bursts of
quick leaf movement. Toggling this option on and off is a good way to appreciate the
effects of the controls in the Fluttering of leaves group (see above).
Effects Tab
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Atmosphere Editor – Effects tab Volumetric (top) and Environment (bottom) models
This tab in the Atmosphere Editor is identical in all atmosphere models. It lets you add cool
atmospheric effects such as stars, rainbows or ice rings to your renders.
In the case of the Environment mapped model, the Effects tab lets you define the picture to be
used in the background.
Stars
Select this option to automatically add stars to your skies. When you turn on stars, the following
controls become active:
Number of stars: increase the value to add more stars in the sky.
Brightness: increase the value to make the stars brighter. If the sky is dark, you will probably
want to increase the brightness of the stars. If it is blue, you may want to reduce it, because
stars are barely visible in the daytime.
Twinkle: this control is used to adjust the amount of twinkling of the stars in an animation. A
value of zero means that the stars don’t twinkle at all. A value of 100% means that the stars may
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With lens flares: this option adds tiny cross-like lens flares to all the brighter stars.
Colored stars: checking this option makes the stars appear with random colors.
Rainbow
Selecting this option will automatically add a rainbow effect to your scene.
However, you must understand that rainbows only appear when the sun is shining from behind
the camera. If this is not the case, the rainbow will appear outside the field of view. So if you
don’t see the rainbow, make sure the sun is placed behind the camera, close to the horizon.
This is because rainbows are created by the light from the sun being diffracted inside drops of
water (rain) and reflected back towards the source.
When you turn on the rainbow feature, the following controls become active:
Intensity: this setting controls the overall intensity of the rainbow effect. The lower the setting,
the less noticeable the rainbow will be.
Size: this setting controls the thickness of the rainbow (i.e. the amount of angular spread be-
tween the two extreme colors, red and blue).
Falloff: this setting controls the way the intensity of the rainbow reduces with altitude. If the
value is high, the rainbow will vanish near the top. The higher the value, the shorter the rainbow.
Secondary bow: turn this option on to display a secondary, inverted bow, larger and dimmer
than the main bow. Notice how the sky becomes darker in between the two bows.
Realistic colors: select this option if you want the rainbow to display a realistic distribution of
colors, rather than the regular, comic-style red-green-blue rainbow.
Ice Rings
As opposed to rainbows, ice rings are only visible in the atmosphere when looking straight at
the sun. Ice rings are caused by tiny crystals of ice in suspension in the air. These ice crystals
concentrate light into a ring around the sun, at a specific angle around the direction of the light.
This angle (22°), and thus the size of the ring, is directly linked to the angle between the sides
of the ice crystals.
When you turn on the ice ring option (this option is only available in the standard and volumetric
atmosphere models), the following controls become active:
Intensity: this setting controls the overall intensity of the ring effect. The lower the setting, the
less noticeable the ice ring will be.
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Size: this setting controls the thickness of the ring (i.e. the amount of angular spread of light).
Low settings will make for less noticeable rings.
Parhelic arc: check this option to show a parhelic arc around the ice ring. This is a secondary,
much dimmer ring that appears at an angle of 46° around the direction of the sun.
Sundogs: check this option to show the sundogs on either side of the sun. The sundogs are
a horizontal flare of light that appear on either side of the sun, in between the sun and the ice
ring.
Pillar: check this option to show the sun pillar. The sun pillar is a vertical flare of light that
appears to extend the central sun flare to the edges of the ice ring.
If the light is a directional light (e.g. the sun), it is assigned the default lens flare for directional
lights.
If the light is a point or spot light, it is assigned the default lens flare for other types of light.
This avoids having to define lens flares for each light, and also offers the incredible opportunity
to modify all lens flares at the same time. It is also close to reality, because since lens flares
occur in the camera, there is no real reason why different lights should be causing different
lens flares…
You can also modify the lens flares of all the lights that don’t have a custom lens flare by pressing
the corresponding Edit button. This will open the Lens Flare Editor. When you are done, close
the Lens Flare Editor, and all the lights in the scene will use the modified lens flare!
If a light has a custom lens flare, it won’t be affected by these settings. Lens flares can be cus-
tomized for individual lights.
The settings for the default lens flares are saved together with the atmosphere.
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Environment Map
This group of controls is only available when the Environment mapping model is selected. The
main control in this group lets you define the image to be used as an environment map. The
picture you select will appear in the back of your render, in place of the sky.
Click the Load icon ( ) below the picture preview, or double-click on the picture preview to
open the Picture Browser and load a picture. If the picture you load does not map seamlessly
(meaning that a seam appears on the edge of the picture when it is mapped onto the back-
ground), VUE will detect this and offer to create a seamless joint.
When you load a picture as environment map, a message appears, asking you if you want to
setup your scene for Image Based Lighting (read here for details on this type of rendering). If
you click Yes, global illumination will be enabled and the lighting information in the picture will
be used to illuminate the scene.
Note:
You don’t have to use a HDRI image for Image Based Lighting. However, HDRI images produce
the nicest results because they contain actual sources of light. If you use a standard picture,
you will probably have to increase the sky dome lighting gain to compensate for the fact that
there is no light in the map.
If you click No to the aforementioned message, the picture you loaded will simply be used as a
background to your scene.
You can rotate the picture by using the and arrows. You can also invert the picture us-
ing the button. To the right of the image, you can select to set the Gamma correction ( )
options. To remove the picture, click the Remove icon ( ) below the picture preview.
You can opt to animate the environmental map. The Animated texture options icon ( ) is
located directly under the picture.
Mapping mode
The Mapping mode parameter can have these values :
• Spherical: This mode can be also called equirectangular and matches the default previ-
ous behavior : the whole dome is mapped on the whole image rectangle with the Azimuth
as U coordinate and the Pitch as V coordonate.
• Hemispherical: This mode matches the behavior of VUE before version 2016R5 with the
check “Map upper atmosphere only” checked : like Spherical mode, the mapping is done
via Azimuth and Pitch coordinates but only upper half dome is mapped.
• LightProbe: This mode allows the use LightProbe maps.
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• Cylindrical: This mode allows to use the Panoramic Renders renders as cylindrical.
• Cube Map and Compact Cube Map: This mode allows to use Cube Maps; either with
standard cube pattern or with compact one.
Here is the convention to be used for Cube Mapping :
Dome rotation
The Dome rotation controls let you fine tune the placement on the environment map on sky
dome. The Azimuth parameter (same usage as previous Map Offset U coordinate) will rotate
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the picture around the vertical axis. The Pitch parameter will rotate the picture around the hori-
zontal axis. The Horizontal shift (same usage as Map Offset V coordinate) will adjust the height
of the horizon in the sky dome. The Exposure and Contrast sliders let you adjust the exposure
and contrast of the environment map. If the current environment map is a high dynamic range
image, you can view the entire image’s dynamic by sliding the exposure setting up and down.
• Map ground plane: when this option is selected, the lower half of the environment map is
automatically mapped onto the ground plane. This will produce particularly nice results
when the horizon in the environment map is exactly halfway up the picture.
• Ignore atmosphere on map: if you check this option, the effects of the atmosphere (i.e.
fog and haze) won’t be visible on the environment map. This is very useful when you
need to match the atmosphere of the VUE scene with the atmosphere that is visible in
the picture background. For instance, if the background picture show a rainy day, you
will probably need to add fog to the scene – or else the objects in your scene will look
fake and out of place.
Click the Load icon ( ) below the picture preview, or double-click on the picture preview to
open the Picture Browser and load a picture. If the picture you load does not map seamlessly
(meaning that a seam appears on the edge of the picture when it is mapped onto the back-
ground), VUE will detect this and offer to create a seamless joint.
You can rotate the picture by using the and arrows. You can also invert the picture us-
ing the button. To the right of the image, you can select to set the Gamma correction ( )
options. To remove the picture, click the Remove icon ( ) below the picture preview.
You can adjust the Azimuth, Pitch and Horizon offset parameters using this dialog (see this for
more information).
If you are using the Environment mapping atmosphere model, by default the default reflection
map will be the same as the Environment map. However, you can specify a different image to
be used as reflection map by selecting the Separate reflection map option.
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This setting is very useful since the environment is theoretically the same for all objects, hence
all objects should use the same reflection map (this is of course not an obligation…).
To change the default reflection map, click the Load ( ) icon underneath the reflection map
preview or double click the reflection map preview to open the Bitmap Browser. Select the
picture you want to use as reflection map and validate. A message should appear if your pic-
ture doesn’t loop smoothly horizontally, and offer to create a smoothed junction between both
edges. This is because the reflection map is mapped onto an imaginary sphere, thus looping
horizontally. If you click Yes, then VUE will add a smooth transition strip from the right to the
left border of the bitmap in order to avoid a sharp transitions in the reflection map. Of course,
if you don’t want to alter the bitmap, click No. Your bitmap should now be displayed in the
reflection map preview.
You can rotate the picture by using the and arrows. You can also invert the picture us-
ing the button. To the right of the image, you can select to set the Gamma correction ( )
options. To remove the picture, click the Remove icon ( ) below the picture preview.
You can also set the default reflection map using the Material Editor and pressing the Set de-
fault button.
You can adjust the Azimuth, Pitch and Horizon offset parameters using this dialog (see this for
more information).
You can rotate the picture by using the ( ) and ( ) arrows. You can also invert the picture
using the ( ) button. To the right of the image, you can select to set the Gamma correction
( ) options. To remove the picture, click the Remove icon ( ) below the picture preview.
The Dome rotation controls let you fine tune the placement on the environment map on the
environment hemisphere. You can adjust the Azimuth, Pitch and Horizon offset parameters
using this dialog (see this for more information).
The Exposure and Contrast sliders let you adjust the exposure and contrast of the environment
map. If the current environment map is a high dynamic range image, you can view the entire
image’s dynamic by sliding the exposure setting up and down.
You can adjust the Mapping mode parameter, see the Mapping Mode section for more informa-
tion)..
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The Rain & Snow tab contains the settings for rain and snow weather systems. This tab is avail-
able for all atmosphere models.
Rain drop/Snow flake size: the size of the rain or snow EcoParticle
Rain drop/Snow flake speed: the speed that the snow or rain is falling
Fog boost: this boosts the fog levels in the precipitation area.
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Wind direction: move the pointer to indicate the direction that the rain is falling
Falling angle: indicates the angle that the rain or snow is falling.
Turbulence: the amount of agitation of the snow (falling gently or whipping around).
Motion blur: this is the amount of motion blur applied to the rain or snow.
Collisions dialog
Enable collisions: check to allow collision between the snow or rain EcoParticles. Clicking on
Edit displays an additional screen to set some additional parameters:
• Resolution: The size of the cells in the grid that makes up the precipitation area.
• Fade rate: the amount of gradual loss of intensity
• Maximum impact: the maximum force of an EcoParticle collision
• Store impact energies: when selected, the collision grid will store energy instead of col-
lision count. For energy, the more the particle is fast and heavy, the more energy will be
stored at collision.
• Smooth: the smoothness of EcoParticles impact
• Collisions with static EcoSystems: allows collisions with EcoSystem instances in a scene.
This only applies to static EcoSystems. Collisions are not available for dynamic and Eco-
Particle systems.
Material preview: double-click the preview image to open the Advanced Material Editor to edit
the weather EcoParticle material.
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Saving an Atmosphere
This command lets you save your current atmosphere in a stand-alone file, for use in future
scenes. Saved atmospheres will appear in the atmospheres Visual Browser like any other of
the predefined atmospheres.
When you select this command, a Standard File Browser appears, letting you choose the name
of the file under which the atmosphere will be saved. You may add a title and a comment (rec-
ommended).
By default, atmospheres are placed in the Atmospheres subfolder. This means that they will
appear in the Personal collection inside the atmospheres Visual Browser.
Before writing the file to disk, VUE renders a small preview of the atmosphere. This preview
will be used in the atmospheres Visual Browser to illustrate your atmosphere. You cannot act
upon this preview (framing…).
Professional,
Photometric atmospheres in Integra- En-
treprise...
tion Plugins
Because photometric atmospheres use a brighter sun (with an intensity matching the real
sun), it is necessary to use exposure controls in the host applications to avoid overexposed
renders. They allow the control of 3 parameters that define the exposure : shutter speed, film
speed (iso) and f-number.
The default exposure value (EV) for a sunny exterior scene, recommended for the default VUE
atmosphere, is 15 EV which is obtained with:
You adjust the exposure by changing one of these parameters. For instance, you can add 1 EV
by dividing the shutter speed by 2. This makes the render darker. Or subtract 1 EV by multiply-
ing the shutter-speed by 2. This makes the render brighter.
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Note: ...Professional,
En-
This exposure value must not be confused with the exposure compensation of recent cameras, treprise
that works in the opposite way than exposure scale, and is relative to the automatic exposure
value computed by the camera.
Here is a short description of how to activate exposure controls in the various host applica-
tions:
Professional,
3dsMax En-
treprise
V-Ray Professional,
En-
With the V-Ray renderer, you have to use an Exposure Control that lets you change the param- treprise...
eters defined above. Select Rendering > Exposure Control... in the menu of 3ds Max, then
select Physical Camera Exposure Control (with 3ds Max 2016 and newer versions) or V-Ray
Exposure Control (with 3ds Max 2015 and older versions).
• To create a physical camera with 3ds Max 2016 and newer versions, use the menu Cre-
ate > Cameras > Physical Camera. The exposure parameters are available in the right
panel, in the “Modify” tab, in the “Physical Camera” and “Exposure” rollouts.
• With versions older than 3ds Max 2016, use the menu Create > Cameras > V-Ray > V-
Ray Physical Camera. The exposure parameters are available in the right panel, in the
“Modify” tab, in the “Basic parameters” rollout.
If you use a physical camera, make sure that the exposure applied to the scene is defined by
the camera paramaters, by checking Use Per Camera Exposure (or by selecting the “From
VRay Camera” mode, if it’s a V-Ray Exposure Control).
Note:
There is a display bug in 3ds Max 2016 (independent from VUE): the exposure controls don’t
always affect the real-time display correctly. For some reason, the value “Exposure for Non-
Physical Camera” is the one that affects the display even if the camera is a physical one. In 3ds
Max 2015 and 2017 however, this bug is not present.
Note:
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There is another display bug in 3ds Max 2016 and 2017 (independent from VUE): with the Re- ...Professional,
alistic display mode, the V-Ray Exposure Control doesn’t work well with standard directional En-
lights. The viewports appear fully white when using these features. The bug happens with treprise
VUE which uses a directional light for its sun. See the last note to avoid the bug. In 3ds Max
2015 however, this bug is not present.
Note:
With the Physical Camera Exposure Control, you should let the Physical Scale option enabled
(it is by default), with a value of 1500 candelas / RGB unit. This option is in Rendering > Expo-
sure Control...
Note:
If you encounter exposure problems in the real-time viewports (where the scene may appear
too luminous), you can change their lighting settings. For this, right-click on the quality menu
in the top-left corner of a viewport, select the submenu “Lighting and Shadows”, then check
the option “Illuminate with Default Lights”.
Professional,
Maya En-
treprise
With the VRay renderer, create a standard Maya camera, select it and select the associated
shape tab in the Attribute Editor. In the menu, select Attributes > VRay and check Physical
camera. In the Extra VRay Attributes rollout, check the option Treat as VRay Physical cam-
era which enables the exposure settings.
With the Mental Ray renderer, create a standard Maya camera, select it and select the associ-
ated shape tab in the Attribute Editor. Open the “Menral Ray” rollout, then click on the icon to
the right of the Lens Shader field. On the window that opens, search for mia_exposure_photographic
and add this node. Once the lens shader is added, its parameters can be directly edited in the
Attribute Editor. It is recommended to use a Cm 2 Factor of 1.
Professional,
En-
treprise...
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Cinema 4D ...Professional,
En-
treprise
First, select the physical renderer in the render settings. Create a camera, and select the Phys-
ical tab in the Attributes Manager, where you can then edit the exposure parameters. The op-
tion “Exposure” has to be checked otherwise these parameters won’t have any effect.
Professional,
Lightwave En-
treprise
There is no real exposure control like in the other applications supported by VUE. You have to
use an Exposer filter.
To use an Exposer filter, in the Lightwave menu select Windows > Image Processing... which
opens a window. At the bottom of this window, click on the dropdown list Add Image Filter
and select the Exposer. Once it is added, double click on its line to edit it, which opens a second
window. Disable the Auto-Iris and Auto-Exposure options; these don’t give good results with
VUE photometric atmospheres. It allows you to set your own values of White point and Black
point. For instance, if you loaded the VUE photometric atmosphere named Afternoon, setting
the white point value to 90 and the black point value to 3000% gives a correct exposure. If you
loaded the Sunset photometric preset, setting the white point value to 10 and the black point
value to 750% is more appropriate.
Note:
the effect of the Exposer is applied at the end of the render only, so the render shows an over-
exposed image while it is in progress.
An alternative solution to control the same settings is to use the Image Viewer in the menu
File > Image Controls. In the window that is opened, check the option Exposure and adjust
the White Point and Black Point values.
Professional,
Natural Film Response En-
treprise
Alternatively, you can use the Natural film response option. This will emulate a exposure filter
for all the renders done by VUE. However, the 3d host objects will not be treated. This option
is better to do preview renderings before setting a proper exposure filter in your host applica-
tion.
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This option computes the softness of the shadows produced by the sun from other atmosphere
settings, in order to reproduce realistic behavior in terms of soft shadows. More specifically, the
softness depends on
• the height of the sun: (its pitch) This is on the Sun Tab.
• on the fog ground density: This is on the Sky, Fog & Haze Tab.
• the haze ground density: This is also on the Sky, Fog & Haze Tab.
The higher the sun, the softer the shadows are. The softness is also proportional to the fog
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How to use it
Select the sun of your scene, and look for the checkbox Automatic sun softness in the Object
– Aspect dialog. If you check it, you won’t be able to select manually the sun’s softness: it will
be determined automatically depending on the atmosphere’s parameters (explained above).
By using this option, you can easily animate the lighting changes of a whole day.
Example:
- set the sun position to “Real world” in the Atmosphere Editor’ on the Sun Tab.
- set the time of the first keyframe be in the morning (e.g. 6 AM)
- set the time of the second keyframe be in the evening (e.g. 6 PM)
- animate between these two keyframes: the shadows will change automatically according to
the time of day.
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Light Editor
The Light Editor groups all the controls relating to the advanced lighting options. It is made of
6 tabs that each lets you control a specific aspect of lights:
• Lens flares: this controls the lens flares that appear on the lights
• Gel: this is used to have lights project varying colors or images
• Volumetric: this controls the visible rays of light caused by the light source
• Shadows: this controls the density of shadows as well as shadow mapping options
• Lighting: this controls how the intensity of the light evolves with distance from the source
• Influence: this controls how objects are influenced by the light source
The Light Editor is a non-modal dialog, meaning that it can remain open while you work on
other aspects of the scene. If you select another object, the editor for that type of object will
replace the Light Editor.
If several lights are selected when you open the dialog, the modifications will apply to all these
lights. Settings that are not the same for all the lights will be displayed empty. The name of the
light that is being edited is reminded at the top-left of the dialog.
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The Lens Flare tab of the Light Editor is directly accessed by either clicking on the Lens Flare
icon ( ) in the Light Properties panel (see here), or by clicking Edit in the Effects tab of the
Atmosphere Editor.
The Lens Flare tab lets you customize the looks of the lens flares created by a light. When you
have finished modifying the lens flare, press OK to close the editor. If several lights are selected
when you open the lens flare editor, the modifications will apply to all these lights. Settings that
are not the same for all the lights will be displayed empty. The name of the light that is being
edited is reminded at the top-left of the editor.
Enable lens flare: select this option to show a lens flare for this light. If you deselect this option,
all the controls in the editor will be disabled.
Use default: click this button to restore the lens flare to the default. This is the same as select-
ing Default Lens Flare from the Lens Flare icon menu. All modifications of the lens flare will be
lost.
Set default: click this button to transfer the current settings to the default lens flare settings
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for this type of light. All lights that use the default lens flare will now reflect the modifications.
This is the same as editing the lens flare through the Effects tab of the Atmosphere editor.
Flare intensity: this setting controls the overall intensity of the lens flare effect. Intensities
above 100% are possible, when extremely bright lens flares are required. The size of the lens
flare depends on the overall intensity, on the distance to the camera and on the brightness of
the light source.
Rotation: use this setting to rotate the lens flare. This rotation is only visible on the stars and
streaks (see below).
Anamorphism: this setting causes the lens flare to be stretched horizontally, as seen in motion
pictures filmed in Panavision. The higher the value, the more stretched the lens flare will be.
Values below 1 will make the lens flare narrower.
Blue anamorphic streak: this option creates a bright blue elliptical flare of light that always
remains horizontal, and is caused by the use of an anamorphic lens.
Ring
Select this option to create a colored ring around the center of the lens flare. The ring settings
become active when you select this option.
Ring color: double-click on this control to open the color selection dialog and modify the over-
all color of the ring. The default is red.
Intensity: this setting controls the overall brightness of the ring. Typical values are quite low.
Radius: this setting controls the distance between the center of the flare and the ring.
Color Shift
Select this option to gradually shift the color of the central flare towards the indicated color as
light moves away from the center of the flare. The shift typical color is red. Double-click on the
color to modify it.
Random Streaks
This option adds dozens of small random streaks of light that emanate from the center of the
light source. The random streaks settings become active when you select this option.
Intensity: this setting controls the average brightness of the streaks. Typical values are very
low, because streaks usually appear as slight variations inside the central flare. However, you
can achieve very nice effects by pushing up this value.
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Amount: this setting controls the typical number of random streaks emanating from the light
source.
Sharpness: this setting controls the average sharpness of each streak. Low values will create
large, wide and soft streaks, whereas high values will create very sharp and narrow streaks.
If you click on one of the sliders without modifying the values, a new set of random streaks will
be generated.
Star Filter
This option simulates the effects of a star filter placed in front of the lens. What it does is add a
given number of regularly spaced, symmetrical streaks around the light source. The star filter
settings become active when you select this option.
Number of major stars: this setting indicates the number of stars that appear around the cen-
ter of the flare. Because the stars are necessarily symmetrical, only even numbers are allowed.
You can create up to 10 stars around each light source.
Sub stars: check this option to add shorter and dimmer intermediate stars in between the ma-
jor stars.
Reflections
Reflections appear as light is reflected on the surface of the different lenses inside the camera.
They create rounded shapes that appear all over the picture, and are all lined up on a line that
joins the center of the picture to the center of the light source in the picture. When the light
moves in the picture, the lens flares move around accordingly.
The reflections settings become active when you select this option.
Intensity: this setting controls the overall brightness of all the reflections in the lens flare. The
realistic value is 100% where the reflections have their nominal brightness, but you can reduce
this value to create more subdued reflections. You can also increase the value above 100%,
which will result in extremely bright, and generally detracting reflections.
Type of lens: the shape and distribution of the reflections in the lens flare are caused by the way
the lenses are arranged inside the camera’s lens. This drop-down list offers a selection of typical
lenses that will each create a different type of reflection. If you select the Custom… option at
the bottom of the list, the Lens Flare Reflections Editor will appear, letting you customize the
reflections of the lens flare.
You can save the lens flare reflection settings as a .lfr file, in which case the new reflections will
appear in the drop-down list.
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Fading
The options in is group control the general behavior of the lens flare inside the scene.
Fade off screen: turn this option on to make the lens flare gradually disappear as it moves out
of the field of view. The lens flare will remain visible even when the light source does not appear
in the picture. This is because, although the source isn’t visible, some rays of light are entering
the lens from the sides and still creating the flare.
Fade behind objects: select this option to make the lens flare disappear as the light source
passes behind obscuring objects.
Progressivity: this setting applies to both of the previous fading modes. It is only available if at
least one of these is turned on. If the progressivity setting is low, the flare will vanish suddenly
as it exits the field of view, or as it passes behind objects. On the contrary, when the setting is
high, it will disappear very gradually. As a result, part of the flaring effect will remain visible
although the light has completely disappeared behind the masking object.
Fade in fog: when this option is selected, the brightness of the lens flare is affected by the fog
in the scene.
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The Lens Flare Reflections Editor is accessed by selecting the ‘Custom…’ option from the Re-
flections drop-down list in the Lens Flare Editor (see above). This dialog lets you create custom
lens reflection effects, as well as save them for future use.
A global preview of the reflections is displayed at the top-left of the editor. This preview is auto-
matically refreshed each time you change a setting. Below this preview is the list of reflections.
This will be detailed below.
Polygonal Reflections
The shape of the reflections depends on whether the reflection is created on a lens placed be-
fore the camera’s diaphragm (such reflections will be circular), or if it is created on a lens placed
after the camera’s diaphragm (such reflections will be polygonal, where the number of vertices
in the polygon depends on the number of blades in the diaphragm).
Diaphragm blades: this setting lets you control the shape of the polygonal reflections on lenses
after the diaphragm in the lens flare reflections. This number indicates the number of blades
that constitute the diaphragm. Due to the way diaphragms are built, the reflections resulting
from light are polygons, and the number of sides of those polygons is equal to the number of
blades in the diaphragm.
List of Reflections
This list displays all the reflections, together with their settings. If there are more reflections
than will fit in the list, a scrollbar appears to the right of the list, letting you scroll to other parts
of the reflection list.
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previews show the actual lens flare reflection as it will appear in the global lens flare re-
flections by deselecting the Saturated preview option below the list
Note:
The size setting is never taken into account when generating the preview.
• Position: all reflections are positioned along the axis that joins the center of the picture
to the light source in the image. This setting defines the position of the reflection on that
axis. Positive values will mean that the reflection appears “on the same side” as the light
source relative to the center of the image, while negative values mean that the reflection
appears “on the other side”. A value of zero always places the reflection at the exact center
of the image.
• Type of reflection: this drop-down list box lets you define the type of the reflection.
These types are based on typical reflections observed in the real world, and are caused
by the different types of lenses in the camera, or the position of these lenses. Available
types of reflections are:
– Circular, bright center: this creates a round spot with a bright center and dim
edges.
– Circular, bright center with ring: this is the same as the previous type of re-
flection, with an added ring that appears around the center of the bright spot.
– Circular, uniform with soft edge: this is the same as the previous reflection,
only the edge of the colored disk fades gradually.
– Circular, linear brightness: this also creates a disk, but the brightness of the
disk is dependent on the position along the axis. Brightness is maximum at the
center of the disk, and drops as the point on the disk moves away from the center
along the axis.
– Circular, dim center: this creates a “hollow disk” type of effect where the re-
flection is dull at the center of the disk, and bright on the edges.
– Circular, dim center with ring: this is the same as the previous reflection,
with an added ring around the edge of the reflection.
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– Polygonal, bright center: this is the equivalent of the ’Circular, bright cen-
ter’ reflection, only the shape of the reflection is polygonal instead of being circu-
lar, because the reflection is created by light that has already gone through the di-
aphragm.
– Polygonal, bright center with ring: this is the same as the previous type of
reflection, with an added ring that appears around the center of the bright spot.
– Polygonal, uniform with soft edge: this is the same as the previous reflection,
only the edge of the colored polygon fades gradually.
– Polygonal, linear brightness: this also creates a polygon, but the brightness
of the polygon is dependent on the position along the axis. Brightness is maximum
at the center of the polygon, and drops as the point on the polygon moves away
from the center along the axis.
– Polygonal, dim center: this creates a “hollow polygon” type of effect where
the reflection is dull at the center of the polygon, and bright on the edges.
– Polygonal, dim center with ring: this is the same as the previous reflection,
with an added ring around the edge of the reflection.
– Rainbow ring: this creates a circular reflection, where the colors of the reflec-
tion go through the entire spectrum, ranging from blue on the inside of the ring
through yellow in the middle and red on the outer edge. Usually, rings are created
with a white color, but you could use other colors to tint the rainbow ring.
• Color: this defines the color of the reflection. In order to clearly see the preview of the re-
flection, as well as the reflection’s tint, you should use bright colors and adjust the actual
brightness of the reflection using the intensity setting below.
• Size: this parameter defines the size of the reflection. This parameter is not taken into
account when generating the reflection preview.
• Intensity: this parameter defines the intensity of the reflection. This parameter is not
taken into account when generating the reflection preview, except if the Saturated pre-
view option is deselected.
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Note:
Keep in mind that it is the association of several basic reflection types that creates realistic
reflections. In order to achieve realistic reflections, you should create many reflections of low
intensity, rather than a few very bright reflections.
Underneath the list of reflections is the Saturated preview checkbox that lets you decide whether
the reflection previews take into account the Intensity setting or not.
Click Add to add a new reflection at the end of the list, or after the selected reflection if a reflec-
tion is selected.
Press Load to load a Lens Flare Reflections file that defines a list of reflections.
Press Save to save the current Lens Flare Reflections in a stand-alone file, for use in future
scenes. By default, Lens Flare Reflection files are placed in the Environment/Lens Flare Re-
flections folder, and have the extension .lfr. Saved Lens Flare Reflections will appear in the
Type of lens drop-down list box of the Lens Flare Editor (see here), and will appear under the
name of the file they were saved in.
Gel Tab
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The Gel tab of the Light Editor is directly accessed by clicking on the Gel icon ( ) in the Object
Properties panel (see here).
The Gel tab lets you modify the gel material that is applied to the light.
You can edit the gel using the Gel Editor (double-click on the gel preview). In effect, the Gel
Editor is nothing more than the Simple Material Editor, with only the Color tab available. When
you have finished modifying the gel, press OK to close the editor.
Note:
you cannot create gels that are based on Mixed or Volumetric materials.
Uncheck the Enable gel option to remove the gel from the light.
Click the Load icon ( ) to load a new gel material. You can select how the gel is projected.
These options are the same as in the Light Gel options menu.
If several lights are selected when you open the editor, the new gel will apply to all these lights.
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The Volumetric tab is accessed directly by selecting Edit Volumetric Options from the Volu-
metric Light icon’s menu ( ) in the Object Properties panel (see here).
The Volumetric tab lets you customize the looks of the volumetric effect of lights. When you
have finished modifying the volumetric options, press OK to close the dialog.
You can remove the volumetric effects from the light by unchecking the Enable volumetric
lighting option.
If several lights are selected when you open the dialog, the modifications will apply to all these
lights. Settings that are not the same for all the lights will be displayed empty. The name of the
light that is being edited is reminded at the top-left of the dialog.
When turning on the Volumetric light property of one or several lights, use of shadow maps
is automatically activated (this dramatically increases rendering speed). Although there is usu-
ally no reason for this, if you would rather use ray-traced volumetric shadows, remember to
uncheck the Use Shadow Map option in the Shadow and Lighting tab.
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This is how the Smoke/Dust density production works: for each point of the volume, the func-
tion returns a number in the range of 0 to 1 (0 appears black on the preview and 1 white). The
number is then transformed by the filter into a smoke density at this point. The brightness of
the light at this point is directly proportional to the smoke density (0 if there is no smoke, hence
no light, 1 if there is a lot of smoke and the light is bright). When rendering the volumetric beams,
VUE accumulates the density of smoke all along the ray that is traversing the beam, and then
computes the resulting brightness of the volumetric effect.
To modify the function, double-click on the picture of the function. This will open the Visual
Function Browser.
Use the scaling controls to scale the function along the X, Y and Z axes. Ditto for the filter. Use
a filter that presents a strong saturation to increase the contrast between the dark and bright
areas of the beam.
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Shadow Tab
This tab lets you customize the looks of the shadows cast by lights, as well as the way these
shadows are generated.
The Shadow tab is accessed directly by selecting Edit Shadow from the Shadow and Lighting
Options Light icon menu ( ) in the Object Properties panel.
Enabling Shadows
If you want to remove all shadows cast by the light, uncheck the Enable shadows option.
The Shadow density setting controls the overall darkness of the shadows cast by the light. If
the value is 0, it means that no shadows are cast by the light. If the value is 100%, it means that
objects that are in the shadow of the light won’t be receiving any light from it. Intermediate
values indicate that objects that are in the shadow of the light do in fact receive some amount
of light from it, as if the shadowing objects were partially transparent.
The Softness quality slider becomes available when the Softness of the light is set to a non
zero value. Pressing the Edit button displays the Custom softness options dialog, letting you
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customize the softness quality further. You will find three controls:
• Min: this setting controls the number of rays initially sent to evaluate the softness of the
shadow.
• Max: if the render engine decides that more shadow rays are required, it will keep sending
new batches of rays until the total number of rays sent for that pixel reaches this setting.
• Quality threshold: this setting controls the severity with which the render engine de-
cides whether more rays are required or not, after having computed the first batch. The
higher the setting, the more often sub-rays will be sent into pixels.
Note:
when rendering a volumetric light, shadow maps will always be used to render the light volume
(to increase rendering speed).
When you select this option, the controls in the shadow map group become available.
When rendering a volumetric light (see here), shadow maps will always be used to render the
light volume. The ray-traced versus shadow mapped setting above only acts upon the pro-
jected shadows – not on the light volume.
Quality
This is the most important group of controls for shadow maps. It is mainly with these parame-
ters that you will be able to find a proper compromise between performance and accuracy of
the shadow map.
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• Size of the shadow map: the size of the shadow map controls the accuracy of the shadow
map (i.e. the precision of the shadows generated – you will need higher sizes for sharp
edged shadows, whereas a lower size would be enough for blurry shadows). If, for in-
stance, you choose a size of 256, then your shadow map will consist of 256×256 = 65536
cells that will be used to map your light’s field of view. With this parameter, you strongly
influence the accuracy/performance compromise. When the Auto size option is checked,
shadow map size is specified as a Ratio of the rendering resolution. For instance, if you
set the Ratio to 0.5, your shadow map size will be half of the rendering resolution. When
Auto size option is unchecked, you can directly specify the Size of the shadow map. Cell
count is limited to 4096 × 4096 because of the high memory requirements involved. You
will notice that default Ratio and Size can differ from a light type to another. This is be-
cause light’s field of view can be more or less important, depending on light type. For
instance, the field of view of a directional light is much greater than that of a spot light,
therefore a bigger ratio is needed for directional lights to obtain an acceptable accuracy.
• Bias: is another very important parameter, but you may never need to change it. Because
it is an approximation, the shadow map needs an error tolerance for the information con-
tained in each cell. This tolerance is controlled by the Bias parameter. The default value
of 1 is often acceptable, and changing it could have undesirable effects, as it is very sensi-
tive. If you notice moiré patterns appearing on surfaces (this is caused by a lack of accu-
racy in some cases where the scene is ill-conditioned for shadow maps), you should try
to modify the Bias and the Filter Bias to eliminate this undesirable effect. If it persists, try
increasing the size of the shadow map instead; this will improve accuracy.
• Filter Bias: is another error tolerance controller used during filtering of the shadow map
(described below) and is also very sensitive. Normally, you shouldn’t have to modify this
parameter, unless you encounter the previously mentioned moiré patterns artifacts.
Note:
These bias parameters are intended for advanced users only. They are useful only in very spe-
cific cases, and they are difficult to control. Generally speaking, simply increasing the size of
the shadow map to improve accuracy is a safer approach for solving moiré pattern issues.
• Sampling boost: this parameter deals with shadow map filtering. Filtering is used to im-
prove the softness of shadow mapped soft shadows. It specifies the maximum number
of samples used for filtering the shadow map. This parameter can strongly influence the
quality/performance compromise: too few samples will result in noisy shadows, (espe-
cially if Softness is high) whereas too many samples will slow down rendering dramati-
cally, as filtering is performed for every rendered pixel. If you notice noise in the shadows,
you might want to increase the boost setting to improve quality. However, because the
actual number of samples taken increases with the render quality setting (see here for
details), this may not be necessary. You should first check the quality of the shadows
with the better rendering modes.
Note:
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The filtering radius of the shadow map is directly related to the Softness parameter: the higher
the Softness, the greater the filtering radius. Thus, for high Softness settings, more filtering
samples are necessary to reduce noise.
Softness
The settings in this group are used to control shadow dispersion with distance. When using
ray-traced soft shadows, the softness parameter controls this dispersion. With shadow maps,
it is only used to determine the filtering radius that controls the amount of softness. Dispersion
with distance must therefore be simulated for improved realism of mapped shadows.
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Additional Information
When turning on the Volumetric light property of one or several lights, use of shadow maps
is automatically activated. Although there is usually no reason for this, if you would rather use
ray-traced volumetric shadows, remember to uncheck the Use shadow map option.
Also, you may notice that with very simple scenes – e.g. made of only a few basic primitives – the
use of shadow maps may actually be less efficient than the use of standard ray-traced shadows.
This is because of the computational overhead involved in the creation and management of a
shadow map. As mentioned in the introduction to this section, the benefits of using shadow
maps increase with the scene’s complexity.
Lighting Tab
The settings in this tab will let you modify the profile of light attenuation with distance, as well
as customize the color of light based on distance.
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Light Attenuation
The controls in this group are used to adjust the way the intensity of the light drops as distance
to the light source increases.
The first set of controls are used to determine the attenuation profile of the light:
• Linear: this is a standard attenuation profile where the attenuation of light is propor-
tional to the distance from the light source. Although this is physically incorrect, it is
useful for creating lights that “reach further”.
• Quadratic: this is the physically correct attenuation profile, whereby light intensity drops
with the square of the distance to the light source. This is the default attenuation profile
of Quadratic light sources. As mentioned above, quadratic attenuation is rather strong,
and linear attenuation might be preferable in some cases.
• Custom: the attenuation profile is user defined, and controlled by the attenuation filter
and the cut-off distance settings described below. This is useful for fine tuning of light
intensity over distance.
Note:
Lights using linear and quadratic attenuation profiles will add additional shadow computations
for all rendered pixels in the scene, because their contribution become infinitely small but never
reaches zero. When there are many lights in your scene, you can reduce the render time by using
the custom attenuation profile, so that lights only contribute to specific areas (defined by the
cut-off distance).
When the Custom attenuation mode is selected, the following controls become available:
• Attenuation filter: this filter represents the attenuation profile used for the light(s) if the
Custom attenuation mode is selected. The standard look of this filter – for a plausible
attenuation profile – should be a decreasing curve, but you can achieve interesting results
by specifying other shapes. The profile you indicate will be applied to a linear attenuation
of light intensity. This means that if you create a constant filter, the intensity of light will
actually drop linearly with distance.
• Cut-off distance: this value specifies the range of distances to which the Attenuation filter
applies. This means that the leftmost value of the filter is applied at zero distance from
the light source, and the rightmost value of the filter is applied at the distance specified
by this parameter. At a distance that is superior to this cut-off distance, the attenuation
value corresponds to the rightmost filter value. Of course, this value will be used only if
the Custom attenuation mode is selected.
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Variable Color
The settings in this group let you control the color of the light emitted by a light source. If the
Variable color option is selected, the color of the light will vary with the distance to the light
source (of course, the intensity of the light varies independently from the color – you can adjust
the way the intensity varies using the Light Attenuation controls described above). Although
there is absolutely no physical justification behind this behavior, it can be used to create in-
teresting effects on occasions (especially when using volumetric lights). If the Variable color
option is not set, the color of the light will be the same, whatever the distance from the light
(obviously, the intensity of the light changes with distance).
When the Variable color option is selected, the following controls become active:
• Color map: this color map represents the color of the light based on distance to the light
source. Edit this color map to create custom lighting schemes.
• Cut-off distance: this value specifies over which distance range the color map is applied.
This means that the leftmost color value of the color map is applied at zero distance from
the light source, and the rightmost color value of the color map is applied at the distance
specified by Cut-off distance. At a distance that is superior to the cut-off distance, the
color of the light will be the rightmost color in the color map.
Photometric Settings
• Color: use the droplist to select the type of lighting you are using. For some types of
lighting, the strength can be adjusted. Most types of lighting will have a default color
that is indicated by the color square to the right.
The different types of lighting are:
Pure White
Candle flame
Tungsten
Halogen
Carbon arc
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Sunlight
Xenon arc
Daylight
Warm fluorescent
Full spectrum fluorescent
Standard fluorescent
Cool white fluorescent
High pressure sodium
Sodium vapor
Mercury vapor
Metal halide
Custom
• Use IES Profile: click the checkbox if you want to use an IES profile. Then, click Load to
select the file you wish to use.
Influence Tab
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The settings in this tab let you specify which objects are influenced (or not influenced) by the
light(s), as well as how they are influenced.
There are four influence modes which can be used to specify how your objects should react to
light:
• All: all objects in the scene will be affected by the light. This is the default mode.
• None: none of your scene objects will be affected. Only the lens flare – if a lens flare was
defined for this light – will reveal the presence of the light when rendering. This can be
useful if you want to add a local lens flare without perturbing the lighting of your scene.
• Only objects marked below: only the objects selected in the object list below will be
affected by the light. In other words, you specify which objects should be influenced.
• All objects except...: all objects in the scene except the ones selected in the object list
below will be affected by the light. In other words, you specify which objects should not
be influenced by the light.
Use the Object list to select the objects that are (or are not) affected by the light. All the objects
in the scene appear in this list. Simply navigate through the list and check the ones you want by
clicking the check boxes on the right of the object name. This list is only active when the Only
marked or All except modes above are selected.
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Material Editor
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Materials are the secret behind the quality of pictures generated by VUE. And the reason for this
is twofold: VUE materials are not just 2D pictures mapped onto objects, they are truly three
dimensional (which means when you carve into them, you actually carve into new parts of the
material), and they are designed to respond to their environment (altitude, slope, orientation,
etc).
Unfortunately, this visual quality has a drawback: creating materials can be a complex process.
However, we have striven to keep it as simple and straightforward as possible, while maintain-
ing full access to every aspect of material synthesis.
Each time you make a modification to a material, the material preview is redrawn by a multi-
threaded background task without slowing down the interface.
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the preview. It can stay open without restricting access to other parts of the software.
Types of Materials
Materials can also be layered to easily add e.g. stains to an existing material. Material layers
work in a similar way to Photoshop layers in that they are added one on top of the other, and
layers below are only visible in places where the layers above are nonexistent (see here for de-
tails).
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Multi-Materials
Multi-Materials are created by saving all of the materials of a selected object or plant as one
material. These materials can then be accessed as a .mat file from the Material Browser, the
saved image in the browser showing the different materials in the file. These materials are a
convenient way to quickly change materials of objects. A specific multi-material should always
be used on a specific object, so that the number of materials matches.
These materials are saved or loaded from the menu displayed by right-clicking on the window
in the Object Properties panel.
This section details the controls that are common to all types of materials.
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There are so many parameters involved in material creation, that it is usually easier to modify
an existing material rather than to start from scratch.
Type
This is where you choose the type of material. The available types of material are:
• Simple material
• PBR material
• Mixed material
• EcoSystem/Particles material.
These options are only available on the Advanced Material Editor
• Volumetric material
• Grouped
• Two-sided
Selecting one of these options will toggle between the different types of materials. Additionally,
simple materials and EcoSystem materials can be layered.
Note:
When loading a Substance archive file (.sbsar), type will automatically be set to PBR material.
Mapping
The Mapping drop-down list lets you select the mapping mode that will be used for the mate-
rial. Mapped pictures have their own specific mapping mode. They may be overridden inside
a particular function.
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Material Options
Effects
Cliking the icon ( ) above the material preview will open a sub-dialog with these options:
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• One sided: If the icon is selected, it indicates that objects using this material should
be traced for only one intersection per ray. This option is only available in the Advanced
Material Editor. Since opaque objects block all rays at their surface anyway, One sided
will only affect transparent materials. Rays actually never pass through a one sided ob-
ject, so this should not be used with materials that have some fading out. Some effects
(like Fuzziness) will force One sided to be activated. One sided objects can be very useful
when rendering details on the surface of an object, while not wanting to see details on
the opposite surface.
• Disable anti-aliasing: If this icon is selected, it lets you selectively disable anti-aliasing
on given materials. On a general basis, anti-aliasing increases picture quality. However,
some materials may lose their grainy aspect when anti-aliased, and you may want to re-
move anti-aliasing in such cases.
• Hide from camera rays: When this icon is selected, this material displays only through
reflections or refractions.
• Hide from reflected/refracted rays: When this icon is selected, this material displays
only when being viewed directly through the camera.
• Disable indirect lighting: Selecting this icon disables indirect lighting on the material
being edited.
• Disable caustics: Selecting this icon disables any caustics that might be used with
this material.
• Ignore lighting: Selecting this icon disables any influence that either sunlight or light-
ing sources such as a spotlight might have on this material.
• Ignore atmosphere: Selecting this icon disables any influence that the sun, ambient
lighting or any other kind of atmospheric effect would have on this material.
• Don’t cast shadows: Selecting this option will prevent the object from casting a shadow
which can be useful for luminous objects. Deselecting this option when the shadow of
an object is not needed (because it isn’t visible) can also significantly improve rendering
speed.
• Don’t receive shadows: When this icon is selected, objects made of this material will
not be shadowed by other objects in the scene.
Note:
Materials that have no diffuse lighting never receive shadows anyway.
Note:
Since computing shadows is a time consuming process, you might want to turn shadows
off where they are not required.
• Only shadows: When this icon is selected, the object will not be directly visible in the
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rendered picture. It will however still cast a shadow on other objects. This is particularly
useful when you want to create shadow-casting masks without actually seeing the mask.
• Matte / Shadow / Reflection: When this option is selected, it will generate alpha
masks that are proportionate to shadowing & reflected geometry at each shaded point.
Global illumination shadowing is also taken into account and will also affect alpha mask-
ing accordingly.
• Show in the timeline: This option adds this material to the animation timeline. When
this option is selected, Animated Material is appended to the caption of the editor.
• Disable material animation: This option blocks animation of this material.
• Animate material surface (Z = time): This option turns material surface animation on
for that material. Please read here for details on material surface animation (and other
types of material animation). When this option is selected, Time dependent material is
appended to the caption of the editor.
• TAA boost: The Texture Anti-Aliasing boost offers the ability to adjust texture anti-aliasing
quality on a specific material. Use the slider to raise or lower the amount of anti-aliasing
compared with the global setting.
Note:
Anti-aliasing must be enabled in the Render Options for this feature to have any effect.
• Subray quality drop: This feature allows you to decrease secondary rays quality (i.e. re-
flected or refracted rays) of the render for this particular material. Render times can be
reduced using this feature for materials where reflections and/or refractions are costly to
evaluate while their contribution to the image is relatively low. This can be useful for wa-
ter surfaces with strong perturbations, as the reflections and refractions will be blurred
by these perturbations. Thus, each secondary ray quality can be reduced without alter-
ing the final image quality.
Note:
Anti-aliasing must be enabled in the Render Options for this feature to have any effect.
Material Hierarchy
The material hierarchy is the list that sits in the middle of the Material Editor. This list displays all
the different sub-materials and layers of mixed or layered materials. Mixed or layered materials
can be expanded to display the different layers and sub-materials. If you click on one of these
items, the Material Editor will change to reflect the settings of that sub-material or layer. Using
the material hierarchy, you can easily access all the different components of the material.
The material hierarchy operates exactly like the hierarchy displayed in the Materials tab of the
World Browser, with the exception that only the hierarchy of the current material is displayed.
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Alongside each line of the material hierarchy is the Highlight switch ( ). Click on this to high-
light the corresponding sub-material or layer. Highlighted materials will be displayed using a
solid color, thus letting you easily check where the material appears in a scene and adjust its
contribution. When you are done adjusting the material, simply click this switch again to re-
store the normal colors of the material. You can adjust the highlight color by right-clicking on
the color switch when the material is highlighted.
Layering Materials
Click the Add layer button to add a layer to the current material. The Material Browser will
appear, letting you select the material you want to add as another layer to the current mate-
rial. Closing the Browser will add an empty layer. If the current material is a simple, mixed, or
EcoSystem material, it will become a layered material, with at least two layers.
You can move layers up and down by clicking the Up and Down buttons alongside the material
hierarchy.
Material Previews
Preview Options
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In the middle of the Material Editor are square spaces that can contain materials. When you
start, only the first square is occupied by a preview of your current material.
Randomize ( ): clicking this icon makes a random change to all fractal and noise nodes used
for a material. You can keep clicking until you find the effect you like. This is only for use with
procedural materials.
Preview Options ( ): Clicking the Options icon displays the Preview Options dialog.
This dialog enables you to select which object should be used to preview materials or functions.
Sphere is the fastest, and Cloud should only be used for cloud materials. XY Plane displays a
2D representation of the material in perspective, whereas 2D Plane presents the material on a
plane seen from above.
It also lets you choose a background type for the preview (Uniform or Checker), as well as the
Background color by modifying the color map (double-click on the map).
Check Local light to use a local light rather than a directional light.
Zoom: Clicking the Zoom icon ( ) displays an enlarged view of the material. Click on Render
to re-render the preview; press Esc to stop.
Store
Selecting the Store icon ( ) copies the current material into the first available material pre-
view (in the set of previews to the right of the material hierarchy), making it available for future
retrieval. If you select Restore This Version (from the popup menu), or double-click on one of
these stored materials, the corresponding settings are copied to the current material.
Tabs
The tabs contain further settings for the material. If the material does not contain any of the
features on a particular tab, the tab will not be highlighted. You can still use that tab to make
changes to the material; then it will become highlighted.
Hint:
When a Substance file (.sbsar) has been loaded, the Published Params tab will contain the
Substance settings.
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The Basic Material Editor is particularly convenient to easily setup texture mapped materials,
or do basic modifications of existing materials. This version of the Material Editor won’t let you
access the entire range of effects possible in VUE, but it is a good way to begin with materials
before you delve into the intricate complexity of the Advanced Material Editor.
The Basic Material Editor is split in two halves. The top half has been detailed above. The con-
tents of the lower half changes depending on the type of material (simple, mixed or layered).
The following pages detail the lower part of the editor for each type of material.
If you try to load a Volumetric material or an EcoSystem material into the Basic Material Editor, a
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message will appear informing you that this requires switching to the Advanced Material Editor.
If the current material is a Simple Material, the Basic Material Editor displays the controls de-
scribed below.
Color Frame
The controls in this frame let you adjust the colors of the material.
Overall color: this color control lets you modify the overall color of the material. Because the
control displays an average color, this color may not be actually visible in the material. For
instance, if the material exhibits a red and white checkerboard, the overall color will turn out
pink – despite the fact that there is only red or white in the material. The overall color can be
modified by double-clicking on the color control. All colors in the material will be modified in
order to produce an average color that is the same as the one indicated by the overall color
control.
Color map: check this option if you want the material to be colored by a picture. Double-click
on the picture preview or click the Load icon ( ) to load a new picture.
To create an animated texture map (Rotoscoping) , select an animation file from the Bitmaps
Browser, or press the Browse file button ( ) in the Bitmaps Browser to display a Standard File
Browser and select multiple picture files. The Animated texture options icon ( ) will appear
under the picture preview. Click this icon to display the Animated Texture Options dialog.
If you need to rotate the picture, use the and buttons (90° increments). To invert the
colors in the picture, click the Invert button ( ). To the right of the image, you can select to
set the Gamma correction ( ) options. Click on the Remove button ( ) to delete the picture
or animation.
Bump Frame
The controls in this frame let you adjust the bumpiness of the material surface.
Bump gain: this control adjusts the amount of bump at the surface of the material. The bigger
the value, the bumpier the surface.
Note:
If the material does not define any bumps (either through the use of a bump map, or procedu-
rally), no amount of bump gain will make bumps appear on the surface of the material.
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Bump map: check this option if you want the bumps at the surface of the material to be gener-
ated according to the grayscale values in a picture. Double-click on the picture preview or click
the Load button ( ) to load a new picture.
To create an animated texture map (Rotoscoping), select an animation file from the Bitmaps
Browser, or press the Browse file button ( ) in the Bitmaps Browser to display a Standard
File Browser and select multiple picture files.
The Animated texture options icon ( ) will appear under the picture preview. Click this icon
to display the Animated Texture Options dialog.
If you need to rotate the picture, use the and buttons (90° increments). To invert the
colors in the picture, click the Invert button ( ). Click on the Remove button ( ) to delete
the picture or animation.
Use color map: if this option is selected, the same map will be used for the bump map as the
one used for the color map.
Transparency Frame
The controls in this frame let you adjust the transparency of the material.
The top slider controls the global transparency of the material. It is only available when no
alpha map is applied to the material.
Transparency map: when this option is selected, the transparency of the material is defined
according to the grayscale values in a picture (white areas will be transparent, whereas black
areas will be opaque). If you select this option, the value of the global transparency displayed at
the top of the frame will be bumped up to 100% (because the alpha map is just a modulation of
the global transparency setting). Double-click on the picture preview or click the Load button
( ) to load a new picture.
To create an animated transparency map (Rotoscoping), select an animation file from the Bitmaps
Browser, or press the Browse file button ( ) in the Bitmaps Browser to display a Standard File
Browser and select multiple picture files.
The Animated texture options icon ( ) will appear under the picture preview. Click this icon
to display the Animated Texture Options dialog.
If you need to rotate the picture, use the and buttons (90° increments). To invert the
colors in the picture, click the Invert button ( ). Click on the Remove button ( ) to delete
the picture or animation.
Use color map: if this option is selected, the same map will be used for the alpha map as the
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Other Settings
Scale of the maps: this control lets you adjust the scale of all the texture maps along the X and
Y axes. If no texture maps are used, this control will be disabled.
Highlight intensity: this setting controls the overall intensity of the highlights that appear on
surfaces that point towards the sources of light.
Reflection amount: this setting controls the overall reflectivity of the material.
If the current material is a Mixed Material, the Basic Material Editor displays the controls de-
scribed below.
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You can switch from Simple Material to Mixed Material by selecting the appropriate option in
the Type frame at the top of the Material Editor.
Mixed materials are created by mixing two other materials together. The rules for mixing the
materials together can be very complex, but the Basic Material Editor only lets you select the
two materials that are mixed as well as adjust the mixing proportions.
Mixing proportions: this slider lets you define “how much” of each of the two materials that
are being mixed will be visible in the resulting material. If you drag the slider to the left, you
will see more of Material 1, and if you drag it to the right, you will see more of Material 2. You
may notice that all mixed materials are not mixed in the same way (e.g. some materials are
influenced by slope or altitude). If you want finer control on the way the two materials are
mixed, you will have to use the Advanced Material Editor.
Material 1 and 2: these are the two materials that are mixed together. Change the materials by
loading materials that already exist on the disk with the button, or by double-clicking on a
material preview to edit it. Materials inside a mixed material can be scaled independently using
the Scale controls. This only modifies the size of the material once it is applied to an object. A
scale equal to 1 does not change the size of the material.
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If the current material is a layered material, the Basic Material Editor shows a list of all the layers
of the current material. This list is very similar to the Material Hierarchy, with the exception that
it only displays the layers of the current material.
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With PBR materials, the Basic Material Editor has 3 separate tabs:
• General: containing the Color, Ambient Occlusion and Alpha channels
• Bump: containing the Bump and Displacement channels
• Reflection: containing the Roughness and Metalness channels
In each channel, you can load a picture. See the Color Frame section above for details about
the icons to load an manipulate pictures.
In the Bump tab, you can use the Bump Gain slider to adjust the intensity of the effect, and the
Depth slider to adjust the intensity of displacement.
In the Reflection tab, use the Highlight intensity slider to adjust the intensity of specular high-
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For some explanations about the PBR specific channel, see this pages:
• Ambient Occlusion
• Metalness
• Roughness
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The Advanced Material Editor lets you define more precisely the look of your materials. The
downside to this is that this version of the editor is significantly more complex to master. In the
following pages, we will review and explain all the different options offered by this version of
the Material Editor.
As with the Basic Material Editor, the lower part of the Advanced Material Editor changes accord-
ing to the type of material being edited:
• Simple materials
• PBR materials
• Two-sided materials
• Mixed materials
• Grouped materials
• Volumetric materials
• EcoSystems | Particles
In the Advanced Material Editor, a number of material settings are preceded by the Drive with a
function icon ( ). If you click this button, the setting will be driven by a function: the Function
Graph will appear with a new output node available. That output node corresponds to the
material parameter. A constant node will be connected to it, and the value held by this constant
node will be the same as that of the material parameter before it was extracted. At this point,
the material is not yet affected by the operation (except under very specific cases where the
extraction of the parameter changes the way that parameter is interpreted – such cases will
be clearly documented in the corresponding parameter descriptions). However, now that the
parameter is extracted, you may drive it with any type of function (e.g. a noise node!).
If you go back to the initial node, you will notice that the Extract parameter button ( ) has
been replaced by the Disconnect parameter button ( ), and instead of displaying input con-
trols, an indication that the node is “connected” appears. If you click the disconnect parameter
button, or if you disconnect that parameter’s output in the Function Graph, the parameter will
be reintegrated into the node and restored to its initial constant value.
The underlying power of this simple feature is truly amazing! This can be used to create totally
unique material shaders. For instance, by connecting the highlight color to a function, you can
create unique iridescent effects.
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Published Parameters
The Published Parameters feature copies specific settings from the Function Graph that you
may need to change often and places them in a more convenient location for easier material
manipulation. In the Advanced Material Editor, a new tab is created for these parameters.
To select a parameter for publishing, just click the underlined parameter field name in the Func-
tion Graph. For example, if you are using a variable noise fractal for a material bump, you might
want to publish the Roughness parameter. A parameter name is supplied and a group name is
asked to improve the display of the published parameter. This parameter will then appear on
a Published tab in the Material Editor so that you can change the settings there.
Note:
When you load a Substance file (.sbsar), the matching Substance parameter is automatically
published so as you may tweak the inputs directly from the Material Editor without having to
dive into the Function Graph and select the Substance node.
Simple Materials
Simple materials are defined by several sets of parameters (also called channels), each corre-
sponding to a tab in the editor:
• Color: color of the surface.
• Alpha: alpha of the surface.
• Bump: bumps on the surface (bump-mapping algorithm).
• Normal: normal of the surface.
• Displacement: displacement of the surface.
• Highlights: specular reflections: is the surface shiny or dull?
• Transparency: transparency / refraction of the material.
• Reflection: reflection on the surface of the material.
• Translucency: sub-surface scattering and translucency of the material.
• Effects: local surface lighting and special effects.
• Presence: used with layered materials.
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Material Layer
If the material is a layer of a multi-layer material, the Alpha boost control will appear on top of
the tab control. This setting lets you control the overall “presence” of the layer in the multi-layer
material. If you drag the slider towards positive values, the layer will appear stronger (within
the limits of the environment constraints that you set using the Presence tab).
Channel mode
This page describes the common elements related to the channel’s mode, that can be found in
each tab of the material editor. For specific parameters, please look at their dedicated page.
In each tab of the material editor, a combo box enables the selection of a channel mode:
• None (Constant) (or None for some channels)
• Mapped Picture
• Procedural
Constant/None
This mode is the simplest one. It is associated with a single value, whose control is shown just
below the selected mode.
For some channels, a constant value is not wanted or has no meaning (like for Alpha, Bump,
Normal and Displacement), so there is a None mode instead, that disables the effect of the
channel and hides all its parameters.
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Mapped Picture
First, you must indicate the picture that you want to use by clicking the Load icon ( ) and
selecting a file from the Bitmaps Browser. You can change the name of the image ( Picture File
) by clicking on the image name in the Material Editor. This name can be changed in the Function
Graph as well.
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To the right of the image, you can select to set the Gamma correction ( ) for this material,
overriding the global settings.
To create an animated texture map (Rotoscoping), select an animation file from the Bitmaps
Browser, or press the Browse file button ( ) in the Bitmaps Browser to display a Standard
File Browser and select multiple picture files.
If you need to rotate the picture, use the and buttons (90° increments). To invert the
colors in the picture, click the Invert button ( ). Click on the Remove button ( ) to delete
the picture or animation.
It is possible to load image sequences directly into a single multi-image sample node and it
will distribute the loaded images randomly over the texture. To load a sequence one has to
specify the path as a regular expression (for example, c:\img*.bmp will load all the img1.bmp,
img2.bmp etc in c:\).
The advantage over creating several multi-image sample nodes and connecting them through
an image combiner is that it’s easier to use when one has many images and that the image
overlapping order is not fixed. However, one cannot specify different distribution settings for
these images (like density, rotation, scale etc).
To map the picture (2D by definition) onto a 3D volume, VUE must use one of the available
mapping modes. Each of these mapping modes is best suited for some types of objects (e.g.
spherical for Spheres).
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Note:
The shape of the object on which you project the picture does not have to be the same as the
type of projection you choose.
You can control the way the picture is repeated along both axes using the Tiling drop-down
boxes. Available options are:
• Repeat: this is the default. The image is repeated indefinitely along this axis.
• Mirror: in this mode, the image is also repeated indefinitely, however, it is mirrored each
time so that the repetitions join seamlessly.
• Once: the image is displayed only once along this axis.
If you want the picture to tile symmetrically horizontally, select Mirror X; If you want the picture
to tile symmetrically vertically, select Mirror Y.
When the material is seen from very close, you may see pixels, due to the limited resolution of
the picture. To reduce this effect, choose an Interpolation type method:
• None: No over sampling.
• Bi-linear: Bi-linear interpolation between pixels.
• Normalized: Values proportional to the distance to the corners of the pixel.
• Bi-cubic: Bi-cubic interpolation between pixels (continuous derivative).
Indicate the Scale of the picture along the X and Y axes.
You can position the picture precisely on the object by using the Image offset commands. This
will move the picture around by increments of one pixel.
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This dialog lets you customize the way animated texture maps are displayed.
• Image sequence: this is the list of pictures to use in the animation. You can add new
pictures by clicking the Load icon ( ). You can replace pictures in the list by selecting
them and then pressing Load. To remove images from the list, select them and then press
the Remove icon ( ).
• Frame rate: this defines the playback rate of the pictures on the list. Ideally, this should
at least be equal to the global animation frame rate.
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• Interpolate frames: when this option is selected, in-between frames are interpolated by
gradually blending the previous and the next frames. This ensures smooth playback and
will avoid any jumps in the animated texture.
• Animation filter: use this filter to change the flow of time in the animated texture. Double-
click on the filter to load a filter, or select Edit from the filter’s popup menu to edit the
filter.
• Phase: use this to adjust the start frame in the animation sequence. The value has to be
set in seconds.
• Image offset, Interpolation type, Mirror X & Y, Picture scale, Mapping mode: these
settings are identical to the settings in the Color tab of the Advanced Material Editor (see
here). Changes made to these settings will be immediately reflected in the Advanced Ma-
terial Editor.
• Origin: defines the point of origin of the projection – e.g., when mapping in spherical
coordinates, defines the center of the sphere.
Procedural
Procedural mode
With this mode, the channel is defined by a function, a scale and a filter (or two in some chan-
nels).
This is how it works: for each point on the surface, the function gives a value in the range of 0
to 1 (0 appears black on the preview of the function, 1 white). This value is then transformed by
the filter into another value in the range of 0 to 1 that indicates the final value of the channel at
this point.
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To change the function, double-click on the picture of the function. This will open the Function
Visual Browser.
You can control the scale of the function along the X, Y and Z axes using the corresponding
fields.
If necessary, use the filter to modify the channel’s profile relative to the values of the func-
tion (double-click the filter). Note that the Color channel doesn’t use a filter but a color map,
which works similarly. And some channels use a second filter (Highlights, Reflection and Trans-
parency). Please look at their dedicated page for more explanations.
Color Tab
The Color tab defines the color of the surface of the material.
Use the Mode drop-down list to select a mode for the color channel. For general explanations
about the available modes, please look at this page: Channel mode
There is an additional mode for this channel: the Natural Grain (see below).
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Procedural Colors
When the Procedural mode is selected for this channel, VUE produces the colors of the material
algorithmically, using a function, a filter and a color map.
This is how it works: for each point of the surface, the function calculates a value in the range
of 0 to 1 (0 appears black on the preview of the function, 1 appears white). This value is then
transformed by the filter into another value in the range of 0 to 1. The filter can be added in
the Function Graph. From this last value, the color map produces the color of the surface (if this
value is 0, the color will be the one at the left end of the map, if it is 1, it will be the one at the
right end).
To modify the function, double-click on the picture of the function. This will open the Visual
Function Browser.
Use the scaling controls to scale the function along the X and Y and Z axes. If necessary, use the
filter to modify how function values are transformed into colors (Control-click on the filter).
Finally, indicate which colors are assigned to the values of the function by editing the color map
(Control-click on the map).
Note:
If the color map is solid (only one color), whatever the function and filter values might be, the
material will always yield a uniform color.
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Natural Grain
The aim of this feature is to produce more natural or realistic color variations for terrains, ground,
or any natural element in the scene, and provide an easy access to settings such as contrast,
balance or roughness.
• Coloring Mode: Natural grain is selected.
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First you must indicate what is the basic color. Click on the first color box to use the color chart
to select the color you wish. If you wish to mix with another color, add a second color. The lock
icon toggles the second color on and off.
Color Correction
• Overall color: this color control is common to the Mapped Picture and Procedural Color
options. It lets you modify the overall color of the material. Because the control displays
an average color, this color may not be actually visible in the material. For instance, if
the material exhibits a red and white checkerboard, the overall color will turn out pink
– despite the fact that there is only red or white in the material. The overall color can
be modified by double-clicking on the color control. All colors in the material will be
modified in order to produce an average color that is the same as the one indicated by
the overall color control.
Color Blend
The Color blend group lets you blend the colors of the picture with a solid color. To activate
this feature, check the corresponding checkbox.
The color is applied in product mode, and the slider lets you adjust the amount of blending.
The higher the value, the more the solid color modifies the picture.
Click Color mask to apply the color in replacement of the bitmap as the setting increases. When
set to 0%, the color is applied as a mask. When set at 100% the color completely replaces the
bitmap.
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Alpha Tab
This tab can be used to control the alpha value of the material. Alpha is the same as non-
refractive transparency. It can be used to “cut out” parts of a material, and is especially use-
ful when working with layers. For instance, if you wanted to create a label using a bitmap, you
would create a bitmap layer and connect the alpha channel so that the layer is completely trans-
parent outside of the label. Alpha can also be used in conjunction with refractive transparency
to “cut out” parts of glass materials.
Use the Mode drop-down list to select a mode for the alpha channel. For general explanations
about the available modes, please look at this page: Channel mode
If the surface of the material is colored by a bitmap, the alpha output is automatically connected
to the alpha value of the image (fully opaque by default). Outside the image (if the image is not
tiled), the alpha value is automatically set to 0 (fully transparent).
If the surface of the material is colored using procedural colors, the alpha output is connected
to the alpha value of the color map.
You can access the Function Graph by right-clicking on the sphere under Production. Right click
on the graph to the right of the alpha image to edit the filter.
Alpha values are especially useful to control the presence of a layer in a multi-layer material
(see here).
Bump Tab
Bump tab
This tab describes bumps and holes that appear on the surface of the material.
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Use the Mode drop-down list to select a mode for the bump channel. For general explanations
about the available modes, please look at this page: Channel mode
Parameters
The Depth parameter defines the intensity of the bump. The bigger the value, the bumpier the
surface will be.
Dependent on slope
When this option is selected, VUE produces higher bumps on the vertical surfaces than on flat
surfaces – which is the case in the nature, typically on eroded terrains. Use the slider to indicate
the strength of slope influence. You can also set the Coordinate system to World or Object.
Normal Tab
The normal channel is used to add details to a surface. It generally uses a mapped picture
defining how the normal is modified on the surface (the xyz coordinates of the vector added
to the normal are a function of the rgb components of the picture).
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Use the Mode drop-down list to select a mode for the normal channel. For general explanations
about the available modes, please look at this page: Channel mode
Parameters
The Amplitude parameter defines how much percentage of the vector defined by the normal
map is applied to the original normal of the surface.
The Invert option is used to invert the vector defined by the normal map.
The Invert on back face option is used to invert the vector defined by the normal map, but only
on back faces of objects.
Displacement Tab
Displacement tab
The displacement channel is used to modify the geometry of objects, not only their normals
(like the bump and normal channels do).
Use the Mode drop-down list to select a mode for the displacement channel. For general expla-
nations about the available modes, please look at this page: Channel mode
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Parameters
The Depth parameter defines the intensity of the displacement.
The Smoothing slider is used to remove any high frequency artifacts caused by displacement
settings.
Use the Quality boost slider to increase the amount of detail that is added to the geometry.
Very high values will result in adding micro-polygons that are not even visible in the final render.
If the results look jagged, increase the setting (you should only do this when you are finalizing
your work in high quality render modes, see here for an explanation). The higher the setting,
the better the material will look, but the longer it will take to render and the higher the memory
overhead.
Note:
Using displacement mapping is extremely easy in VUE: just check a box! However, you should
be aware that this feature adds an incredible level of complexity and memory overhead to your
scenes. Use displacement mapping with care – especially when creating very high resolution
renders – because the amount of data added to the scene can become daunting. When creating
such renders, you might like to consider reducing the quality boost of your materials, or baking
your objects to a set resolution (see here).
Displacement mapping is designed to work with bump functions that output values in the stan-
dard range of -1 through 1. Any values outside this range will be clamped (i.e. when using fractal
nodes with large features). When using displacement mapping, make sure that your bump pro-
duction functions do not output values beyond this standard bump range. Values outside the
valid range will automatically be clamped. This does not affect the amplitude of the displace-
ment. You can create arbitrarily large displacements by entering large values of bump gain.
The Direction drop-down list enables to select the direction of the displacement on the surface
of the objet.
Force extension: check this option to set the displacement extension manually. The displace-
ment extension is a parameter that controls the maximum amount of possible displacement.
Any value beyond this limit will be clamped (saturated). By default (when the Force extension
option is not selected), the extension is automatically evaluated so as to encompass all possible
displacement values generated by your bump production function. However, it may happen
that values “outside” the extension range are generated, which will result in flat displacement
areas appearing on the displaced objects (these areas are saturating). This can be fixed easily
by turning on the Force extension option and increasing the default extension by hand. Con-
versely, if you want to create flat areas in the displacement, you could force a lower value for
the extension.
Remember that if you notice that parts of your displacement are clamped (they appear as flat
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surfaces), this indicates that the bump production function is outputting values outside the
extension range. You can fix this by forcing a greater value for the maximum extension using
the Force extension option and increasing the default extension by hand.
Move EcoSystem instances: when this option is selected, the EcoSystem instances that are
attached to the material will be automatically repositioned according to the amplitude of the
displacement (so that e.g. trees will always remain at the surface of the object, despite the fact
that this surface is being displaced).
Displace outwards only: when this option is selected, displacement values are adjusted so
as to only produce positive values. As a result, the surface of the object will only be displaced
outwards. This option is provided for compatibility with other applications that do not support
negative displacement values (typically, in order to achieve similar results when using bitmap
displacement maps created with such applications).
Affect material distribution: when this option is selected, VUE will re-evaluate the contribu-
tion of environment-sensitive materials after displacement has been applied (typically so that
the new displaced slope can be taken into account to determine material contribution).
Limit automatic subdivision: this option limits the number of polygons generated to render
objects with displacement. Check the option and choose the value in the drop box (from 1X to
32X).
Highlights Tab
This tab describes the surface quality of the material (shiny or dull). The specular highlights cre-
ate spots of light on the surface of the object, in the direction of the light sources. The smoother
the surface, the more concentrated and bright the spots will be (e.g., think of polished marble).
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The highlights are built with two parameters: the intensity of the light spots that appear on the
surface and the size of the spots.
Use the Mode drop-down list to select a mode for the highlights channel. For general explana-
tions about the available modes, please look at this page: Channel mode
Parameters
The Color parameter gives a uniform color shade to highlights. This is useful for modeling pearl-
like materials (where highlights take on a blue color).
The Global intensity corresponds to the average intensity of the light spots. Indicate a bril-
liance percentage (0% = no spots, 100% = very intense spots).
The Global size controls the average concentration (size) of the light spots. Indicate a concen-
tration percentage (0% = big spots for dull materials, 100% = small spots for smooth materials).
Anisotropic highlighting are used to simulate the special type of highlights that appear on wo-
ven or fibrous materials. They are particularly useful to create realistic hair effects. Anisotropic
highlights appear around a privileged direction, known in VUE as the “Scratch direction”.
You can drive each one of these 4 parameters independently with a function by pressing the
corresponding Drive with a function icons ( ). For global intensity and size, this can also be
achieved using the Variable highlights option described below. However, by extracting the pa-
rameters, you can drive the two parameters each one by a function that is in no way correlated
to the other. See here for further details on driving material parameters with functions.
Procedural Highlights
When the Procedural mode is selected for this channel, VUE generates variable highlights from
a function and two filters, the first of which indicates the highlights intensity and the second
the highlight size.
This is how it works: for each point of the surface, the function returns a number in the range
of 0 to 1 (0 appears black on the preview and 1 white). The number is then transformed by the
filters into an intensity and a size at this given point (0 for a dull surface, 1 for a shiny one). The
maximum variable highlight value is the overall highlight value.
To modify the function, double-click on the picture of the function. This will open the Visual
Function Browser.
Use the scaling controls to scale the function along the X, Y and Z axes.
Indicate a highlight intensity with the Intensity Filter (double-click the filter).
Indicate a highlight size with the Size Filter (double-click the filter).
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Transparency Tab
This tab controls transparency and refraction over the surface of the material. Transparency
can also be controlled via the alpha tab. This tab is not available in Simple materials that are
layers of multi-layer materials (unless it is the bottom-most layer).
Note:
The alpha and transparency channels are different in that alpha does not affect the direction of
light, where transparency can have a refraction index that modifies the direction of light inside
the material/object.
Incident light arriving on the surface of a material divides into 3 different lights:
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• diffused light, sent by the surface in all directions, more intensely in the highlight direc-
tion; this makes the color of the surface,
• reflected light that bounces off the surface of the material, and
• refracted light (or transmitted); it is the light that goes through the surface and penetrates
the material.
Some of the parameters in this tab can be driven independently with functions by pressing the
corresponding Drive with a function icons ( ). For global transparency and blur, this can also
be achieved using the Procedural mode described below. However, by extracting the param-
eters, you can drive the two parameters each one by a function that is in no way correlated to
the other. See here for further details on driving material parameters with functions.
Use the Mode drop-down list to select a mode for the transparency channel. For general expla-
nations about the available modes, please look at this page: Channel mode
Global Transparency
The quantity of light diffused is equal to the quantity of incident light less the quantity of re-
fracted and reflected light.
Indicate the amount of light that penetrates the surface of the object using the Global trans-
parency control.
If you would like objects seen through the material to be blurred (because the material is impure
or distorted), raise the value of Blur up to non zero.
Refraction Index
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The refraction index (a.k.a. Index of Refraction) identifies the optical density of the material.
It bends rays of light that cross the surface of the material, thus creating the magnifying glass
effect, and giving the impression that a stick in the water is broken. Common refraction indexes
are:
• Air: Index of Refraction = 1.00. This is the reference IOR.
• Water: Index of Refraction = 1.33.
• Glass: Index of Refraction = 1.52.
You can modify the Refraction index of the material using the Refraction index control.
Note:
refraction indexes less than 1 are seldom observed, and would correspond to materials less
dense than air…
This behavior can be captured by VUE, using the Turn reflective with angle control. You can
even fine-tune that effect using the slider. Zero cancels it. Values around 40% yield good re-
sults.
Flare
When light is seen from behind a partially transparent material, it will cause the surface of the
material to become very bright. This is called flaring. Flaring is a bit to transparency what high-
lights are to reflectivity. It will not occur at the surface of perfectly transparent materials. It is
maximum for a transparency amount of 50%. Flaring is particularly useful for clouds.
You control flaring through two settings: Intensity and Span. Flare span is the area around the
light that will flare-up. Larger values yield bigger flares.
Effects
• Fuzzy: selecting this option will make the edges of the object become fuzzy (blurred) in-
stead of being sharp. The Fade out control changes into a Fuzziness control, letting you
adjust the strength of the effect. This, combined with Procedural transparencies, is the
key to making realistic clouds (see tutorial on making clouds).
• Additive: When this option is selected, the color of the material is added to that of the
background, yielding luminous, immaterial objects. This is an interesting effect for mak-
ing light rays (see tutorial on making light beams).
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• Physical transparency: this option allows for a physical simulation of light volumetric
scattering and absorption through transparent media. It is particularly suited for realistic
glass and water simulation.
• Thin surface: This setting is used to render thin, one-sided surfaces such as a window,
with no refraction. You still have the reflectivity effect, but there no refraction, with dis-
tortion. To use, the material must be one-sided. The refraction index cannot equal “1”
and Turn reflective with angle must be activated.
Procedural transpacency
When the Procedural mode is selected for this channel, VUE generates a variable transparency
from a function and a filter that indicates the amount of transparency depending on the value
of the function.
This is the way it works: for each point on the surface, the function generates a number in the
range of -1 to 1 (-1 is black on the preview of the function and 1 is white). This number is then
transformed by the filter into a transparency value. The maximum variable transparency is
equal to the overall transparency.
To change the function, double-click on the preview of the function. This will open the Function
Visual Browser. Use the scaling controls to scale the function along the X, Y and Z axes.
Indicate the values of the transparency using the filter (double-click on the filter).
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• Absorption: specifies the remaining fraction of light after absorption by the medium par-
ticles. It corresponds to the overall coloring of objects seen in the distance through the
medium.
• Scattering: specifies the remaining fraction of light after being scattered in another di-
rection through the medium. It corresponds to the coloring of light while being diffused
through the medium.
• Anisotropy: specifies how light is statistically scattered through the medium. A forward
anisotropy will mostly scatter light ahead, while a backward anisotropy will mostly scat-
ter light back towards the incoming direction.
• Quality boost: specifies the simulation quality. A higher value will lower noise at render,
but will take longer to compute.
Fading Out
When light travels through a material, it progressively fades out with distance. This is why deep
water always looks blue. VUE captures such effects: indicate a Fade out rate, that is the depth
at which light has completely disappeared and the color becomes that of the fade out color. If
the value is small, the material will be clear, and you will see deep into it. If it is zero, no fading
out will ever occur.
Indicate the Fade out color (double click on it), that is the color of the material when light has
traveled deep into it.
Objects placed behind a transparent material, receive light of a color depending on the distance
traveled through the transparent material. As light travels further through the material, it takes
on a particular color that can be defined using the Light color control. This is how you make
blue water look green when sand gets close to the surface.
Enable Dispersion
Dispersion simulates the spectral decomposition of light through refractive media, like when
light gets refracted through a prism. It corresponds to a physical law which tells that the index
of refraction actually varies with incident light wavelength. To make this option work, Compute
physically accurate caustics render option must be enabled.
The dispersion value drives the amount of spectral dispersion when photons get refracted. Small
values will tend to keep light quite concentrated, showing only a slight spectral decomposition,
while large values will separate the spectrum more clearly.
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Reflection Tab
This tab controls how the surface of the material reflects light.
Use the Mode drop-down list to select a mode for the reflection channel. For general explana-
tions about the available modes, please look at this page: Channel mode
Parameters
Indicate the amount of reflected light with the Global reflectivity slider. Note that if the amount
of reflected light + the amount of transmitted light exceeds 100%, the material will become “lu-
minous”. If you are using radiosity it will actually be emitting light. Minimal reflectivity can be
combined with the Sensitivity to incidence angle to modify the global reflectivity. If there is
no sensitivity to incidence angle, the reflectivity is homogeneous. Also, a minimal reflectivity
of 100% gives a homogeneous reflectivity as well.
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Working with Global reflectivity, use the Sensitivity to incidence angle slider to change the
angle of reflectivity.
If you would like the surface of the material to be imperfectly reflective, resulting in distant
objects appearing blurred inside the reflections, push up the value of Blur to non-zero.
Some of the parameters in this tab can be driven independently with functions by pressing the
corresponding Drive with a function icons ( ). For global reflectivity and blurred reflections,
this can also be achieved using the Procedural mode described below. However, by extracting
the parameters, you can drive the two parameters each one by a function that is in no way cor-
related to the other. See here for further details on driving material parameters with functions.
Procedural Reflection
When the Procedural mode is selected for this channel, VUE generates variable reflections using
a function and a filter that indicate the local amount of reflection depending on the value of the
function.
This is the way it works: for each point on the surface, the function generates a number in the
range of -1 to 1 (-1 is black on the preview of the function and 1 is white). This number is then
transformed by the filter into a reflection amount. The maximum variable reflectivity is equal
to the overall reflectivity.
To change the function, double-click on the picture of the function. This will open the Visual
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Function Browser.
Use the scaling controls to scale the function along the X, Y and Z axes.
Reflection Map
If you would like to use a reflection map to simulate the reflections on this material, check the
Use reflection map option (you must have set some amount of reflectivity for this option to
be available). The settings in the Reflection map group become available, letting you define a
custom reflection map for this material. It also lets you set the default reflection map. Please
turn here for further details on reflection maps.
To define a new reflection map, press the Load button or double click the reflection map pre-
view to open the Bitmap Browser. Select the picture you want to use as reflection map and
validate. A message should appear if your picture doesn’t loop smoothly horizontally, and of-
fer to create a smoothed junction between both edges. This is because the reflection map is
mapped onto an imaginary sphere, thus looping horizontally. If you click Yes, then VUE will
add a smooth transition strip from the right to the left border of the bitmap in order to avoid a
sharp transitions in the reflection map. Of course, if you don’t want to alter the bitmap, click
No. Your bitmap should now be displayed in the reflection map preview.
If you would rather use the default reflection map for this material, click the Use default button
(the default reflection map is also accessible via the Atmosphere Editor – see here).
You can adjust the Azimuth, Pitch and Horizon offset parameters to rotate the map on the sky
dome (see this for more information).
If the reflections on this material are blurry (Blurred reflections set to non zero), the reflection
map will automatically be blurred accordingly. Also, the reflection map preview will appear
more or less blurred according to the blurring amount.
If you click the Set default button, the current reflection map will become the default and will
be applied to all materials that use the default reflection map. The U and V offsets will also be
applied to all materials that use the default reflection map.
If you use the Force use of reflection map option in the Render Options dialog (see here), all
materials with reflective surfaces will use reflection maps. If no reflection map was used for a
material, it will use the default reflection map.
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Translucency Tab
This tab controls the translucent characteristics of the material. Translucent materials react to
light in a very different way than “regular” materials.
With a regular material, incident light is either diffused, reflected, or refracted. With translucent
materials, the light is also absorbed by the surface of the material and re-emitted at a point that
is not the same as the point where it arrived. The technique used to capture this effect is known
as subsurface scattering.
Translucency Settings
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To enable translucency, activate sub-surface scattering for the material by checking the Subsur-
face scattering box. When this option is selected, the sub-surface scattering controls become
accessible. The Translucency group displays a set of controls that are common to absorption
and multiple scattering:
• Average depth: this setting controls how translucent the material is. It indicates the av-
erage distance traveled by light inside the material. Typical “real-world” values are in the
range of a fraction of a millimeter to a couple of centimeters (for wax-like materials). You
must make sure that your translucent objects are compatible in size in order to see the
effects of subsurface scattering (don’t expect to see anything – except desperately-long
render times – if you assign a translucent material with an average depth of 1 inch to a
square-mile terrain!).
• Balance: this setting controls the amount of absorption vs. multiple-scattering that takes
place inside the material. The default is 50%, which means that all absorbed light is re-
distributed by the multiple scattering, but you can achieve interesting effects by varying
this balance.
• Refraction index: this is identical to the refraction index in the Transparency tab. When
you enable sub-surface scattering, the refraction index control in the Transparency tab
becomes disabled.
• Quality boost: use this slider to increase the number of samples taken to compute the
translucency. If the results look noisy, increase the setting (you should only do this when
you are finalizing your work in high quality render modes, see here for an explanation).
The higher the setting, the better the material will look, but the longer it will take to ren-
der.
• Use infinitely thin surface model: select this option when rendering one sided translu-
cent materials, such as planes.
Absorption
Check this option to enable absorption for this material.
The Anisotropy setting controls how directional the scattering is inside the material. A value
of 0 indicates that the light is scattered equally in all directions, a negative value indicates that
light is scattered mostly backwards, and a positive value, that light is scattered forwards (the
usual scattering).
• Absorption filter color: this setting controls the overall color that light picks up as it trav-
els through the translucent material (the red color when you put your finger over a light
source).
Multiple Scattering
Scattering filter color: this setting controls the diffuse color of the material (the pink color
of the skin). Because multiple scattering bounces light in all directions, there is no preferred
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Variable depth
Check this option to have a variable depth in the translucency channel. You can control the
scale if necessary. Right-click to open the Function Graph to control the depth with a function.
Effects Tab
This tab controls the lighting characteristics of the material, and miscellaneous effects.
Some of the parameters in this tab can be driven independently with functions by pressing the
corresponding Drive with a function icons ( ). See here for further details on driving material
parameters with functions.
Lighting
The surface of the material receives light from light sources (e.g. the sun) and from the environ-
ment, and may react differently to each of these types lights.
The Diffuse lighting parameter controls the way the material reacts to light coming directly
form light sources.
The Ambient parameter controls the way the material reacts to ambient lighting.
It is usually not recommended that you modify these values for a material except under very
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special conditions (e.g. you could make a cloud more reactive to ambient light, because the
cloud is far enough, and physically different from solid objects in the foreground). This is be-
cause it may cause a mismatch between the different materials of your scene. If you want to
modify the diffuse and ambient settings, you’re probably better off doing so on a scene level
(see the Atmosphere Editor, Light Tab for details on how to do this). Also, the total amount of
Diffuse + Ambient should always be equal to 100%.
If you want to create materials that seem to emit light, use the Luminous setting. Keep in mind
that luminous objects do not cast real light, though (except when using the Global Radiosity
lighting model – see here). If you wish to have a luminous object actually cast light, you could
put a light source inside it and turn off Casts shadows for the material.
Luminous lighting is not affected by the global settings of the scene. This works particularly
well when used in conjunction with Glow (see below), because it emphasizes the impression
that the object is emitting light.
• Contrast: this setting adjusts the speed at which the material goes from light to shadow.
This is useful for modeling fluffy materials.
• Backlight: use this option when a material is supposedly thin enough to let some light
show through when illuminated from behind. This is typically what happens when the
sun shines behind a leaf. The leaf isn’t dark – light passes its surface, although it isn’t
transparent.
• Color reflected light: to give a metallic aspect to a reflective material, select this option.
This will give the color of the surface to highlights and reflections.
• Color transmitted light: selecting this option with a transparent material will give the
color of the surface to the light crossing it. This is a great for colored glass and church
windows.
Origin of Material
Position: these fields let you offset the material in material coordinate space. This enables the
precise positioning of materials on objects.
If the material is completely animated (read here for details on material animation), VUE will
automatically compute the corresponding velocity, and fill the Velocity fields with the resulting
values.
Velocity: these fields let you define a displacement with time of the origin of the material. As
a result, the material will be changing as time passes. Defining a Velocity of material origin
creates a Velocity Animated material (read here for details on the different types of material
animation). The keyword “Time dependent material” appears in the caption of the Material
Editor.
Changing the velocity of the material origin of a completely animated material will set the Po-
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sition fields.
Glowing Material
Select this option to create a haze of light around the material (turn here for an explanation
of glow). Keep in mind that glow is a post-processed effect added once the rendering pass is
complete. So when the render starts, you won’t be able to see the glow. You need to wait until
rendering is complete to be able to judge the effect.
When you select this option, the controls in the group become available. The Intensity slider
controls the amount of light in the glow, and the Radius slider controls the average size of the
haze of light.
Select Glow behind objects if you want the glow to be visible on objects that are placed in front
of the glowing material. Uncheck it if you want the glow effect to be masked by objects in front.
The color of the glow is determined by the color of the material. Dark materials won’t glow
much.
Adding some luminous lighting to glowing materials emphasizes the glowing effect (see above).
Remember that, although glowing materials give the impression that they are emitting light, no
real light is actually cast by the material onto other objects in the scene. If you want a glowing
object to actually cast light, you can add a point light inside it, and uncheck the Casts shadows
option.
Global Transformation
Selecting options in this group will apply global modifications to the material.
When you select an option, the corresponding Edit button becomes enabled. Pressing this but-
ton displays a dialog that lets you adjust the effects.
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Global Turbulence
Turbulence Editor
Press the Edit button to the right of the Turbulence checkbox to display the Turbulence Editor.
Using a noise, turbulence repeatedly displaces the location at which the material or the func-
tion is being evaluated. Turbulence is defined by 4 parameters (complexity, scale, amplitude
and harmonics), a noise type and a combination mode.
• Complexity: defines the number of times the noise is repeated.
• Amplitude: is the average displacement applied by the noise to the material or to the
function layer.
• Scale: controls the frequency at which the Noise functions vary relative to position.
• Harmonics: characterize the way the noise is scaled each time it is added: for each new
addition, scale and amplitude are multiplied by the harmonic parameter. If the complex-
ity is equal to 1, the harmonic parameter has no meaning.
• Suggestion:: to understand correctly the effects of turbulence, watch the variation of a
material made from simple functions (e.g. use a rectangular wave noise to drive the color
channel).
• Basic noise: defines the type of noise that is added to the current position, and
• Combination: indicates how successive noise applications should be combined. For full
details on combination modes, refer to the section on the Function Graph.
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Rotation
Transformation Editor
Pressing the Edit button on the side of the Rotation checkbox brings up the Transformation
Editor.
This dialog lets you indicate a rotation angle around each of the world axes, as well as a twisting
angle of these axes one towards another.
Cycling
• Cycling: is a large scale perturbation of the material that helps to prevent it from looking
too repetitive.
Presence Tab
If the current material is a layer of a multi-layer material, and if it is not the bottom-most layer
on the stack, an additional tab called Presence is available. This tab lets you control how the
environment affects the presence of the current layer.
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Altitude Constraint
This group lets you control how altitude influences the presence of the layer:
• Altitude range: this dual slider lets you define the range of altitudes in which the cur-
rent layer appears (provided it is not transparent at this point). The layer will not appear
outside this range.
• Fuzziness: this setting controls how “suddenly” the changes to the layer presence are
made in response to altitude. High values mean that the layer appears very gradually in
its altitude range, whereas low values will result in the layer appearing as a solid strip.
• Range of altitudes: this lets you define in what coordinates the altitude range is defined:
– By object: in this mode, the range is relative to each object to which the material is
applied.
– By material: in this mode, the range is relative to all the objects that use this mate-
rial.
– Absolute: in this mode, the range of altitudes is expressed in global coordinates.
– Relative to sea: the altitude is computed from the sea level and not from zero.
Slope Constraint
This group lets you control how the local slope influences the presence of the layer:
• Slope range: this dual slider lets you define the range of slopes in which the current layer
appears (provided it is not transparent at this point). The layer will not appear outside
this range. Values to the right end of the slider indicate flat surfaces, and values to the
left indicate upside-down surfaces. Intermediate values indicate vertical surfaces. Slope
values can range from -180 to +180 degrees.
• Fuzziness: this setting controls how “suddenly” the changes to the layer presence are
made in response to slope. High values mean that the layer appears very gradually in its
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slope range, whereas low values will result in the layer appearing as a solid strip on areas
of appropriate slope.
Orientation Constraint
This group lets you control how the local orientation influences the presence of the layer:
• Preferred orientation: this setting controls the orientation of the surface that is the most
favorable to the presence of the layer.
• Orientation tightness: this setting controls the influence of orientation on the presence
of the layer.
• Fuzziness: this setting controls how “suddenly” the changes to the layer presence are
made in response to orientation. High values mean that the layer appears very gradu-
ally on surfaces of the preferred orientation, whereas low values will result in the layer
appearing as a solid strip on areas of preferred orientation.
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This editor is available for channels using the Mapped Picture mode. It enables the modifica-
tion of the image mapping with gizmos and live feedback. It supports standard terrains and
meshes.
Click on the Show Manipulation Gizmo button to display the Texture Placement Editor. This
dialog displays the selected object with a gizmo representing the scale/rotation center. You can
show the isolated object by un-toggling the Show Scene button.
The gizmo you see is a representation of the scale/rotation center of your image on the edited
object. Use Alt to move the pivot center.
Note:
In Faces, the gizmo will position itself on the nearest mapping face regarding your view orien-
tation. In Flat, the gizmo will be positioned in the top plane of the object’s parametrical space.
Be careful to slow object’s reconstructions. Changing the mapping necessitates that the UV are
re-baked for the OpenGL display at every interaction frame. This can be computation heavy
for large objects such as terrains. We recommend lowering the quality settings when editing
mapping to improve the interactivity on the Display tab of the Options panel (Instant draw
and Background draw faster instead of better).
The Pivot
The pivot is the rotation center for your manipulation. But it is also the position at which the
manipulator will be displayed and reset after each movement. You can edit the pivot position
using the Alt key, or the Edit pivot toggle button.
You can position your pivot in 3 dimensions in order to place the manipulator exactly at the
location you are looking at. To simplify this task you can use the Pick pivot position toggle
button. Just click that icon and click inside the editor window to select the position of the pivot
on the object you are editing.
How It Works
There are two proxy objects, the Mapping manipulator (a little plane) and the Rotation center.
When you manipulate the plane proxy, its movement is read and translated into change in the
image mapping parameters: Scale, Offset and Rotation. These parameters are mirrored in the
top of the editor. When you manipulate the pivot proxy, it only changes an internal position that
is used to recalculate offsets when you are doing rotations with the plane. This is used to create
the sensation of free rotation center. In reality, the rotation center is always at the (0.0) in UV
space, but you will notice the “offsets” changing after each rotation to simulate the displaced
center.
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Limitations
There are inherent limitations of the above mentioned points. This is not an UV editor tool, it is
only a mapping parameters editor. As such, for example, if you are in Faces mapping projection,
you cannot edit independently the mapping parameters of each 6 sides.
The manipulator proxy object is trying to match at best the texture speed and movement, but
in certain circumstances movement of the gizmo can very well be unrelated to the movement
of the texture. Notably, when editing the mapping of a mesh with UV, we cannot predict the
direction and speed that the texture will take when the mapping is changed.
To avoid problems like this, avoid slants in object transformations, and use linear projections
rather than UV mapping, like Faces and Flat.
There are also limitations in the previsualization. The VUE OpenGL is used to preview the modi-
fications in conjunction with the small render scene preview at the right of the application main
panel.
The limitations of VUE’s standard viewports OpenGL also applies in the editor. It is impossible
to preview multiple layer materials at once. On the performance side, it is impossible to change
the mapping without reconstructing the entire object. (We plan to develop improvements in
future versions). This limitation, however, does not prevent you from editing the mapping of
an intermediate layer, in a multi-layer material. You can use the Function Graph for that. From
the Material Editor, select the layer you want to edit, then in the Color Tab, right click on your
image and choose Edit Function. Then, in the Function Graph, your Projected Texture Map
node will be selected. Then access the Show Manipulation Gizmo. The editor’s OpenGL will
show a temporary material featuring only the layer you selected. You can do the same for any
Projected Texture Map node in your graph.
PBR Materials
PBR materials (or Physically Based Rendering materials) are a very generic class of materials
that can describe most of existing surface types in a physically correct way, using a small set of
parameters.
Those surface types can range from specular (smooth appearance) to diffuse (rough appear-
ance), for both metals and non metals. Intermediate surface types (commonly called glossy
surfaces) are also supported, producing more or less blurry reflections.
As PBR materials parameters can be spatially varying, a single PBR material can even describe
a complex mix between several of these surface types.
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Note:
The only surface types that PBR materials cannot describe are transparent surfaces (refractive
or not). For transparent materials, the Simple material type should be used instead
Hint:
As opposed to Simple materials, PBR materials are always reflective, their appearance will
thus change only based on how rough the surface is described at a microscopical level, effec-
tively producing more specular reflections if the surface is rather smooth, or more diffuse re-
flections if the surface is rough.
Note:
There are currently two standard PBR materials formats: the Glossy/Specular model, and the
Metal/Roughness model. VUE only supports the Metal/Roughness model for the time being.
Generally, PBR material samples found over the Internet provide both formats anyway.
The PBR material type is to be chosen when user wants to import Substance files (.sbsar) into
VUE. The Substance graph node will then automatically handle the import of all supported PBR
channel maps from the Substance file. It will also automatically convert maps data from the
Glossy/Specular model to the Metal/Roughness model, if needed.
Parameters
PBR materials do share common parameters with Simple materials (only partially for some of
them), namely:
• Color: color of the surface.
• Alpha: alpha of the surface.
• Bump: bumps on the surface (bump-mapping algorithm).
• Normal: normal of the surface.
• Displacement: displacement of the surface.
• Highlights: for PBR materials, only the Global Intensity of highlights is available, be-
cause their shape is entirely defined by the Roughness parameter.
• Reflection: for PBR materials, only the Reflection Map options are available, since PBR
materials are always reflective (see the introduction).
• Effects: for PBR materials, only Luminous and Backlight parameters are supported.
In addition to these common parameters, PBR materials add three specific parameters used to
control the appearance of the surface:
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The Ambient Occlusion channel defines how much of the incoming lighting is accessible to a
surface point. For non metals, it only affects the diffuse contribution and will not occlude the
specular contribution.
Metalness Tab
The Metalness PBR channel defines which areas of a PBR material denote raw metal, operating
similarly to a mask.
A value of 1 will denote raw metal, while a value of 0 will denote non metal. Intermediate values
are supported for smooth transitions, and describe a blended state between metal and non
metal, but generally metalness masks are binary (either 1 or 0).
In practice, the metalness value will indicate how the material color should be considered:
• for non metals, color corresponds to the material albedo, thus to the reflected color of
the material.
• for metals, color corresponds to the material reflectance, thus to the coloring of reflec-
tions.
Roughness Tab
The Roughness PBR channel describes, at a microscopical level, the surface irregularities that
will define how light gets reflected off the surface (rougher surfaces will have larger and dim-
mer looking highlights, as well as blurred reflections, thus having a more diffuse look, while
smoother surfaces will keep reflections more focused, thus having a more specular look).
A value of 0 will correspond to a perfectly smooth surface, producing perfect specular reflec-
tions. A value of 1 will correspond to the maximum surface roughness, producing diffuse reflec-
tions. Intermediate values will produce glossy reflections.
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Two-Sided Materials
Two-sided materials allow you to define two different materials to each facet of a two sided ob-
ject like a leaf. Only a few object types are supported: TPF plants, planes, alpha planes, terrains
and meshes (imported or baked objects).
Front Face – Back Face: Select the two colors to use, one for each face. You can switch the
colors from front to back by clicking on the double-arrow icon.
Each of these materials can be edited by clicking on the material. You can mix together sim-
ple materials, materials that are themselves a mix of other materials (create nested material
hierarchies for amazing effects!), or even EcoSystem materials.
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Alpha Tab
Alpha production can be edited on this tab. You can load a new filter by right-clicking the dis-
played filter and selecting Load Filter to access the Filter Browser. Or, you can edit the current
filter by right-clicking the displayed filter and selecting Edit Filter to open the Material Alpha
Filter dialog.
You can also modify the alpha channel by using the Function Graph. Access the Function Graph
by right-clicking the Alpha production picture and selecting Edit Function. You can also select
to load a function from the Function Browser by selecting Load Function from the menu.
Mixed Materials
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A mixed material takes two materials and mixes them together. Mixed materials supply a num-
ber of rules that you can use to define the way the materials mix together, including rules that
depend on the environment.
Using these rules, a mixed material decides if, at any given point, it should be the first or the
second material that shows, or a blend of the two.
You can mix together simple materials, materials that are themselves a mix of other materi-
als (create nested material hierarchies for amazing effects!), or even EcoSystem materials (mix
an EcoSystem of fir trees with an EcoSystem of rocks to place trees at low altitudes and rocks
higher up!).
When you select the Mixed materials option at the top of the Material Editor, the tab part of
the editor changes, displaying three tabs.
The Mixing proportions slider lets you adjust how much each of the two materials that are
mixed together will be visible. Pushing the slider to the right will have more of the second Ma-
terial showing, while pushing it to the left will show more of the first.
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Materials to Mix
The first tab lets you choose the materials that will be mixed together, and the way they will be
mixed. Volumetric materials cannot be mixed together.
Change the materials by loading materials that already exist on the disk with the button, or
by double-clicking on the material preview to edit it.
Materials inside a mixed material can be scaled independently using the Scale controls. This
only modifies the size of the material once it is applied to an object. A scale equal to 1 does not
change the size of the material.
Distribution of Materials
To decide if the mixed material should display the first or the second material, or a blend of the
two, VUE basically uses a function and a filter.
This is how it works: for each point on the surface, the Distribution function generates a value
in the range of 0 to 1 (0 appears black on the preview of the function and 1 white). This value is
then transformed by the filter into another value in the range of 0 to 1, which is then compared
to the Mixing proportions setting. If it is much less than this setting, material 1 is displayed. If
it is far greater, material 2 is displayed. If the result is close to the Mixing proportions, inside
a range indicated by the Smooth blending strip, a blend of the two materials is computed, in
order to get smooth transitions from one material to the other.
The way materials mix can also be modified by local slope, altitude and orientation. See second
tab.
To modify the function, double-click on the picture of the function. This will open the Function
Graph.
Use the scaling controls to scale the function along the X, Y and Z axes.
Blending Method
Inside the strip, materials are blended together. Bumps can be handled in several ways, de-
pending on the result you are looking for:
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• Simple blend: the surface aspect of the two materials are mixed together. This is the de-
fault. This method is compulsory to mix materials that are themselves mixed materials.
• Full blend (linear bumps): the characteristics of the two materials are blended together
before the material is rendered. Surface heights are blended linearly, resulting in a cham-
fer between both materials (provided one of them has a higher surface bump than the
other).
• Full blend (cubic bumps): same as blend bumps, except heights are blended following
a cubic rule. The result is a rounded chamfer between the two materials (like snow on
rocks).
• Cover: no smooth transition for colors, only for bumps. Material 2 seems to cover up
material 1. Inside the transition strip, only material 2 is visible.
• Color and lighting blend: in this mode, only color and lighting (ambient and diffused)
features are used from Material 2, retaining all other features of material 1. This is useful
for shifting colors of a material, without having to duplicate it (for instance near the water
surface).
Alpha
Alpha production can be edited on this tab. You can load a new filter by right-clicking the dis-
played filter and selecting Load Filter to access the Filter Browser. Or, you can edit the current
filter by right-clicking the displayed filter and selecting Edit Filter to open the Material Alpha
Filter dialog.
You can also modify the alpha channel by using the Function Graph. Access the Function Graph
by right-clicking the Alpha production picture and selecting Edit Function. You can also select
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to load a function from the Function Browser by selecting Load Function from the menu.
Influence of Environment
The third tab of the mixed materials editor lets you define the influence of slope, altitude, and
orientation on the way the two materials are mixed together. Controls in this tab become active
once you select the option Distribution of materials dependent on local slope, altitude and
orientation.
Some of the parameters in this tab can be driven independently with functions by pressing the
corresponding Drive with a function icons ( ). See here for further details on driving material
parameters with functions.
Influence of Altitude
Influence of altitude adjusts the influence that altitude has on the distribution of materials.
Zero means that the distribution is not affected by altitude. Non-zero values mean that material
2 will appear more often at high (or low) altitudes. Indicate whether the second material should
appear at high or at low altitudes by selecting the requested box.
Influence of Slope
Influence of slope adjusts the influence that slope has on the distribution of materials. Zero
means that the distribution is not affected by slope. Non-zero values mean that material 2 will
appear more often on steep slopes (or on flat surfaces). Indicate whether the second material
should appear on steep parts of your scene, or on flat surfaces by selecting the requested box.
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Influence of Orientation
Influence of orientation adjusts the influence that orientation has on the distribution of mate-
rials. Zero means that the distribution is not affected by orientation. Non-zero values mean that
the second material will appear more often on parts of the scene that are facing the azimuth
indicated by the Azimuth slider.
For a realistic distribution of snow on a landscape, you could for example indicate that snow
appears mostly at high altitudes and that it tends to gather on flat surfaces. You could also
make snow accumulate on faces of the landscape that are in shadow (using orientation).
Altitude Range
Altitude Range lets you define in what coordinates this range is defined:
• Per object: in this mode, the range is relative to each object to which the material is ap-
plied.
• Global: in this mode, the range is relative to all the objects that use this material.
• Absolute: in this mode, the range of altitudes is expressed in global coordinates.
• Relative to sea: in this mode, the range of altitudes is expressed in global coordinates,
but the altitude is computed from the sea level and not from zero.
Coordinate System
This group lets you indicate if the environment considered for mixing the materials should be
linked to the object itself, or to the world. If the environment is linked to the object, rotating the
object won’t change the distribution of materials on the surface (the distribution moves with
the object).
Grouped Materials
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Grouped Materials
Unlike Layered Materials, you can control multiple layer presence driven by one item in the ma-
terials list. Alpha is also controlled for all layers. You can, for example, control both an EcoSys-
tem and it’s underlying layer presence in one place with such material type.
Alpha Tab
Alpha production can be edited on this tab. You can load a new filter by right-clicking the dis-
played filter and selecting Load Filter to access the Filter Browser. Or, you can edit the current
filter by right-clicking the displayed filter and selecting Edit Filter to open the Material Alpha
Filter dialog.
You can also modify the alpha channel by using the Function Graph. Access the Function Graph
by right-clicking the Alpha production picture and selecting Edit Function. You can also select
to load a function from the Function Browser by selecting Load Function from the menu.
Presence Tab
This group lets you control how altitude influences the presence of the layer:
• Altitude range: this dual slider lets you define the range of altitudes in which the cur-
rent layer appears (provided it is not transparent at this point). The layer will not appear
outside this range.
• Fuzziness: this setting controls how “suddenly” the changes to the layer presence are
made in response to altitude. High values mean that the layer appears very gradually in
its altitude range, whereas low values will result in the layer appearing as a solid strip.
• Range of altitudes: this lets you define in what coordinates the altitude range is defined:
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– By object: in this mode, the range is relative to each object to which the material is
applied.
– By material: in this mode, the range is relative to all the objects that use this mate-
rial.
– Absolute: in this mode, the range of altitudes is expressed in global coordinates.
– Relative to sea: the altitude is computed from the sea level and not from zero.
Slope Constraint
This group lets you control how the local slope influences the presence of the layer:
• Slope range: this dual slider lets you define the range of slopes in which the current layer
appears (provided it is not transparent at this point). The layer will not appear outside
this range. Values to the right end of the slider indicate flat surfaces, and values to the
left indicate upside-down surfaces. Intermediate values indicate vertical surfaces. Slope
values can range from -180 to +180 degrees.
• Fuzziness (steep): this setting controls how “suddenly” the changes to the layer pres-
ence are made in response to slope. High values mean that the layer appears very gradu-
ally in its slope range, whereas low values will result in the layer appearing as a solid strip
on areas of appropriate slope.
• Fuzziness (flat): this setting controls how “suddenly” the changes to the layer presence
are made in response to flat areas.
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Influence of Orientation
This group lets you control how the local orientation influences the presence of the layer:
• Preferred orientation: this setting controls the orientation of the surface that is the most
favorable to the presence of the layer.
• Orientation influence: this setting controls the influence of orientation on the presence
of the layer.
• Fuzziness: this setting controls how “suddenly” the changes to the layer presence are
made in response to orientation. High values mean that the layer appears very gradu-
ally on surfaces of the preferred orientation, whereas low values will result in the layer
appearing as a solid strip on areas of preferred orientation.
Volumetric Materials
Unlike the other two types of materials that are only defined by their surface, volumetric mate-
rials are defined over the whole of their volume.
When you select the Volumetric material option at the top of the Material Editor, the tab part
of the editor changes, displaying two tabs. Some of the options may change depending on
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Volumetric materials are based on a density production that indicates the local density of the
material over a complete volume.
Density Production
This is how Density production works: for each point of the volume, the function returns a
number in the range of 0 to 1 (0 appears black on the preview and 1 white). The number is
then transformed by the filter into a density at this point (0 if the material doesn’t exist, 1 if the
material is solid). When rendering the material, VUE accumulates the density of material all
along the ray of light that is traversing the material, and then computes the resulting color of
the material.
To modify the function, double-click on the picture of the function. This will open the Visual
Function Browser.
Use the scaling controls to scale the function along the X, Y and Z axes. The same for the filter.
Volumetric Settings
These settings are not available for volumetric spectral cloud layer materials in the Spectral
atmosphere model. Instead, they are replaced by the Cloud layer detail settings (see below).
• Volumetric color: this control indicates the global color of the material. Double-click on
it to open the Color Selection dialog and modify the color.
• Overall density: use this slider to modify the overall density of the volumetric material.
Overall density increases or reduces the average density of the material over its entire
volume.
• Fuzziness: this slider controls the density of the material near its edges. The density of
the material is automatically reduced as you get close to the edges of the material. If
fuzziness is 0, the density of the material is not affected by the proximity of the edges.
The greater the fuzziness, the thinner the material near the edges. This parameter can be
driven by a function by pressing the Drive with a function icon. ( ).
• Quality boost: use this slider to increase the number of samples taken to compute the
material. If the results look noisy, increase the setting (you should only do this when you
are finalizing your work in high quality render modes. The higher the setting, the better
the material will look, but the longer it will take to render.
• Use distance field: when this option is enabled, the volumetric density takes into ac-
count the depth inside the object. The density will automatically increase as you go
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deeper inside the object. When this option is checked, the Field depth parameter be-
comes active, letting you indicate the depth at which the density function reaches its
maximum value.
Some of the parameters in this tab can be driven independently with functions by pressing the
corresponding Drive with a function icons. ( ).
Lighting
The controls in this group let you customize the way the material reacts to light.
Lighting model: use this drop-down list to select the lighting model used for the volumetric
material.
• Uniform: this lighting model is the simplest. The color of the material is uniform, and
only depends on the density. Light is not taken into account when computing the color.
This is the default.
• Shaded: in this model, the influence of light and shadows is computed at the surface of
the material. The Diffuse, Ambient, Luminous and Flare controls become active.
• Additive: this is similar to the Uniform model, except that the color of the volumetric
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material is added to the background instead of masking it. This is great for fire balls, and
other similar effects.
• Volume shaded: this is a more advanced model where the contribution of light is evalu-
ated throughout the entire material instead of being evaluated only at the surface. The
color of the material can be varied inside the volume. This is ideal for fireballs, thick
smoke or explosions. Volume shaded materials are a lot slower to compute than the sim-
pler shaded and uniform models.
• Flat layer: if you are editing a material for a standard cloud layer in the Spectral atmo-
sphere model, the lighting model is locked to a model specifically designed for the ren-
dering of flat cloud layers.
• Volumetric layer and Cloud object: if you are editing a material for a cloud layer or a
MetaCloud, the lighting model is locked to a model specifically designed for the rendering
of clouds.
The other controls in the lighting group are active only when a Shaded lighting model is se-
lected. They perform the same as their equivalents in Simple materials:
The Diffuse lighting parameter controls the way the material reacts to light coming directly
from light sources.
The Ambient parameter controls the way the material reacts to ambient lighting.
If you want to create materials that seem to emit light, use the Luminous setting. Keep in mind
that luminous objects do not cast real light, though. Luminous lighting is not affected by the
global settings of the scene.
If the selected lighting model is the Volumetric layer, the following checkboxes become avail-
able:
Internal shadows: when this option is selected, the shadows inside the cloud will be com-
puted, meaning that some parts of the cloud will cast shadows on other parts of the cloud.
This option produces much more realistic clouds, but increases render times significantly.
Cast shadows: when this option is selected, the cloud layer casts shadows in the atmosphere
that can result in the appearance of Godrays if conditions are favorable. This option also in-
creases render times significantly and should be used with caution, as it does not necessarily
produce a noticeable improvement in picture quality. In order for Godrays to be visible, you
must also enable Godrays in the Atmosphere Editor.
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Flare
The controls in this group are only active in Shaded and Volume shaded models.
When light is seen from behind a thin volumetric material, it will cause the material to become
very bright. This is called flaring. Flaring doesn’t occur when the material is either too dense,
or too thin.
You control flaring through two settings: Intensity and Span. Flare span is the area around the
light that will flare-up. Larger values yield bigger flares.
To let you define the color of the material inside the material, a third tab called Volumetric
Color is added to the Material Editor when you select the Volume shaded model. This tab is
similar in its behavior to the Procedural Color production of the Advanced Material Editor and
lets you define the material color as a 3D volume.
Hypertextures
Hypertextures are a solid/volumetric hybrid that can be used to create porous materials such
as corroded metal or sponge, and various special effects like water splashes. Hypertextures are
also defined using a density function, however this density is used in a different way: instead
of being interpreted as a gas density, the density is used to define the interface between the
material and the absence of material. Wherever the density is higher than the Overall density
setting is considered as being “inside” the material, and wherever the density is less than that
value is considered as not being in the material.
If you select the Hypertexture model, a third tab called Hypertexture Material appears. This
tab lets you define the material that appears at the surface of the hypertexture.
Origin of Material
These fields let you offset the material in material coordinate space. This enables the precise
positioning of materials on objects.
If the material is completely animated, VUE will automatically compute the corresponding ve-
locity, and fill the Velocity of the material origin fields with the resulting values.
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Changing the velocity of the material origin of a completely animated material will set the fields
in the Origin of material group.
Global Transformation
Selecting options in this group will apply global modifications to the material’s density produc-
tion. These options work the same as for Simple materials: when you select an option, the
corresponding Edit button becomes enabled. Pressing this button displays a dialog that lets
you adjust the effects.
The editor dialogs for each type of modification are detailed in the section on Simple Materials.
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Layered Materials
VUE’s Material Editor offers extended control over the creation of complex materials through a
layered system. With material layers, you can:
• Add, delete, and rename layers on the fly.
• Rename materials and change scale in the layer list.
• Move layers up and down in the stack.
• Each layer has its own alpha channel.
• Each layer has its own independent reaction to altitude, slope and orientation.
• Create mixed materials with any number of sub-materials.
• Easily navigate even the most complex layered/mixed/nested materials.
Layers can be Simple, Mixed or EcoSystem materials. You cannot layer Volumetric materials.
Mixed materials can be made up of layered materials.
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Multi-Layer Materials
When a multi-layer (or layered) material is selected, the Advanced Material Editor appears as
opposite. The Layer stack lists all layers used in this material.
When evaluating the layered material, VUE renders each layer in turn, starting with the top of
the stack. If a layer is partially transparent (alpha is less than 1), or doesn’t exist at that point (e.g.
because of environment constraints), it moves on to rendering the layer beneath it on the stack.
And so on, until total opacity is achieved or the bottom-most layer has been reached. Bumps at
the surface of Simple materials are processed in the same way, except that bumps from a given
layer are added to the bumps of the layer beneath it (unless the Add to underlying bumps
option is set to 0 – see here).
If the layers in the layered material involve EcoSystems, the population of the EcoSystem is
done from the bottom up. First, the bottom-most EcoSystem layer is populated, then the layer
above it is populated according to the population of the previous EcoSystem layer.
Adding a Layer
You don’t have to select a multi-material to add a layer to a material: simply select the line
where you want to add the layer in the Material Hierarchy and press the Add layer button to the
right of the hierarchy. The Material Browser appears, letting you select the new layer to add to
the material. The layer is added immediately above the layer that was previously selected.
If you want to create a new layer without loading a preset material, just click Cancel in the
Material Browser. A new “empty” layer will be added.
You can delete a layer by selecting it in the Material Hierarchy and pressing the Del layer but-
ton to the right of the hierarchy.
If you use the right mouse button to reposition the layers, the environment settings are not
affected. Any distribution mapping you have done remains the same; only the materials are
swapped.
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Influence of Layers
Layers can be placed according to their environment, using the Environment tab of the Mate-
rial Editor when the layer is selected. Using this tab, you can constrain the layer to appear only
at given altitudes, on given slopes or at given orientations. Please turn here for details on the
Presence tab of the Simple and EcoSystem materials.
The placement of the bottom-most layer on the layer stack cannot be influenced by environ-
ment (it has to be “everywhere”, since). Additionally, EcoSystem layers can interact with other
EcoSystem layers beneath them through the affinity/repulsion settings (see here).
Material Snapshots
You can store a snapshot of a particular layer, by selecting the layer and clicking on the Material
Snapshot icon, located to the far right above the last column. If you left-click another material
or layer, it’s snapshot goes in the lower box; the next layer you select will go in the lower box
and the previous material stored is moved to the upper box. Now, if you select a material and
right-click you can select which box that snapshot will be stored in.
This feature is a way to allow you to create a layer in a material that can be shared by other
materials in your scene. A modification on a shared layer in a material will modify this layer in
any other materials it is used in. You can have many shared material layers.
To make a shared layer, right-click on the icon of the layer and select Share layer.
In order to add a shared layer onto an existing material, you can use the Add shared layer com-
mand from the contextual menu. This option is only available if you have previously created
shared layer(s) in the scene. This operation is also accessible from any material line of the World
Browser, from the Summary of Materials and from the selected object’s material preview in the
Object Properties panel.
In the Material Editor (Advanced or Basic), you also have an Add Shared Layer icon ( ) right
above the Add Layer icon to perform this operation.
In order to “dissociate” a material layer previously added through the Add shared layer com-
mand, you have a Make unique command in the material menu (only in the Material Editor). By
making a material layer unique, you dissociate it from the other materials previously sharing it.
It means that further edition of this layer will not affect other materials anymore.
Note:
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Only Simple materials can be shared (neither Volumetric, Mixed nor EcoSystem/Particle mate-
rials).
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Function Graph
Function Graph
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Description
They are used every time it is necessary to generate a value depending on position (e.g. to
indicate a transparency amount that depends on the position inside the material).
Basically, functions enable you to associate any point in space with a value in the range of -1 to
1.
The Function Graph is accessed by clicking on the preview picture of a function with the Control
key pressed, or by selecting Edit function from the contextual menu. The editor can stay open
without stopping other parts of the software from being accessible.
The Basics
What Is a Graph?
A graph displays a set of interconnected nodes that are used to generate output values based
on the values of a given set of inputs.
The graph inputs sit on the left side of the graph. The graph outputs are placed at the right side
of the graph. Input nodes are the points where data enters the graph, and output nodes are the
points where the data exits the graph. Output nodes represent the value that is computed by
the function.
Data enters the graph at the input nodes, flows through the different nodes and links in the
graph, and exits at the output node. You cannot delete input or output nodes, and you cannot
place other nodes to the left of the input nodes or to the right of the output nodes.
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When editing an Object Graph, the input and output types depend on the type of object being
edited. For instance, Light objects will expose a Light Color input and output. Please turn here
for further details on object graphs.
Output Data
The name and type of output nodes depend on what values are expected from the function
(i.e. what the purpose of the function is). For instance, if you are editing the terrain altitude
function of a procedural terrain, the output will be labeled “Altitude”, and the value generated
by the function will be used to generate the altitudes of the procedural terrain.
Usually, the type of data output by a function is a number (a floating point value), but there
are some cases where functions can also export colors (e.g. when editing the color function
of a procedural material). If you try to use a function that outputs a color where a number is
expected, SmartGraph™ (see below for details) will automatically add a node to convert the
color into a brightness value.
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In some cases, functions can output multiple channels of data. This is for instance the case
when you edit a function from a simple procedural material. In that case, the Function Graph
will display output nodes for all the different channels in the material (color, bump, transparency,
etc.). You can reuse portions of the graph to generate outputs for several channels simultane-
ously instead of having to duplicate portions of the graph (e.g. you could plug the color and
bump outputs to the same node).
You can create additional output nodes by clicking the Output Node icon ( ) in the left toolbar
of the Function Graph. The number and nature of additional output nodes that can be created
depends on the context of the function. For instance, settings in the Material Editor that are
“exportable” (they are identified by the icon – see here) will have a corresponding optional
output node in the corresponding Function Graph.
If there are several output nodes in the Function Graph, there will always be one of the out-
puts that is known as the master output. There can only be one master output in a function
graph. The master output is the output that corresponds to the channel from where the Func-
tion Graph was accessed. For instance, if you entered the Function Graph by editing the color
channel production function, the master output will be the color output. But if you enter the
Function Graph by editing the bump production function, then the master output will be the
bump output instead of the color output.
The master output is displayed with a stronger contrast than the other output nodes – even
when it is not selected (or a node connected to this output is not selected). If you press the Save
icon ( ) in the dialog bar, only the part of the graph that is connected to the master output
will be saved. Saved functions will appear in the Visual Function Browser like any other of the
predefined functions. By default, functions are placed in the Functions subfolder. This means
that they will appear in the Personal collection inside the Visual Function Browser. In the same
way, if you load a new function into the Function Graph using the Load icon ( ), or reset it by
pressing the New icon ( ), only the part of the graph connected to the master output will be
replaced (or removed).
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Nodes
Nodes are represented by little boxes on the graph. A node receives a flow of data on its en-
tries, affects a certain processing on that data according to its type and the values of optional
parameters, and generates one or several flows of outgoing data. This outgoing data can be of
the same type as the incoming data, or it can be of a different type.
There are 10 different categories of nodes: noise nodes, fractal nodes, color nodes, texture map
nodes, filter nodes, constant nodes, turbulence nodes, combiner nodes, math nodes and dy-
namics nodes. For your convenience, the category of a node is identified by the shape of the
box that represents the node on the graph.
It is possible to change the display color of any node (or groups of nodes) on the graph to im-
prove readability. Just select the node; under the preview of the node there is a color box. Click
on it to open the Color Selection and select a display color for that node.
Types of Data
The nodes in the Function Graph can process 4 different types of data:
• Number: this is a floating point value. It is the typical output of a function graph. Noise
nodes and Fractal nodes (among others) produce numbers.
• Color: this is the typical output of the color nodes. If you are editing the Color channel
of a material, the function may either output a number (in which case the number will
be converted into a color outside of the function using a color map), or directly output a
color.
• Texture Coordinates: this is a two-dimensional vector that typically indicates the texture
coordinates of the point where the function is being evaluated. This is the typical output
from the Projection node.
• Vector: this is a set of 3 numbers that indicate a position or a direction in space. Typi-
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cally, the position and normal inputs are both vectors, where position indicates the po-
sition of the point where the function is being evaluated (converted into the appropriate
coordinate system depending on the selected mapping mode), and where normal is the
direction in which the surface of the object is pointing, at the point where the function is
being evaluated.
Links
Links are the lines that connect different nodes together. Links represent the flow of data
through the graph. The data always flows down, from top (inputs) to bottom (outputs). If a
node is higher than another one, you know it is being processed before.
The color of the link indicates the type of data that is being transported by the link:
• Blue link: number (e.g. noise output),
• Green link: color information,
• Purple link: texture coordinates,
• Red link: vector data (e.g. position),
• Gray link: undefined data type.
When a link is selected (e.g. by clicking on it), it is drawn with a thicker line, and the two nodes
that the link connects are displayed in the link properties part of the Function Graph.
SmartGraph™
As you add, replace or remove nodes or links, SmartGraph determines what can be done to
simplify your task. For instance, if you delete a node, SmartGraph will attempt to reconnect
the link that was broken. When you add a node from a given category behind another one,
SmartGraph will try to find a type of node in that category that is compatible with the data
generated by the previous node – and if the previous node was connected to another node,
SmartGraph will look for a type of node that can be placed in between the two (compatible
data types on entry and exit).
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Presentation
Function Graph
• Top Toolbar
• Nodes Toolbar (the vertical toolbar)
• Function Graph (the main display area)
• Node-Link Details
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Top Toolbar
If the node or the function returns a color, that color will be displayed at the surface of the
preview object.
You can change the shape of the object used to preview the function with the Preview Options
dialog (select the Preview Options command from the Graph Options icon menu – see below).
This is the same as the Preview Options dialog from the Material Editor (see here for details).
Toolbar Icons
• Graph Options Menu: the Function Graph options menu is accessed by clicking on
this icon in the toolbar. Options in this menu are:
Note:
The first four options on this menu are available only with the pre-2014 Function Graph
format.
– Show All Previews in Graph: shows all node previews.
– Preview Only Noises and Colors: only shows previews for noise and color nodes.
– Hide All Previews: no previews are shown, only node boxes.
– Show Arrows on Links: when selected, shows arrows on the links to indicate data
flow.
– Show Links as StraightLines: links can be shown as straight lines. Lines with right
angles are the default.
Note:
These options are available for both the old and new Function Graph formats.
– Enable Auto Graph Layout: aligns nodes in graph automatically.
– Keep Input and Output Nodes Aligned: the input nodes are aligned in a column
on the left; the output nodes are aligned in a column on the right of the Function
Graph.
– Constrain nodes to Grid: enforces automatic spacing for nodes.
– Automatically Map Connected Parameters:
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– Show Real-World Units: real-world units are shown in the Function Graph.
– Preview Options: select this option to display the Preview Options dialog (see above)
and change the look of the node previews. These changes are global to the entire
graph.
• Show Parameter Connections: if you select this option, lines will appear on the
sides of the nodes in the graph. These lines on the side correspond to parameters that
can be connected to other nodes. You can grab the lines and drag them onto another
node in order to create a connection.
Note:
You do not have to show the parameter connections in order to establish this type of
connection. Please read below for details on establishing connections between nodes.
• Cut: this command is available when at least one node is selected. Press the Cut
icon to cut the selected nodes out of the graph and onto the clipboard.
• Copy: this command is available when at least one node is selected. Press the Copy
icon to copy the selected nodes onto the clipboard.
• Paste: this command is available when at least one node is selected. Press the Paste
icon to paste the nodes in the clipboard onto the graph.
• Undo: click this icon to Undo the last operation. You can undo multiple changes.
When you undo an operation, the Redo icon becomes available.
• Redo: click this icon to Redo the last operation that was undone. If you have undone
multiple operations, you can redo them all (unless you make a change).
• Create MetaNode from selection: this option is only available when you have se-
lected several nodes. Clicking this icon will convert the selected nodes into a MetaNode.
Connections are automatically preserved.
• Ungroup MetaNode: when a MetaNode is selected, clicking this icon will place the
content of the MetaNode back in the graph.
• Frame: click this icon to automatically adjust the framing of the preview so that
graph is centered and all the nodes are visible.
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• Frame Selected Area: click this icon to automatically adjust the framing of the pre-
view so that the selected nodes are centered in the graph view.
• Zoom In: click this icon to display a magnified view of the graph in the preview,
thus letting you observe the nodes in finer detail. The current zoom factor is displayed
beneath the icon.
• Zoom Out: click this icon to display a reduced view of the graph and get a more
global view of it.
• Function Node Preview: click this icon to open (or close) the Function Node Preview
panel. This panel displays a detailed view of the output of the currently selected node
along 3 axes. This is a toggle icon. If you close the Function Graph with this panel open,
it will automatically open next time you open the Function Graph. Please turn here for
details on the Function Node Preview panel.
• Function Output Observer: click this icon to open (or close) the Function Output
Observer panel. This panel displays a contextual preview of the function’s output. If you
are editing a material function, a preview of the material will be displayed. If you are edit-
ing the altitude function of a procedural terrain, it will display a terrain. This is a toggle
icon. If you close the Function Graph with this panel open, it will automatically open next
time you open the Function Graph. Please turn here for details on the Function Output
Observer panel.
Nodes Toolbar
The nodes toolbar is the vertical toolbar on the left of the Function Graph. The nodes toolbar is
used to add or replace nodes in the function graph. In order to make the creation of elaborate
functions an easier process, the icons in the nodes toolbar will either add new nodes, or replace
existing nodes, depending on the context. This unique e-on software technology, inspired by
artificial intelligence systems, is known as SmartGraph™.
Here is the description of the different icons in the Nodes icon bar:
• Input Node: click this icon to create a new input node. The Input nodes appear in
a column on the left in the graph area.
When editing an Object Graph, the list of available input nodes depends on the type of
object being edited. Most objects will have a Position, Size and Orientation input node,
but other properties may also be available as inputs (e.g. Light Color when editing a
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light). You can also create External Dependency and Recall Dependency nodes that
will let you import values from other graphs.
When editing material functions, the list of additional input nodes that can be added to
your function graph is as follows (depending on context, some of these input nodes may
not be present, or may not generate intelligent values – for instance, when editing the al-
titude function of a procedural terrain, the “Incident Light Angle” input will always return
0).
– Position: this is the ‘Position’ input.
– Position Options: this is an advanced version of the position node above that lets
you select the coordinate system in which the position vector is expressed. This in-
put node displays a drop-down list that lets you select the coordinate system for
this instance of the node (you can create several “Position Options” nodes with dif-
ferent coordinate systems). The different coordinate systems are the same as the
coordinate systems available in the Material Editor’s Mapping list. You can specify
the Distance unit in VUE units, Display units or any other unit available in a drop-list
for selection.
– Normal: this is the ‘Normal’ input node.
– Normal Options: again, this is an advanced version of the “Normal” node described
above. This input node lets you define the coordinate system in which the normal
vector is to be expressed. The node displays a drop-down list that lets you select
the coordinate system for this instance of the node (you can create several “Normal
Options” nodes with different coordinate systems). If you select the Object option,
the normal vector is expressed in object coordinates, and hence is independent on
the orientation of the object. On the other hand, if you select the World option, the
normal vector will be modified by the orientation of the object.
– Slope: this is the ‘Slope’ input.
– Altitude: this is the ‘Altitude’ input.
– Orientation: this is the ‘Orientation’ input.
– UV Coordinates: this input node returns the texture coordinates of the current point,
according to the selected texture mapping mode. It is created automatically when
you create a Texture Map node. This node is typically used to drive the mapping of
a texture. Please see the options of the UV Coordinates node for further details.
– Time: this input node returns the current time in seconds. This is used for animated
functions. If you create a time-dependent node (such as the Open Ocean node in the
Fractal category), a connection to this input node will automatically be created.
– Angle of Incidence: this input node returns the angle of incidence between the in-
coming ray (the ray coming from the camera, the reflected ray coming from a reflec-
tive surface, etc) and the surface of the object. If the surface of the object is exactly
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facing the ray (the incoming ray is perpendicular to the object surface), the input
node returns a value of 1. At low incidence angles (when the ray is tangent to the
surface), the return value is 0. If the ray hits the surface from the inside, the return
value will be negative.
– Ray Direction World: this input node returns a vector that indicates the direction
of the incoming ray expressed in world coordinates.
– Ray Direction Object: this is the same as the Ray Direction World input described
above, except that the incoming ray direction vector is expressed in object coordi-
nates instead of world coordinates. This is useful if you want to create a function
that depends on the direction of the incoming ray, but is not affected by the orien-
tation of the supporting object.
– Position On Picture: this input node returns a vector representing the position of
the point in the final picture. The X and Y components of this vector respectively
indicate the horizontal and vertical position of the point in the picture, where -1 is
the left/top edge and +1 is the right/bottom edge of the picture. The Z component
of the vector is always 0.
– Distance to Camera: this input node returns the distance between the point where
the function is being evaluated and the camera, whatever the ray recursion depth.
The distance to the camera is at most equal to the actual distance traveled along
the ray. You can specify the Distance unit in VUE units, Display units or any other
unit available in a drop-list for selection.
– Distance on Ray: this input node returns the total distance traveled by the ray from
it’s origin, including all recursions. This means that if the point where the function
is being evaluated was hit by a reflected ray, the distance on ray would include the
distance traveled by the reflected ray plus the distance traveled from the ray’s origin
to the point where it was reflected. You can specify the Distance unit in VUE units,
Display units or any other unit available in a drop-list for selection.
– Distance to Object Center: this input node returns the distance between the point
where the function is being evaluated and the actual center of the object that was
hit by the ray. This would yield a constant value on a sphere, since, by definition, all
points of the sphere’s surface are at the same distance from the sphere’s center. This
is however not true for other geometries, and can also be useful when evaluating
volumetric materials. You can specify the Distance unit in VUE units, Display units
or any other unit available in a drop-list for selection.
– Distance to Object Below: this input node traces a ray downwards from the point
where the function is being evaluated and returns the distance to the first object
encountered. This could be useful for instance to evaluate the depth of an ocean
and create foam (or waves) near the shore. Warning: because this input requires
the actual tracing of a ray, it is very slow to process. You can specify the Distance
unit in VUE units, Display units or any other unit available in a drop-list for selection.
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– Distance to Surface: this input node returns the distance to the surface of the ob-
ject. It is only defined for primitives and Metablob objects and is only really useful
when computing volumetric effects (because it returns the distance to the surface,
this input node will always return 0 when evaluating a standard material). You can
specify the Distance unit in VUE units, Display units or any other unit available in a
drop-list for selection.
– Object Center: this input node returns the coordinates of the center of the object
that was hit by the ray. Obviously, this value is constant over the entire surface of
the object, but it can be particularly useful to switch textures in an EcoSystem pop-
ulation
.
– Incident Light Angle: this input node returns the angle of incidence between in-
coming light rays and the surface of the object. If the light hits the object’s surface
perpendicularly, the value returned by the input node is 1. If the light hits the ob-
ject’s surface at a very low angle of incidence, the value will be close to 0. This is
useful e.g. if you want to create a custom BRDF (Bidirectional Reflectance Distribu-
tion Function) for your materials. Obviously, the value returned by this input node
is usually different for each light source. This input is only valid when evaluating the
specular contribution.
– Specular Light Angle: this input node returns the dot product between the direc-
tion of incident light and the direction of reflection of the viewing ray. This is useful
for create custom specular reflection effects. Obviously, the value returned by this
input node is usually different for each light source.
– Light Direction: this input node returns the direction of the incoming light expressed
in world coordinates. Obviously, the value returned by this input node is usually dif-
ferent for each light source.
– Light Color: this input node returns the color and intensity of the incoming light.
Obviously, the value returned by this input node is usually different for each light
source.
– Reflected Direction: this input node returns the direction of reflection of the view-
ing ray, expressed in world coordinates.
– Anisotropic Direction: this input node returns the direction of the “scratches” used
to compute anisotropic reflections, expressed in world coordinates.
– Transformed Z Vector: this input node returns the direction of the upwards vector
transformed by the object’s transformation matrix, expressed in world coordinates.
This basically tells you which direction is “up” on an object, taking into account the
rotation of the object.
Note:
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• Output Node: click this icon to create a new output node. The Output nodes appear
in a column on the right in the graph area. The choice of possible output nodes depends
on what the function is being used for. For instance, if it is being used to compute the
altitudes of a procedural terrain, this will be the only output node. But if the function
is used for a material, you can create new outputs for other material parameters. If the
function is used as an Object Graph, there will be output nodes for all of the object’s prop-
erties. Also, the Custom Dependency node lets you output any kind of data for retrieval
in another graph.
• Noise Node: click this icon to create a noise node. A noise node outputs a number
between -1 and 1. If a fractal node is selected, it will be converted to a noise node of the
same base noise as the fractal. See the different types of noise nodes for details.
• Fractal Node: click this icon to create a fractal node. A fractal node is based on
a noise that is repeated at several different frequencies in order to create much more
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elaborate patterns as the standard noise node. Fractal nodes create patterns that exhibit
details over a large range of frequencies. If a noise node is selected at the time of clicking
this icon, it will be replaced by a Simple Fractal node based on the same noise as the noise
node. Please see the different types of fractal nodes for further details.
• Color Node: click this icon to create a color node. Depending on the context, color
nodes either output a color based on the value of a number, or converts a color into an-
other color. If a node is selected at the time of clicking this icon, again depending on
context, a color node of the appropriate type will usually be added behind the selected
node. Please see the different types of color nodes for further details.
• Texture Map Node: click this icon to create a texture map node. Texture map nodes
are used to map pictures (texture maps) onto objects. The texture map node is also cre-
ated together with a Projection input node. The projection input node converts the cur-
rent position into mapping coordinates used by the texture map node to map the texture.
Please see texture map node for further details.
• Filter Node: click this icon to create a filter node. Filter nodes take a signal as input
and output another signal. Clicking repeatedly on the Filter node icon will add as many
filter nodes. Please see the different types of filter nodes for further details.
• Constant Node: clicking on this icon will create a constant node. If another node
was selected at the time of clicking, the selected node will be replaced by a constant node
of the appropriate type. Please see different types of constant nodes for further details.
• Turbulence Node: clicking on this icon will create a turbulence node. Turbulence
nodes take a vector as input, and return a vector. They are usually plugged into the Origin
noise parameter, as this is where they will behave as actual turbulence. Please see the
different types of turbulence nodes for further details.
• Combiner Node: click this icon to create a combiner node. Combiner nodes are
used to combine together different values. Most of them work on all types of data, and
output the same type of data as the one provided in input. Please see the different types
of combiner nodes for further details.
• Dynamics Node: click this icon to create a dynamics node. Dynamics nodes are
mostly used to create dynamic connections between object properties. Please see the
different types of dynamics nodes for further details.
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• Heightfield Node: click this icon to create a heightfield node. Heightfield nodes
can only be used with Heightfield Terrain. Please see the different types of heightfield
nodes for further details.
• Layout Node: click this icon to create a layout node. Layout nodes are mostly space-
related nodes. Please see the different types of layout nodes for further details.
• Math Node: click this icon to create a math node. Math nodes are used to perform
all sorts of operations and conversions between different data types. Please see the dif-
ferent types of math nodes for further details.
• Load MetaNode: click this icon to load a MetaNode from disk. A Standard File
Browser will appear, letting you select the MetaNode you want to load. You can also cre-
ate MetaNodes of a specific type using the popup menu. Please see the MetaNodes for
details.
Function Graph
The function graph is the large area that sits in the middle of the Function Graph dialog. It is
used to assemble the different nodes and links that will constitute the function.
You can zoom in and out of the function graph using the Zoom icons ( and ), or by using
the Zoom trigger defined in the shortcuts list of the Operations (Documentation/Getting_Started/Options_and_Pre
panel. There are limits to the amount of zooming in and out that you can do.
You can move the graph around by pressing space and dragging it, using the scrollbars, or using
the Pan trigger defined in the shortcuts list of the Operations panel.
The Pan and Zoom triggers are the ones in the Triggers in 1D & 2D views category, if they are
defined, or in the top-most category otherwise.
Node Selection
You can select nodes or links by clicking on them. Selected nodes appear with a red frame,
while selected links appear bold. If you want to select multiple nodes, click on all the nodes
you want to select with the Shift key pressed, or drag a marquee rectangle around the area that
you want to select (all nodes in that rectangle will be selected).
You can also select an empty spot on the graph by clicking on it. A red square will appear around
the selected area (clicking one of the node icons will place a node in that square).
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In order to facilitate the understanding of the way data is processed in a particular function,
whenever a node is selected, all the other nodes that are connected to it will appear with a
drop-shadow.
Also, if the function has more than one output, the Master output together with all connected
nodes will be displayed in solid text, whereas other nodes will appear in pale color.
Adding/Replacing Nodes
There are three ways of adding/replacing nodes:
• Click on an empty area of the graph; this will select a square in the graph. Click on one
of the node icons, or pick the desired node from the popup menu. The new node will be
placed at the selected location.
• Select a node and click on one of the node icons. Depending on which type of node was
selected, and which icon was pressed, the selected node will either be replaced with a
node of the new type, or a new node will be added beneath the selected node (e.g. press-
ing Fractal when a noise node is selected will replace the noise node by a fractal node
of the same noise, but pressing Filter when a noise node is selected will connect a filter
node on the noise output). If the selected node was already connected to another node,
SmartGraph (see here) will attempt to insert a node of a compatible type from the desired
category. If no such node can be found, a message will appear asking you if you want to
break the connection.
• Select a link and click on one of the node icons or pick a node from the popup menu. The
new node will be inserted in the link (the output of the first node will be connected to the
entry of the new node, and the output of the new node will be connected to the second
node on the link). If the node you are creating cannot be inserted in the link, nothing will
happen. If you picked a node from the menu, the node will be created anyway – but it
won’t be placed on the link.
To delete a node, simply select it and press the Delete key. If possible, SmartGraph will recon-
nect the open link.
Connecting Nodes
When you move the mouse on top of a link, a little round handle will appear at each end of the
link. Grab one end of the link by clicking on the appropriate handle, and drag it onto another
node. As soon as you begin dragging an end of the link, all compatible nodes will be marked
by a little circle. Drop the link on one of the compatible nodes, and the new connection will be
established automatically. To cancel the operation, simply drop the handle on an empty part
of the graph.
Under certain conditions, a small cross may appear at the center of the little round handles.
This is a hint to help identify connections that are probably not appropriate in the current con-
text. You may however still establish the link if you are sure that the connection is pertinent (a
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To delete a link altogether, select the link and press Delete, or grab the link by its middle (not
by one of its handles), and drop it outside of the graph.
Note:
It is possible to change the color display of every node in the Function Graph to improve visibility
of the graph. When a node is selected, under the preview of the node there is a color box. Click
on that to select a display color for that node.
Published Parameters
The Published Parameters feature copies specific settings from the Function Graph that you
may need to change often and places them in a more convenient location for easier access. If
you have accessed the Function Graph from the Terrain Editor, the selected parameters will ap-
pear on a special tab in the Terrain Editor. If you accessed the Function Graph from the Materials
Editor, a special tab will appear in the Advanced Material Editor.
To select a parameter for publishing, just click the underlined field name of the parameter. A
parameter name is supplied and a group name is asked to improve the display of the published
parameter.
Node/Link Details
The node/link details area is the area of the Function Graph that sits below the function graph.
As its name indicates, this area displays details on the currently selected node or link.
Node Details
When a node is selected, the category of the noise appears as the title of the details area. Along-
side this title, one or several drop-down list boxes will let you change the type of node in that
category (e.g. when a Noise node is selected, two drop-down list boxes let you select the noise
type used in that node).
To the right end of the details area title, you will see a pair of buttons that let you browse to the
previous and next nodes.
A preview of the node’s output is displayed on the left end of the node details area, below the
title. Check or uncheck the Show in graph option below the preview in order to adjust the size
of the node preview in the function graph (if the option is checked, the node will appear large).
You can add titles and descriptions to your nodes using the Title and Description fields. This
is useful when designing complex shaders that should be used by other parties. If no title is
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provided for the node, the name of the node is used instead (or the value of the constant for
constant nodes). The description will appear as a tooltip when you float the mouse cursor over
the node in the graph.
If the selected node has options, these options will appear to the right of the node preview. The
nature and type of these options depends on each node, and will be discussed further down.
The value held by this newly created constant value node is the same as that of the parameter
before it was extracted. At this point, the output of the node is not affected by this extraction.
But now that the parameter is extracted, you may replace it with any type of node (e.g. a noise
node!).
If you go back to the initial node, you will notice that the Extract parameter button ( ) has
been replaced by the Disconnect parameter button ( ), and instead of displaying input con-
trols, an indication that the node is “connected” appears. If you click the disconnect parameter
button, or if you destroy the parameter’s link, the parameter will be reintegrated into the node
and restored to its initial constant value.
The underlying power of this simple feature is truly amazing! For instance, most noise nodes
have an origin (which is the origin of the noise wave). If you extract this origin, and then click the
Turbulence node icon ( ), the origin will be replaced by a turbulent value. Or if you extract
and connect the scale parameter of a noise node to the slope input, the scale of the noise will
vary automatically according to slope! Please turn here for a few simple examples of how to
use this feature.
Note:
if you clicked the Show parameter connections icon ( ), small links appear to the right of
the node on the graph. Each one of these links corresponds to a parameter. You can extract a
parameter directly by grabbing the corresponding handle and connecting it to another node.
Link Details
When a link is selected, a preview of the two nodes that are connected by the link is displayed in
the Link Details area, together with two small arrows that let you go to either one of the nodes.
Click the left arrow button ( ) to go to the upper node, and click the right arrow ( ) to go to
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Multi-edition of nodes
If you select several nodes, parameters of the first selected node will be displayed. Edit one
parameter: value of this parameter will be applied on all selected node (if selected node has
the same parameter).
MetaNodes
MetaNodes are a special type of node that encapsulates a graph, or part of a graph.
You could think of them as the ability to group several nodes of a graph, but the concept behind
MetaNodes is in reality a lot more powerful. Because MetaNodes can be saved and retrieved for
future use, and because they give you the ability to easily create a simple user interface around
them, you should rather think of them as a building block for more complex graphs.
Creating a MetaNode
To create a new MetaNode, simply select several nodes in a graph and click the Group selection
as MetaNode icon ( ). The selected items are replaced by the metanode, and all connections
to the items you selected are automatically re-connected to the MetaNode.
To remove the MetaNode and re-expose its content in the graph, simply click the Ungroup
MetaNode icon ( ). The nodes that had been moved into the MetaNode will re-appear in
the graph.
Editing a MetaNode
You can edit the content of a MetaNode by double-clicking on the MetaNode, or by clicking the
Graph button in the MetaNode properties.
When you edit the content of the MetaNode, a new instance of the Function Graph will appear,
displaying the MetaNode graph. You can edit this graph in the usual way.
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when you select the MetaNode in the graph where the MetaNode is located).
When you click the parameter, a little dialog will popup, prompting you to enter the name under
which you wish to see the parameter appear in the MetaNode options. Enter a name and click
OK. Now, if you close the MetaNode graph and select the MetaNode in the main graph, you will
see that your parameter appears with the name you provided.
Using this ability, you can very easily create a simple interface to your MetaNode, by exposing
only those parameters that are really useful for controlling the functionality of the MetaNode.
Note:
MetaNode parameters are listed on the MetaNode options panel in the order in which they were
published. There is no way to subsequently change this order.
• Click the Save icon ( ) at the lower right corner of the Function Graph when editing the
MetaNode graph.
When you save the MetaNode, a Standard File Browser will appear, letting you select the file
under which to save the MetaNode. By default, the browser opens on the MetaNodes folder,
where you will see a set of sub-folders corresponding to the different types of nodes. If, for
instance, you save your MetaNode in the Filters sub-folder, the MetaNode will subsequently
appear in the Filter node menu, for easy access.
Using this feature, you can rapidly create and enrich your collection of ready-to-use MetaNodes,
and thus rapidly create extremely elaborate function graphs.
Of course, you can also save MetaNodes into your own folder, and retrieve them using the Load
button on the MetaNode details panel, or in the MetaNode Function Graph.
Example Use
In this example, we will use a preset MetaNode that acts as a filter to create a zero output around
the origin of the world. This is particularly useful to create a flat area around the camera in a
procedural terrain.
Create a standard procedural terrain. Connect a Fractal node to the Altitude output. Now, add
a filter node behind the Fractal node output, and, in the display panel, browse to the MetaN-
odes category, and select the Flat area at origin MetaNode. This zeroes the altitudes of the
procedural terrain around the origin. Notice that a single parameter is published, that lets you
control the size of the flat area.
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If you double-click on the MetaNode, you will access the MetaNode graph. You will notice how
the MetaNode calculates the distance to the world’s origin, and applies this to the input value,
to zero the value around the origin.
Here, a MetaNode was used to create a new type of filter. Despite a high level of inherent com-
plexity, it is incredibly easy to use this new “filter”, because that complexity is hidden away
behind the MetaNode interface.
The Scene Graph approach is a way of viewing your scene, from a graph-based point of view.
This approach lets you define custom relationships between all the objects, terrains and mate-
rials of your scene, by visually connecting their properties using a set of nodes.
This is a powerful concept that lets you create incredibly elaborate scripts to control object,
terrain or material properties based on other items.
For instance, control the distribution of rocks on terrains according to local roughness, assem-
ble automatic piston rigs, make objects turn red when other objects grow large, turn lights on
when doors open, etc.
You can even design scripts that will make objects interact dynamically with procedural terrains,
to recreate, for example, the deep impact effect of an asteroid hitting a terrain
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Object Graphs
Each object can now be controlled using a graph. This graph is unique to the object, and is
accessed by selecting the menu option Object | Edit Graph, or by clicking on the Edit object
graph button ( ) at the bottom of the World Browser (see here).
The object graph features the different properties of the object both as input and output. The
input value of an object property contains the current value of that property. For instance, the
Position input contains the current position of the object.
If you connect something to one of the output properties, you are forcing the value of that prop-
erty, and it will no longer be possible to change it in the user interface. For instance, if you con-
nect the Size output directly to the Position input, you are forcing the size of the object to be
exactly equal to its position (obviously not very useful, but this is just an example).
Now, if you close the Object Graph, you will notice that the size of the object is related to its
position, and you are unable to change the size of the object. If you were to animate the position
of the object, you would see its size vary according to its position, despite the fact that no size
animation is defined. Actually, if you look at the Properties Timeline, you will notice that the
Size property is marked as being --connected--.
The Edit object graph button of objects that have a graph attached to them appears toggled
down ( ) at the bottom of the World Browser.
To remove an Object Graph completely, simply delete all nodes and connections in the graph.
Connecting Graphs
The Object Graph is very useful to customize the behavior of a single object. However, it’s true
power comes in the ability to connect different graphs together, so that you can cause some
objects to react to other object’s properties. You can also connect different types of graphs
together. For instance, you can connect a material graph to an object’s graph, or to the altitude
production function of a procedural terrain.
External Dependencies
The External Dependency input is the type of input that will let you import the value of a prop-
erty of another object into a particular graph.
In the object graph, select Add Input Node | External Dependency from the popup menu. This
adds an External dependency input to the graph. With this input selected, look at the node
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details. You will see a Dependency drop-down menu, where you can select which property of
which object you want to import into the graph.
For instance, create a cylinder and a sphere. Select the cylinder, and edit its graph. In the
cylinder graph, add an External Dependency input node on the sphere’s position. Connect
the cylinder size output to the sphere position dependency node, and close the graph. Now,
notice how the size of the cylinder changes as you move the sphere around.
• Dependency: select the item for the dependency relationship from the drop-list. De-
pending on the item selected, Size may be available as a qualifier. If you then select
True dimensions, you can specify the size in VUE units, Display units, or specific units
such as meters or feet.
• Relative to parent: if the object is part of a group, a Boolean operation or a Metablob,
selecting this option will express the dependency in coordinates that are relative to the
group.
Note:
The relationship between the objects will be preserved, even if you group them together. Using
this capability, you can, for instance, very easily create complex mechanical components such
as the piston rig
You can also refer to object properties from inside a material graph, or a procedural terrain
altitude graph.
Recall Dependency
The Recall Dependency type of node is incredibly powerful, as it behaves like the External
Dependency node, but will actually remember the value of the dependency for the indicated
time.
To create such a node, select the Add Input Node | Recall Dependency command from the
popup menu.
• Delay: this parameter controls the amount of time by which the value of the dependency
is delayed, so that the value that is returned by the node is actually the value that the
dependency had “Delay time” before.
• Dependency: select the item for the dependency relationship from the drop-list. De-
pending on the item selected, Size may be available as a qualifier. If you then select
True dimensions, you can specify the size in VUE units, Display units, or specific units
such as meters or feet.
Note:
the Recall Dependency nodes only work in the context of Object Graphs.
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Exporting Values
In the previous section, we saw how we can easily connect several object graphs together by
referring to the properties of other objects. However, there may be cases where you wish to
refer to something else than a property of an object. For instance, you could want to connect
to an intermediate value that is calculated in another graph.
This can be done by exporting values. To do this, select Add Output Node | Custom Depen-
dency from the popup menu. This creates a Custom Dependency output node. You can con-
nect this node to whatever you wish to refer to in another graph.
You could use this feature to distribute materials on a procedural terrain according to terrain
roughness. Let’s create a new procedural terrain and edit the terrain altitude graph. Create a
Terrain Fractal node and connect that to the Altitude output. Now, create a Custom Depen-
dency output node in the terrain altitude graph, and connect this node to the Terrain Fractal
node. Notice that, at the time of connecting, you are asked to select between two types of out-
puts (Altitude and Rough areas). Connect the dependency output to the Rough areas output
of the Terrain Fractal node and close the graph. Now edit the material that is assigned to the
terrain, and create a mixed material (see here). Edit the Distribution function, and, in the func-
tion graph, create an External Dependency input node. From the Dependency drop-down
menu, select the Custom Dependency option of the procedural terrain, and connect this to
the Distribution output. Close the graph. If you render the terrain, you will see that the distri-
bution of materials now depends on the roughness of the terrain.
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This panel is accessed by pressing the Function Node Preview icon ( ) in the top toolbar of
the Function Graph (see here).
If this icon is orange, this panel will appear automatically each time you open the Function
Graph. This panel can be resized by its edges. By resizing the panel, you can enlarge the preview
area.
The Function Node Preview displays a preview of the output of the currently selected node as a
set of curves or colors. If the selected node outputs a number, the panel will display 3 curves
showing a section of the node’s output along each one of the 3 axes. If the selected node out-
puts a color, the panel will display 3 colored bands showing the output of the node along each
one of the 3 axes. If the selected node outputs a vector or a texture, the panel displays nothing.
You can change the origin of the observation using the X, Y and Z input fields. The origin of the
observation is the point at the exact center of the 3 curves/bands. Under each curve/band is
an indication of the relative offset from the origin of observation.
Use the Scale setting to adjust the portion of the outputs that is displayed in the curves/bands
– that is the size of the observation window along the axes that is viewed on each curve/band.
Press the and buttons to respectively reduce/increase the scale of the preview.
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You can also change the origin of the observation by dragging the curves/bands: click on one
of the curves/bands and drag the mouse to move the observation window. To change the scale
of observation, press the Control key and drag the mouse up/down to zoom in/out.
Automatic extension: select this option if you want the Function Node Preview to automati-
cally select the appropriate extension so that all output values fit in the curves. This setting is
only available when the output of the currently selected node is a number. The corresponding
extension is displayed in the Extension field. When Automatic extension is selected, this field is
disabled.
Extension: use this to control the minimum and maximum values displayed on the curves. This
setting is only available when the output of the currently selected node is a number, and the
Automatic extension option is deselected.
Material output
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Terrain output
This panel is accessed by pressing the Function Output Observer icon ( ) in the top toolbar
of the Function Graph (see here).
If this icon is orange, this panel will appear automatically each time you open the Function
Graph. This panel can be resized by its edges. By resizing the panel, you can enlarge the preview
area.
The Function Output Observer is a simple panel that displays a view of the function’s output.
The nature of the view depends on the function’s context:
• If you are editing a function that is part of the definition of a material, the panel shows a
preview of the material.
• If you are editing the function that defines the altitudes of a procedural terrain, the panel
displays a preview of the procedural terrain. You can rotate, pan and zoom the terrain
preview like in the Terrain Editor (see here).
Scale: use this setting to zoom in or out of the preview. Press the and buttons to respec-
tively reduce/increase the scale of the preview.
Origin: use this to enter the origin of the function observation. This point is the one at the
center of the previews (center of the sphere if you are viewing a material on a sphere, center
of the plane if you are viewing a material on a plane, center of the terrain if you are viewing a
terrain).
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Auto Fit and Fit Now allow you to get a reliable feedback on the modifications performed on
the function (the Fit Vertically option displays the output values in a range that fits the dialog,
but, the updated terrain can be quite different from the preview because of the difference in
the final range). By using Fit Now, the user can see the evolution of the function more easily.
Cyclic Nodes
VUE includes a set of noise and fractal nodes that are cyclic. This means that instead of an every
varying pattern repeating over the mapped space, a single pattern will repeat itself periodically
along all axes (3D space for 3D functions, and also along time for 4D functions).
The advantage of these nodes is that there is no seam between adjacent repetitions of the pat-
tern.
Cyclic noises and fractals are located in a sub-menu of the standard noises and fractals. All
parameters are exactly the same as those in the corresponding non-cyclic flavor of the noise or
fractal. For technical reasons, not all noises and fractals have a corresponding cyclic version.
There are additional parameters to specify the repetition period over each of the 3 or 4 axis of
the function. The period can be different along each axis, which leads to non-square patters
(but still seamless). The period is expressed as a multiple of the wavelength.
Note:
you can also use a cyclic noise in a non-cyclic fractal, but it will lead to results much more pred-
icable than a cyclic fractal, because the periodicity will be the same at each octave, whereas it
is not in a cyclic fractal.
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Noise Nodes
Common Parameters
Scale
The scale parameter is a number that controls the overall scale of the noise. Larger values mean
that the noise pattern looks larger. This parameter works in conjunction with the Wavelength
parameter to determine the final scale of the noise along each axis.
Wavelength
Whereas the scale parameter only lets you control the size of the noise pattern globally, the
Wavelength parameter is a vector parameter that lets you adjust the scale of the noise along
each axis. For instance, if you want the noise to vary only along the Z axis, enter 0 in the X and
Y wavelengths.
Origin
The origin parameter is a vector that indicates the point at which the noise originates. By mod-
ifying this value, you can shift the noise pattern around. If you plug the Origin parameter into a
Turbulence node, you will add turbulence to the noise.
Cellular Patterns
A cyclic version of Cellular Patterns is available. Refer to the previous section for more infor-
mation.
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Chipped noise
Crystal noise
Pebble noise
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Drought
This noise looks like the patterns created by wet soil that has dried out.
Voronoi
Voronoi noises produce patterns that are based on the distance to randomly positioned seed
points on a grid.
Neighbor mode: determines what distance is taken into account to produce the noise pattern:
• Closest neighbor: the shortest distance to a neighboring seed point,
• 2nd closest neighbor: not the shortest distance, but the 2nd shortest,
• 3rd closest neighbor: not the shortest distance, but the 3rd shortest,
• 4th closest neighbor: not the shortest distance, but the 4th shortest,
• 1st – 2nd neighbors: distance to the closest neighbor minus distance to the 2nd closest,
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• 2nd – 3rd neighbors: distance to the 2nd closest neighbor minus distance to the 3rd
closest,
• 3rd – 4th neighbors: distance to the 3rd closest neighbor minus distance to the 4th clos-
est,
Voronoi noises: neighbor mode
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Voronoi profile: determines the curvature of the noise over a fragment as the distance in-
creases:
• Flat: creates fragments of uniform value, the distance to the closest neighbor being used
on the entire fragment,
• Spikes: the noise amplitude varies linearly with the distance, creating pointy shapes,
• Angles: a little more rounded than spikes,
• Round: yet a little more rounded,
• Smooth rounded: the most rounded Voronoi profile.
Voronoi noises: profiles
Flat
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Spikes
Angles
Rounded (default)
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Smooth-rounded
Voronoi (Altitude)
Basically the same as the above Voronoi noise, except that the altitudes of the different frag-
ments varies randomly. The Voronoi Altitude Flat noise is identical to the Voronoi Flat noise.
You cannot select the neighbor mode for this type of Voronoi.
Flat
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Spikes
Angles
Rounded (default)
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Smooth-rounded
Voronoi (Generalized)
The generalized Voronoi noise is yet another variation of the Voronoi noises where the curvature
of the fragments is adjustable continually, and where you can adjust the amount of randomness
in the size of the fragments.
Randomness: controls the amount of randomness in the size and shape of the different frag-
ments that constitute the noise pattern. If 0 randomness is entered, the fragments will all be
square.
Randomness = 0
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Randomness = 0.2
Randomness = 0.5
Randomness = 1
Voronoi profile: this controls the curvature of the fragments. It is similar to the Voronoi type
described above, except that it lets you vary the curvature continuously.
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Profile = 1
Profile = 1.25
Profile = 1.75
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Profile = 2
Distributed Patterns
These types of noises create a pattern by scattering a basic shape randomly in noise space.
Warning: these types of noise are very slow to compute. Use the 2D counterparts wherever
possible. A cyclic version of Distributed Patterns is available. Refer here for more informa-
tion.
Size = 0.2
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Size = 0.4
Size = 0.6
Size = 1
Randomness: controls the randomness in the distribution of patterns, both in terms of size
and position.
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Randomness = 0
Randomness = 0.2
Randomness = 0.5
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Randomness = 1
Cylinder
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Cone
Round
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Smooth-round
Cone-tower
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Round-tower
Samples: indicates the number of patterns that are scattered per grid unit:
• 1 sample per cell: only one pattern will be mapped per grid unit,
• 2 samples per cell: exactly two patterns will be mapped per grid unit,
• 3 samples per cell: exactly three patterns will be mapped per grid unit,
• 4 samples per cell: exactly four patterns will be mapped per grid unit,
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Random altitudes: this option, when checked, will assign a random altitude to each pattern.
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Find maximums: if this option is checked, the noise will find the maximum of all the patterns
that overlap the point of evaluation of the noise.
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Scale variations: controls the amount of variation in the aspect ratio of the square patterns. If
0, all patterns will be square. If non zero, the patterns will be more or less stretched.
Scale variation = 0
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Scale variation = 1
Angular variations: controls how well the patterns are aligned with the noise axes. If 0, all
square patterns are aligned with the axes. If non zero, the patterns will be more or less twisted.
Angular variation = 0
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Angular variation = 1
Shape: similar to the shape parameter of the Round Samples noise, except applied to square
patterns:
• Cube: the noise scatters little cubes in noise space,
• Pyramid: the noise scatters little pyramids in noise space,
• Round pyramid: the noise scatters pyramids that have a rounded profile in noise space,
• Pyramid tower: same as pyramid, except the pyramids are placed atop little cubes,
• Round pyramid tower: same as round pyramid, except the round pyramids are placed
atop little cubes.
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Cube
Pyramid
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Round pyramid
Pyramid tower
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Round pyramidtower
Flat Patterns
The noises in this category create flat patterns. They don’t work so well for bumps, because
they tend to create sharp edges. There are noises in other categories that also produce flat
patterns. A cyclic version of Flat Patterns is available. Refer here for more information.
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Varying Blocks
Clumps
Water Cress
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Line Patterns
The noises in this category create patterns that are mostly based on lines. A cyclic version of
Line Patterns is available. Refer here for more information.
Lines, Fabric
These noises do not define any additional parameters.
Lines
Fabric
Cracks
Crack width: controls the width of the cracks.
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Sparse Cracks
Crack width: controls the width of the cracks.
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Math Patterns
The noises in this category define simple patterns based on mathematical functions. They are
mostly used to combine other noises together or create special patterns that require the regu-
larity of mathematical functions.
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Radial sine
Sine wave
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Triangular
Leopard
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Saw teeth
Water wave
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Spiral
Rectangular
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Onion
Wavelet
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Step (rectangular)
Step (smooth)
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Tooth (rectangular)
Tooth (triangular)
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Tooth (Gaussian)
Spiral
Radial expansion: if checked, this option will make the wavelength of the spiral pattern in-
crease as it moves away from its origin.
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Vertical warp: if set, this option indicates that the phase of the spiral changes with the altitude.
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Rectangular Wave
Step width: controls the steepness of the transitions between low and high values. 0 means
perfectly vertical edges.
Step width = 0
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Up/down ratio: controls the size of the patterns when the output is high (up) versus when it is
low (down). Similar to the pulse width. This parameter only has an effect if the step width is
non zero.
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Slope: controls which transitions are done abruptly and which ones are done smoothly. This
parameter only has an effect if the step width is non zero.
Slope up and down: if the step width parameter is non zero, both transitions from up to down
and from down to up will be gradual.
Slope up only: only transitions from down to up will be gradual. Transitions from up to down
will be abrupt.
Slope down only: only transitions from up to down will be gradual. Transitions from down to
up will be abrupt.
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Slope up only
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Other Patterns
Dots
Water (Calm)
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Water (Rough)
Granite
Perlin Noises
Noises in this category are all based on work by Ken Perlin. They produce repeatable patterns
that look random and are the basis to most procedural textures.
There are 3 types of basic Perlin noises: Linear, Value and Gradient. Linear Perlin produces
sharp edges, Value is a slightly better but slower version of the Perlin noise, and Gradient is the
best (and also slowest version). Each type of Perlin noise has its pros and cons in terms of looks.
A cyclic version of Perlin Noises is available. Refer here for more information.
Common Parameter
Ridged: this option creates ridges in the noise pattern. It also has the side effect of making the
noise higher on average.
Animated: when this option is selected, the noise will be evaluated in 4 dimensions instead
of 3, the fourth dimension being that of time. This will result in a noise that produces patterns
that change over time. Whenever you select this option, a link will be automatically established
with the “Time” input.
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Linear
Value
Gradient
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Gradient + Ridged
No additional parameters – aside from the Ridged option – are defined for these noises.
Value-Gradient (variable)
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Linear-Value-Gradient (variable)
Value-Gradient, Linear-Value-Gradient
These two noises are combinations of the base Perlin noises. The different types of noises are
blended according to the Ratio setting.
Ratio: controls the proportion of each type of Perlin noise in the final noise.
Value-Gradient:
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Ratio = 0
Ratio = 0.2
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Ratio = 0.9
Linear-Value-Gradient:
Ratio = -0.9
Ratio = -0.3
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Ratio = 0 (default)
Ratio = 0.7
Square Patterns
A cyclic version of Square Patterns is available. Refer here for more information.
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Random Altitudes
Squares
Squares (pairs)
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Stones
Square Blobs
Square Stones
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Fractal Nodes
Common Parameters
The following settings are common to all fractal nodes (some of them are not available in the
“Basic Repeater”, “Fast Perlin Fractal” or “Open Ocean” nodes, because these nodes are simpli-
fied or degenerate forms of fractals).
Base noise: to create its output, the fractal node replicates the base noise at different frequen-
cies, and with different amplitudes. This drop-down menu box lets you select the noise to be
used by the fractal. If the noise defines extra parameters, you can access these extra parame-
ters by clicking on the Edit button. This will open a Node Options dialog, letting you adjust the
properties of the noise. If the noise has no extra parameters, the Edit button remain disabled.
If you select a noise that is time dependent, a link will automatically be established with the
“Time” input.
With rotation: check this option if you want the noise to be rotated in between each harmonic.
This is useful if the base noise exhibits strong directional features and you want to minimize
these directional features.
Without rotation
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With rotation
Wavelength: this is the same as the wavelength parameter of noise nodes (see here).
Origin: this is the same as the origin parameter of noise nodes (see here).
Metascale: This is the scale of global variations in the noise. If you take a fractal that represents
a mountain, the largest feature scale would be the size of mountains, the metascale would be
the size of the entire mountain range, and the smallest feature would be the smallest detail.
Largest feature: this is the same as the scale parameter of noise nodes (see here). Generally
speaking, fractal nodes should have features that are larger than the scale at which the fractal
will be observed.
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Largest feature = 2
Largest feature = 10
Smallest feature: by default, when computing a fractal pattern, VUE will keep adding detail
until these details are so small that they cannot be seen in the final picture. This is the default
behavior when the smallest feature setting is left at 0. There are cases where you may want to
skip the smaller details in the fractal, in which case you should indicate the scale of the smallest
details you want, using this setting.
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Smallest feature = 0
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Roughness: this parameter controls the overall roughness of the fractal pattern. Namely, the
amplitude of each iteration of the fractal’s base noise is multiplied by the Roughness parameter.
The default value of 0.5 will produce a fractal pattern with the same level of detail at all scales.
Smaller values for the roughness parameter will produce a smoother surface, whereas values
greater than 0.5 will yield spiky patterns with lots of small details.
Roughness = 0.2
Roughness = 0.4
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Roughness = 0.6
Roughness = 1
Gain: this parameter controls the overall amplitude of the signal output by the fractal. Because
fractal patterns can have very large features, their output can be in a much larger range than the
standard noise range of -1 through 1. You can use this parameter to tone down the amplitude
of the fractal’s output.
Gain = 0.5
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Gain = 1
Gain = 4
Gain = 10
Stretch Damping: This setting is only available if the fractal is stretched along one or several
axes (non uniform wavelength). Stretch damping will reduce the amount of stretching applied
to the higher frequencies in the fractal, thus avoiding the entire fractal pattern looking as if it
had been stretched.
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The fractal’s output is modulated by a user defined filter. The amount of filtering can be made
to vary according to the harmonic. If no filter is defined, this processing is ignored. You can
define the range of values in between which the filter is applied.
Filter: this is the filter that will define the profile of the altitudes. Double-click on the filter
preview to load a new filter, or select Edit from the popup menu to customize the filter. Please
turn here for details on the Filter Editor.
Function view
Function graph
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Filter
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Creep in: this parameter controls how much of the original (unfiltered) signal gets mixed back
into the signal at each iteration. Higher values mean that the filter only affect a few large-size
harmonics.
Min and Max: the range of values to which the filter applies is automatically defined according
to the other settings in the fractal. Using Min and Max, you can adjust this range (for instance,
if you want the filter to apply to an intermediate range of values only). The Min and Max values
are given as percentages of the full range computed by the fractal.
For improved clarity, we will use the above cut-off filter in the examples below:
Creep in = 0
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Creep in = 0.1
Creep in = 0.3
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Creep in = 0.5
Outputs: most fractals are capable of outputting both an Altitude value (the default usage) and
also a Rough areas value, which can be used to drive the distribution of materials according to
the local roughness of the fractal pattern. When the second output is connected, a 2nd output:
Detect rough areas option appears with the Ref. feature size setting. This is typically used to
control the distribution of materials on the terrain according to fractal roughness.
Basic Repeater
The Basic Repeater is a special type of fractal that is in some respect “degenerate”. The reason
for this is that basic repeaters only add a limited amount of detail to their patterns, whereas
true fractals will add infinite details. What this means is that if you zoom in close onto a basic
repeater pattern, you will begin to notice the lack of detail. There are cases when the basic
repeater can be useful because it offers greater control over the harmonic behavior of the noise.
Whenever possible, however, you should prefer true fractal patterns.
Note:
Although the Basic Repeater can have a filter assigned to its output values, the Creep in param-
eter defined above is not available in this node.
Repeat: this parameter controls the number of times the base noise is repeated in order to
produce the final pattern. Higher values will produce very detailed patterns, but will take longer
to render. It is rarely useful to use values higher than 4-6.
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Repeat = 0
Repeat = 1
Repeat = 2
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Repeat = 10
Scale: this parameter controls the scaling ratio that is applied to the base noise’s wavelength in
between each iteration of the noise. Values close to 0.5 produce the best results; values greater
than 0.5 will enhance larger elements, whereas values under 0.5 will enhance the smaller de-
tails.
Scale = 1
Scale = 0.75
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Scale = 0.5
Scale = 0.2
Amplitude: this parameter controls the amplitude ratio that is applied to the base noise’s am-
plitude in between each iteration of the noise.
Amplitude = 0.25
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Amplitude = 0.5
Amplitude = 0.75
Amplitude = 2
Combination mode: this drop-down list defines the method used to combine the noise itera-
tions together:
• Add: values are added together.
• Blend: values are averaged.
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• Variable roughness: values are added depending on the result of the first iteration. Low
first iteration values mean lots of successive iterations being added in, high values mean
little influence of successive iterations.
• Variable roughness (abs): same as Variable roughness, except the distance to 0.5 is con-
sidered instead of the value of the first iteration itself.
• Max: the biggest value is retained.
• Max (abs): the value that is the furthest from 0.5 is retained.
• Min: the smallest value is retained.
• Min (abs): the value that is the closest to 0.5 is retained.
• Multiply: values are multiplied together.
Add
Blend
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Variable roughness
Max
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Max ABS
Min
Min ABS
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Multiply
Simple Fractal
This is the simplest type of fractal. It repeats the base noise uniformly.
The simple fractal node does not define any additional parameters.
Roughness = 0.5
Roughness = 1.0
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Roughness = 1.5
A cyclic version of this Simple Fractal is available. A cyclic Animated Simple Fractal is also
available. Refer here for more information.
Grainy Fractal
The Grainy fractal is particularly useful for color and bump patterns that exhibit a lot of detail
at all frequencies.
Roughness = 0.75
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Roughness = 1.0
With rotation: check this option if you want the noise to be rotated in between each harmonic.
This is useful if the base noise exhibits strong directional features and you want to minimize
these directional features.
Double noise: this option adds more interesting variations to the base noise. It is however
more complex to compute.
Noise Variation: use the Variation strength, Variation roughness, and Smooth area altitude
settings to control how the grain in the noise varies, and to create smooth and grainy areas.
Other: use the Distortion and Filter Steepness to add distortion to the overall fractal pattern,
as if it had been smeared around randomly. Steepness controls the amount of contrast in the
noise.
A cyclic version of this Grainy Fractal is available. Refer here for more information.
Terrain Fractal
This is the same as the grainy fractal, except that the noise/landscape type parameter can be
made to vary according to the altitude of previous iterations of the base noise. This results in
smooth areas at certain levels, and rougher areas away from this level. This node is mostly used
for creating natural-looking terrains.
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Distortion: adds distortion to the overall fractal pattern, as if it had been smeared around ran-
domly.
Bump surge: causes bumpy areas to rise above or sink below the average surface.
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Ridge smoothness: controls how much rounding is applied to the Perlin ridges/Billows. This
setting is not available in Plain noise mode.
Noise/Landscape type: this drop-down list defines the shape of the base noise.
• Ridges: a modified version of the Perlin noise that creates sharp ridges.
• Plain noise: the basic Perlin noise.
• Billows: a modified version of the Perlin noise that creates billows.
• Ridge-Mix: a blend of different ridged Perlin noises.
• Billow-Ridge Mix: a blend of billowy and ridged Perlin noises.
Blend: this setting is only available for mixed noise types. It controls the method used to com-
bine the noise and landscape iterations together.
A cyclic version of this Terrain Fractal is available. Refer here for more information.
Terrain Fractal 2
This node is a fractal function designed to create realistic terrain landscapes, similar to the Ter-
rain Fractal. Differences are:
• This fractal has a better variability of shapes, and the rough areas simulating rocks and
cliffs are more convincingly integrated in the relief.
• An optional stratification can be applied to create an effect similar to what a separate
Strata Filter node would achieve if fed with the fractal’s output, but with the added ad-
vantage of benefiting from knowledge of some of the fractal’s internal value: For exam-
ple, the strata follow the general relief of the landscape, to simulate the deformation of
actual geological strata due to landscape movements after the formation of the strata
themselves.
• Also, the stratification process is modulated to be much more visible on rough areas than
on smooth areas. This is because the smooth areas represent parts of the landscape
where sediments have covered the underlying, stratified rocks.
• Like most other fractals, Terrain Fractal 2 also provides a 2nd output which value reflects
the terrain roughness at the evaluated point.
Terrain Fractal 2 comes with several groups of parameters. The first group contains generic
parameters which are the same as those seen on other fractals. Please refer to previous docu-
mentation for details.
The Overall aspect parameters control the influence of the first few octaves of the fractal over
the rest of the algorithms. These octaves will define regions with different density of rocks.
Turbulence damping: controls the influence of the first octaves’ turbulence on subsequent
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octaves of noise.
Large scale smoothness: controls the smoothness of the transition from regions of low rock
density to others of high rock density.
Large scale contrast: defines the range in which the rock population density can vary.
Buoyancy: controls the balance between large scale noise octaves and smaller scale ones. A
positive buoyancy means that the average altitude will be low and the rocky features will raise
above it, whereas with a negative value the features will dig below a higher average altitude. A
null buoyancy means that the average altitude will be around zero while some features will be
above it and some below it.
This fractal tries to simulate rocks emerging from a sedimentary soil. These rocks tend to be
gathered at specific places where the soil thickness is lower, whereas in thicker soil areas they
are almost all hidden below the sediments. The Ground aspect parameters control this.
Bump surge: controls how much the rocks will spring up out of the ground.
Soil thickness: controls the typical thickness of the layer covering the rocks. A thin layer will
let more rocks show up, and most of the smoother areas will still retain a little bit of roughness.
On the other hand, a thicker layer will cover more rocks, and most of the smoother areas will
have almost no roughness at all.
Rock dispersion: controls how much rocks tend to be scattered in the landscape rather than
gathered in specific areas.
The Strata processing parameters are similar to those available on the Strata filter located in
the Recursive filters subcategory:
Processing strength: controls the influence of the strata filtering over the landscape.
Offset: allows fine-tuning of the vertical strata pattern positioning with respect to the underly-
ing terrain.
Terrain features generated by this fractal are fully user adjustable. The fractal can also be used
to drive material distributions and produce a wide variety of appearances.
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The Base settings section of the fractal settings are the same as the Terrain fractal.
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Two flavors of this fractal are available in the Overall aspects section. The Separate moun-
tains checkbox drives this difference.
When this option is checked, the terrain appears as independent mountain “blocks” placed
side by side. This is useful when in need of one or several big summits or to overlay on top
of another relief. When the Separate mountains option is unchecked, the terrain appears as
independent basins separated by irregular mountain ridges. This can be a useful basis to define
interconnected or separate valleys, especially with proper distortion.
Number of iterations: this fractal is very specific in that it produces irregular ridges that appear
at each iteration. This means the lower frequency components will not be as visible as they are
in regular fractals. The trade-off is that it can be quite slow to compute with a lot of iterations.
Scale factor: each new iteration adds irregularities at a scale smaller than the previous itera-
tion. This parameter defines how much smaller each new iteration will be. A higher scale factor
will allow for smaller details with fewer iterations, but it will also be more predictable and less
appealing.
Flat level (per iteration): each iteration applies some pattern which is made of some very
smooth areas and some much rougher, ridged areas. This parameter controls the balance be-
tween the two types of areas. A high value will leave fewer ridges, while a lower value will yield
much smaller smooth areas.
Ground level: this parameter, especially useful when Separate mountains is ticked, makes
the fractal “sink” into the ground.
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Stretch factor: the pattern applied at each new iteration is stretched along some privileged
direction, to reflect the way real ridge networks actually look like in a mountain range. This
parameter controls the amount of stretching. This parameter is ignored when the Separate
mountains setting is not checked, unless you are using Eroded Rocky Mountains.
Distortion: this parameter is quite similar to its namesake in Terrain Fractal. It distorts the input
coordinates in order to perturb the fractal overall aspect.
Optional rocks: when activated, this feature overlays rocks on top of the fractal itself.
Rock correlation: This optional feature adds rocks in the rough areas, while preserving the
smooth aspect of the flatter areas. To do this, it relies on the ridges seen at the iteration given
by this parameter.
Rock roughness and Rock height: These allow for finer control over the aspect of the overlaid
rocky fractal, and behave like Roughness and Gain would in a regular fractal.
Ref. feature size: The rough area output is divided into two subranges for easier filtering:
• Where there are no overlaid rocks, the underlying fractal’s rough value is used, as if Op-
tionalrocks were set to None. It is mapped to [-1;0].
• On overlaid rocks areas, their height over the underlying fractal is used as “rough” value,
mapped in [0; 1].
This is how to detour the rocks, at least when second output’s Ref. feature size is 0. When it is
not, rough area detection does not correlate with the terrain’s aspect and rock detouring is no
longer exact.
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Roughness = 0.5
Roughness = 1.0
Smooth level: this is the reference level for minimum roughness of the fractal. The roughness
increases according to the distance to the smooth level.
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Influence: this parameter controls the influence of the altitude on the roughness. If set to 0,
the Variable Roughness Fractal behaves exactly as a Simple Fractal.
Influence = 0
Influence = 0.4
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Influence = 0.6
Influence = 1
Local influence: this parameter controls how the roughness is computed according to altitude.
If set to 0, the roughness is modulated by altitude only. If set to 1, the roughness will be modu-
lated by the altitude of the last iteration of the noise, resulting in local patches of “smoothness”
appearing at different altitudes.
Local influence = 0
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Local influence = 1
Creep in: this parameter controls how much of the original roughness gets mixed back into the
local roughness at each iteration. Higher values mean that the variable roughness only affect
a few harmonics.
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Creep in = 0
Creep in = 0.02
Creep in = 0.1
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Creep in = 0.5
Variable Noise Fractals create very subtle variations in the surface properties. They are however
very slow to compute.
Noise 1: this is the same as the base noise setting common to all fractals.
Noise 2: this drop-down menu lets you select the second noise to be applied at higher altitudes.
You can edit the noise properties by pressing the Edit button.
Switch level: this parameter is similar to the smooth level parameter of Variable Roughness
fractals (see above). It controls the point at which the fractal switches its noise. If the altitude
is below the switch level, the fractal will use the first noise. If the altitude is higher than the
switch level, the fractal will use the second noise. Around the switch level, the two noises are
blended according to the altitude.
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Switch level = -1
Switch level = 0
Switch speed: controls the speed at which the fractal switches noise around the switch level.
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Switch speed = 1
Local influence: this parameter controls how the fractal decides which noise to use according
to altitude. If set to 0, the current altitude is used. If set to 1, the fractal will base its decision
solely on the last iteration of the noise, resulting in local patches of one noise appearing at
different altitudes.
Local influence = 0
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Local influence = 1
Variable roughness: all the settings in this group behave as the Variable Roughness fractal’s
settings.
Turbulence damping: this setting controls the influence of the turbulence (origin shift) accord-
ing to the harmonic. If set to 0, turbulence will be applied to all harmonics the same. The higher
the value, the less harmonics that are affected by the turbulence – only large scale patterns are
affected by the turbulence.
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Damping = 0
Damping = 0.15
Damping = 0.4
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Damping = 0.5
Mid-scale noise: this is the second noise to be used by the fractal when the scale becomes less
than the change-over setting below.
Change-over scale: this is the scale below which the fractal switches its base noise to the mid-
scale noise.
Small-scale noise: this is the third noise to be used by the fractal when the scale gets very small
and becomes less than the small-scale change-over setting below.
Change-over scale: this is the scale below which the fractal switches its base noise to the small-
scale noise.
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Zoom x8: some small rectangles from rectangular noise start appearing
Zoom x80: mostly patterns from the rectangular noise, but the sparse cracks are starting to show
up
Zoom x300: at large zoom levels, the sparse cracks noise dominates
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Open Ocean
The Open Ocean node is a simple simulation of open ocean water surfaces. It will create a nice
simulation of the surface of the water, but it will not take into account any surrounding objects
– hence the name. This node works best when used to produce the altitude function of a pro-
cedural terrain. By assigning a “World – Standard” mapping mode to the terrain and resizing
the terrain in the Top view so that it fills up the entire world will yield very nice “infinite” ocean
surfaces.
This node is not a fractal per se, because the shape of the waves is different depending on the
size of the wave, and there is a wave size under which the waves stop appearing (due to water
surface tension). However, at larger scales, it does exhibit a somewhat fractal behavior, hence
its classification in this category.
Unlike other fractal nodes, the Open Ocean node does not use a base noise to create water pat-
terns. The “With rotation” and “Roughness” parameters do not exist either. Because this node
takes all of its parameters into account to create a simulation that is as accurate as possible,
the actual “roughness” of the water surface is controlled through other settings:
Wind direction: this parameter controls the direction in which the wind is blowing, as seen
from above (the azimuth). A value of zero will make the wind blow from left to right in Top view.
A value of 90° will make the wind blow from top to bottom in Top view. There is no relationship
between this wind setting and the wind or breeze effects applied to plants.
Intensity: this parameter controls the intensity of the wind. Higher values will realistically lead
to higher waves and rougher water surfaces.
Wind intensity = 0
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Wind intensity = 1
Wind intensity = 2
Wave agitation tweak: this parameter lets you adjust the overall velocity of the waves created
by the Open Ocean node. Its effects are only visible in animations. Values greater than 1 will
make the waves move faster at the surface of the water, while values less than 1 will slow down
the waves.
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Foam output: when you connect to the Open Ocean node, you get the choice between Altitude
and Foam outputs. The Foam output represents the typical foam density at the top of waves,
and can be exported for use in the Material Editor to realistically distribute foam on the water.
Choppiness: this parameter controls the shape of the waves. Small values will yield soft round
waves, whereas high values will produce choppy waves that are sharp at their top.
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Choppiness = 0
Choppiness = 0.5
Choppiness = 0.7
Choppiness = 1
Gain: like with other fractal nodes, this parameter lets you adjust the altitude of the waves with-
out interfering on the other settings of the simulation. It is generally recommended that you
leave this value to the default value of 1 as this creates a realistic water simulation. This param-
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eter may however come in useful, for instance if you have resized the supporting procedural
terrain vertically.
Gain = 0.3
Gain = 1
Gain = 2
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Gain = 10
Color Nodes
Color nodes all output a color. Depending on the type of node, they either convert a number
into a color (the color creation nodes), or convert one color into another color (the color correc-
tion nodes). The Color Map node (see below) can also output an alpha value.
Color Map
This node basically converts a number in between -1 and 1 into a color or an alpha value using
a color map.
Color map: this defines the color map used for the conversion of the input value into a color
and alpha. You can load a color map by double-clicking on the color map control, and you can
edit the color map by selecting Edit Color Map from the popup menu. Please turn here for
details on editing color maps.
If you connect another node to an output of this color map node, you will have the choice of
connecting to its color output, or its alpha output.
2 Color Output
This node produces only two colors, according to the value of the input.
Color 1: if the input value is less than the threshold, the node outputs this color.
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Color 2: if the input value is greater than the threshold, the node outputs this color.
Threshold: defines the value at which the output color switches from the first to the second
color.
Linear Interpolation 2
This color node blends the two colors according to the input value.
Color 1: this defines the color output by the node when the input value is -1.
Color 2: this defines the color output by the node when the input value is +1.
Spline Interpolation 2
This color node blends the two colors according to the input value. This is similar to the previ-
ous node, except that the interpolation profile favors the extreme colors (you will see more of
the actual 2 colors you defined than you would using the linear interpolation node).
Color 1: this defines the color output by the node when the input value is -1.
Color 2: this defines the color output by the node when the input value is +1.
3 Color Output
This is similar to the 2 color output node, only this node can output any one of three colors,
according to the value of the input relative to the values of the 2 thresholds.
Color 1: if the input value is less than the first threshold, the node outputs this color.
Color 2: if the input value is greater than the first threshold, and less than the second threshold,
the node outputs this color.
Color 3: if the input value is greater than the second threshold, the node outputs this color.
First threshold: defines the value at which the output color switches from the first to the sec-
ond color.
Second threshold: defines the value at which the output color switches from the second to the
third color.
Linear Interpolation 3
This color node blends the three colors according to the input value.
Color 1: this defines the color output by the node when the input value is -1.
Color 2: this defines the color output by the node when the input value is 0.
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Color 3: this defines the color output by the node when the input value is +1.
Spline Interpolation 3
This color node blends the three colors according to the input value. This is similar to the pre-
vious node, except that the interpolation profile favors the extreme colors (you will see more
of the actual first and third colors you defined than you would using the linear interpolation
node).
Color 1: this defines the color output by the node when the input value is -1.
Color 2: this defines the color output by the node when the input value is 0.
Color 3: this defines the color output by the node when the input value is +1.
Color Variation
This creates variation in roughness and noise using one color only.
Color 1: click on the color box to select the color from the color chart.
Color 1: click on the color box to select the color from the color chart.
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Color 1: click on the color box to select the color from the color chart.
Color 1: click the color box to choose color 1 from the color chart.
Color 2: click the color box to choose color 2 from the color chart.
Noise Scale: defines the overall scale of the noise. This should typically remain high (2000 by
default) for a terrain or ground.
’Alpha grain: this should be enabled only if the current material layer is not a leaf layer. In this
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case, it automatically adds ALPHA to produce the same kind of pattern as the color noise.
Color Map
Color Map: click the color box to select a gradient map to use.
Other
Roughness: defines rough areas in the color.
The Roughness aspect parameters are very much inspired from the “Ground aspect” parame-
ters of the “Terrain Fractal 2” node.
• Bump surge: controls the contrast between rougher and smoother areas.
• Roughness abundance: controls the overall quantity of roughness present in the pat-
terns.
• Smooth Threshold: controls the smoothness of the transition strip.
• Roughness dispersion: controls how much the roughness tends to be scattered in the
patterns rather than gathered in specific areas.
• Roughness trend at higher frequency: controls whether roughness increases or de-
creases at higher frequency.
The Strata processing parameters are similar to those available on the “Strata” filter located
in the “Recursive” filters subcategory:
• Processing strength: controls the influence of the strata filtering over the color patterns.
• Layer spacing: controls the height of the main layer.
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• Offset: allows fine-tuning of the vertical strata pattern positioning with respect to the
underlying patterns.
The color correction nodes apply modifications to the color that is passed to them as input.
Common Settings
The following setting is common to quite a few color correction nodes:
Allow luminous colors: when this option is checked, VUE will generate colors that are brighter
than white. Such colors actually generate light; they can produce very interesting lighting ef-
fects when used in conjunction with a radiosity rendering. If you don’t check this option, colors
will be clamped at white.
Gamma
This color correction node lets you adjust the gamma setting for the color.
Gamma: the gamma color correction parameter. Higher gamma values will produce darker,
more saturated colors.
Gain
This color correction node lets you adjust the gain setting for the color. Higher gain values boost
the contrast of medium brightness colors.
Brightness
This color correction node lets you adjust the brightness setting for the color.
Contrast
This color correction node lets you adjust the contrast setting for the color.
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HLS Shift
HLS stands for Hue-Luminosity-Saturation. It is another way of working with colors than the
standard Red-Green-Blue paradigm.
This color correction node lets you adjust the overall brightness (luminosity), color tone (hue)
and saturation of your colors.
Hue shift: this parameter controls the amount of shifting applied to the color’s hue.
Luminosity shift: this parameter controls the amount of shifting applied to the color’s lumi-
nosity – in effect, a brightness setting.
Saturation shift: this parameter controls the amount of shifting applied to the color’s satura-
tion. Strong negative values will convert all colors to black and white (desaturation).
HLS shift color: this color is used to define the color correction that is applied to the colors. The
default color is a pale shade of blue. If you edit this color, you will notice that it corresponds to
a medium setting (128) for hue, luminosity and saturation. If you modify the hue for this HLS
shift color, this modification of hue will be applied to all the colors passed to the node. In the
same way, if you modify the luminosity or saturation, this modification will be applied to the
colors passed to the node.
Filter
The filter color correction node multiplies all colors by the filter color – as if colors where seen
through a colored gel.
Filter color: this parameter defines the color applied as a filter. Double-click to edit the color.
Perspective
The perspective color correction node replaces darker colors with the perspective color.
Perspective color: this parameter defines the color used to replace the darker colors. Double-
click to edit the color.
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Color Blender
The Color Blender node will blend the input color with a solid color.
Blending color: this is the color that will be blended in with the input color.
Blending ratio: this controls the amount of blending that takes place between the input color
and the blending color. The higher the value, the more the blending color affects the input
color.
Color mask: if this option is selected, the color is applied in replacement of the input color.
When the blending ratio is set to 0%, the color is applied as a mask. When set at 100% the color
completely replaces the bitmap. If this option is not selected, the blending color is applied in
product (as a filter).
Mapping Nodes
Texture Map
The Texture Map node is used to map a picture onto objects. Its input is a texture coordinate,
and the texture map node returns the color of the pixel in the texture map that is at the point
indicated by the texture coordinate.
When you create a Texture Map node, SmartGraph automatically creates a “UV Coordinates”
node and connects it to the node’s input. You can use the “UV Coordinates” node to define how
the picture is mapped onto the object (see below for details on the “UV Coordinates” node).
Texture map nodes can be made to output any of the following values:
• Color output: the color of the pixel in the texture map that is at the point indicated by
the texture coordinates.
• Grayscale output: the color of the pixel converted to a grayscale value.
• Alpha output: the alpha value corresponding to that pixel (if the point is inside the image,
or 0 if it is outside the image).
When you connect a node to the output, a popup menu will appear so that you can select the
desired type of output.
Image: double-click on the image preview to load a new picture to be used as texture map. You
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can rotate the picture by increments of 90° using the and buttons. If you need to invert
the values, you can do so by pressing the button.
Image offset: the image can be positioned precisely by using these parameters. These will shift
the image around the origin (in pixel units).
Interpolation type: interpolation is used to reduce the pixelization effect when the texture
map is seen from very close and the resolution of the map is insufficient. These interpolation
methods are the same as that of the mapped picture material coloring mode (see here for de-
tails).
Tiling mode X: this is a drop-down list that lets you select the way the image is repeated along
the X axis. Possible values are the same as that of the mapped picture material coloring mode
(see here for details).
Tiling mode Y: this is the same as the above, only along the Y axis.
Note:
images mapped using the Texture map node are not mip-mapped. If you would like to enable
mip-mapping for this map, you should use the Projected Texture Map node instead.
Note:
You can control the level of mip-mapping for the entire scene using the “Texture filtering” op-
tion in the Anti-Aliasing Options dialog (see here).
Images mapped using the Projected Texture Map node will be mip-mapped according to global
scene settings and the “Allow mip-mapping” option.
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Mapping position mode: options for this setting are: Automatic, World-Standard, World-Parametric,
Object-Standard and Object-Parametric.
For Projected Texture Maps, a Texture Placement Editor is available for manipulation of the
texture directly on the object. For more information about this Texture Placement Editor, please
refer here.
Animation Map
The Animation Map node is used to map an animated texture onto objects. Its input is a texture
coordinate and a time, and the animation map node returns the color of the pixel in the current
frame of the animated texture map that is at the point indicated by the texture coordinate.
When you create an Animation Map node, SmartGraph automatically creates a “UV Coordinates”
node and connects it to the node’s input. You can use the “UV Coordinates” node to define how
the animation is mapped onto the object (see below for details on the “UV Coordinates” node).
Texture map nodes can be made to output any of the following values:
• Color output: the color of the pixel in the texture map that is at the point indicated by
the texture coordinate.
• Grayscale output: the color of the pixel converted to a grayscale value.
• Alpha output: the alpha value corresponding to that pixel (if the point is inside the image,
or 0 if it is outside the image).
When you connect a node to the output, a popup menu will appear so that you can select the
desired type of output.
Image sequence: this is the list of pictures to use in the animation. You can add new pictures
by clicking the Load icon ( ). You can replace pictures in the list by selecting them and then
pressing Load. To remove images from the list, select them and then press the Remove icon
( ).
Frame rate: this defines the playback rate of the pictures on the list. Ideally, this should at least
be equal to the global animation frame rate.
Interpolate frames: when this option is selected, in-between frames are interpolated by grad-
ually blending the previous and the next frames. This ensures smooth playback and will avoid
any jumps in the animated texture.
Animation filter: use this filter to change the flow of time in the animated texture. Double-click
on the filter to load a filter, or select Edit from the filter’s popup menu to edit the filter.
Phase: use this to adjust the start frame in the animation sequence. The value has to be set in
seconds.
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Image offset, Interpolation type and Mirror X & Y are identical to the settings in the Color tab
of the Advanced Material Editor (see here).
Warning: if several frames of the animation are required to render the texture correctly at a
given time (e.g. after connecting the phase to a noise), memory requirements may increase
and rendering may slow down significantly.
The Animation Map node doesn’t support mip-mapping. If you would like your animation map
to be mip-mapped, please use the Projected Animation Map node below instead.
Note:
You can control the level of mip-mapping for the entire scene using the “Texture filtering” op-
tion in the Anti-Aliasing Options dialog (see here).
Images mapped using the Projected Animation Map node will be mip-mapped according to
global scene settings and the “Allow mip-mapping” option.
Mapping position mode: this setting is available for this node as well as the Projected Tex-
ture Map node. Options for this setting are: Automatic, World – Standard, World – Parametric,
Object – Standard and Object – Parametric.
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Image offset and Interpolation type are identical to the settings in the Texture Map node.
Smooth blending strip lets you define how gradual the blending is. A value of 0 means that the
image replaces the input color as soon as the point is inside the image. A value of 100% means
that the image fully replaces the input color solely at the exact center of the image.
Blend profile: this setting controls how the blending is done. Possible values are:
• Square: the blend ratio is defined according to the distance to the nearest edge of the
image.
• Round: the blend ratio is defined according to the distance from the center of the image.
On top of the “Blended Image” node parameters, this node defines the following additional
parameters:
Gain: this is a gain factor that is applied to the grayscale values in the image (in order to adapt
to the range of input values the range of values defined by the image).
Offset: this is an offset that is applied to the grayscale values in the image.
Unlike the “Blended Image” node, this node does not define a “Color” output.
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Each image sample node has the following settings, reflecting similar settings in the Material
Editor. The image and pathname are displayed and various types of UV Coordinates can be
selected:
• Automatic
• Flat (vertical)
• Faces
• Cylindrical
• Spherical
• Torical
• Conical
• Automatic UV
You can position the picture precisely on the object by using the Image offset commands. This
will move the picture around by increments of one pixel.
When the material is seen from very close, you may see pixels, due to the limited resolution of
the picture. To reduce this effect, choose an Interpolation type method:
• None: No over sampling.
• Bi-linear: Bi-linear interpolation between pixels.
• Normalized: Values proportional to the distance to the corners of the pixel.
• Bi-cubic: Bi-cubic interpolation between pixels (continuous derivative).
Density controls how many times the image is repeated.
In the Rotation section, you can select to rotate image samples in range and set the range using
the slider.
You can also opt to Flip the image horizontally and/or vertically.
In the Scale section, you can indicate the Global Sample Scale of the picture along the X and
Y axes with options to scale certain ranges on the X, Y axes. There is also an option to Keep
proportions with scaling.
Use the Image Sample node to create even more special effects with image-based textures.
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Ptex node
This node allows to extract two channels for a ptx file. Alpha channel (flagged inside the ptx file
if present) can be retrieve with the alpha output. The three first other channel are merge into a
color output.
Note:
For this node to work properly, the underlying geometry of the material should match exactly
the geometry exported with the ptx file.
Substance
The Substance node is basically a Texture Map node, but rather than directly using a picture,
it reads a Substance archive file (.sbsar) to extract all included texture maps, which can then
be connected to the matching outputs.
Its input still is a texture coordinate, but the Substance node returns several pieces of informa-
tion about the pixel that is at the point indicated by the texture coordinate in the supported
texture maps.
So far the handled texture maps are base color/diffuse, metallic/specular, roughness/glossiness
(depending on the used PBR Workflow), bump, ambient occlusion, normal, height, and emis-
sive.
Note:
VUE does not directly support the diffuse, specular, glossiness and emissive maps.
It uses the information within them to build the base color, metallic, roughness and luminous
maps which it handles natively.
In particular, when loading Substance materials, please be aware that:
– the building of the base color map, at a given position, follows this priority order:
- pixel from the emissive map if not black
- pixel from the specular map if the one in diffuse map is strictly below (30, 30, 30) grey
(meaning all three red, green and blue components are strictly below 30 on a [0; 255] range)
- pixel from the diffuse map
– the metallic map is white wherever the diffuse map is strictly below (30, 30, 30), and black
everywhere else
– the roughness map is the inverted glossiness map (white becomes black and vice versa)
– the luminous map is white wherever the emissive map is not black, and black everywhere
else
Also, VUE does not allow displacement and bump to be applied at the same time, so height
map will be used over bump map, were both of those to be included within the Substance.
The automatic creation of a UV Coordinates node is the same with a Substance node as with a
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The parameters related to the Substance itself are displayed and you can tweak them inside
VUE like you would from Substance Player.
However, please be aware that so far not all parameters may be supported.
The look and feel in VUE try, but will not exactly match the graphical interface of Substance
Player either.
Preset: as soon as you change a Substance parameter, this will be set to Custom.
In addition to the loaded Substance potential presets, this select box includes Default, which
lets you revert to default values.
Interpolation type, Tiling mode X and Tiling mode Y work with a Substance node the same
way as with a Texture Map node.
When you load a Substance archive file (.sbsar) as a material, the node will be created and all
supported texture maps will be fed to the matching outputs.
If you create a Substance node from the function graph, you will have to give a .sbsar file path
first.
Even then, the connection between the different texture maps and outputs is left up to you.
Creating a Substance node from scratch is much more complicated than loading the .sbsar file
as a material, for many texture maps require conversion nodes before they can be connected
to the function graph outputs.
Note:
OpenVDB
Note:
This node allows to extract values from a vdb file. You can choose a vdb file as a parameter for
this node. For each grid in the chosen vdb file, an output will be created. VUE supports vector
and scalar grids but not point grids.
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UV Coordinates Node
This node converts the current position into a texture coordinate. It is automatically created
when you create a texture or animation map node.
Scale: defines the overall size of the texture map along its two axes.
Origin: defines the point of origin of the projection – e.g., when mapping in spherical coordi-
nates, defines the center of the sphere.
Mapping mode: this setting defines the method used by the node to convert 3D coordinates
into the 2D texture map coordinates. There are several mapping modes available, each of them
better suited for some types of objects. If you don’t know which to use, select Automatic. For
details on the different mapping modes, please refer to the Material Editor section about mate-
rial colors being mapped from a picture (see here).
Filter Nodes
Environment sensitive filters are able to adapt their response according to the local altitude,
slope and orientation.
Altitude
The Altitude filter modulates its response according to altitude. For points at low altitudes, the
filter output will 0.
Influence: this setting controls the percentage of the input signal that is modulated according
to altitude.
Min effect altitude: this setting controls the altitude below which the response of the filter is
uniformly 0.
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Max effect altitude: this setting controls the altitude above which the filter’s output is identi-
cal to the input. In between the two altitudes, the response of the filter is a blend of the two
outputs.
If the two altitudes are inverted (i.e. max effect is actually lower than min effect), the behavior
of the filter will be inverted (i.e. the filter will output 0 at all altitudes greater than min effect).
Slope
The Slope filter modulates its response according to slope. For points at low altitudes, the filter
output will 0.
Influence: this setting controls the percentage of the input signal that is modulated according
to slope.
Min effect slope: this setting controls the slope below which the response of the filter is uni-
formly 0.
Max effect slope: this setting controls the slope above which the filter’s output is identical to
the input. In between the two slopes, the response of the filter is a blend of the two outputs.
If the two slopes are inverted (i.e. max effect is actually lower than min effect), the behavior of
the filter will be inverted (i.e. the filter will output 0 at all slopes greater than min effect).
The Min and Max effect settings are identical to the two previous filters. The Altitude and Slope
filter also lets you adjust the relative influence of altitude and slope on the filter’s response
through the use of the Importance settings. The higher the importance of altitude, the stronger
the influence the altitude will have on the filter’s output. Ditto for slope.
Orientation
The Orientation filter modulates its response according to orientation of the surface on which
the function is being computed. For points of the surface aiming in the opposite direction to
the favored azimuth, the filter output will 0.
Favored azimuth: this parameter controls the azimuth of the direction in which the response
of the filter will be unmodified. As the surface points away from this favored direction, the
response of the filter gradually decreases until it reaches 0.
Tightness: this parameter controls the angular tolerance around the favored azimuth. If the
tightness is 0, all points that are less than 90° away from the favored azimuth will get some
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filter response. Points that look in the opposite direction will get 0 response.
Transition speed: this parameter controls the speed at which the filter transitions from no
response to full response as the surface points more towards the favored azimuth.
Environment
The environment filter is a combination of the orientation filter and the altitude and slope filter.
The parameters in the Environment filter are identical to those of these two filters (see above
for a description of these parameters).
Patches
The Patches filter is a very special filter that automatically creates uniform patches on horizon-
tal surfaces. The filter can output two values:
• Patch value: this is the standard filter’s output,
• Presence on patch: this output is 1 if the current point is in a patch, and 0 otherwise.
When you connect a link to the filter’s output, a menu will appear to let you select the desired
output.
Altitude and slope settings: all the settings in the Altitude and Slope groups are identical to
those in the Altitude and Slope filter.
Patch size: this parameter controls the average size of the patches.
Patch height: this parameter controls the average difference in height between areas that are
on the patches, and areas that are outside the patches.
Noisiness: this parameter controls how uniform the edges of the patches are. Higher values
mean that the patch edges are defined according to the variations in the underlying signal.
Transition speed: this parameter controls the speed at which the filter transitions from outside
onto the inside of a patch. It affects the steepness of the patch edges.
Surface noise: this parameter controls the amount of underlying noise that remains at the
surface of the patches.
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Recursive Nodes
The Recursive strata filters generate steps of a given size and orientation. The node is applied
recursively until the setting limits are reached, exactly like a fractal.
The filter uses a pattern, repeated as many times as needed, spanning the whole (potentially
tilted) Z axis in the standard Strata filter or restricted to the confining range for the Confined
Strata filter. At each iteration, the filter is applied on the result of the previous iteration, with
all distance parameters halved (i.e. spacing and thickness).
Though the parameter names are semantically related to the concept of rock strata in a terrain,
the filter can, of course, be applied to any kind of scalar input to generate a complex banded
pattern. Once could also stratify a positions’ coordinates before calling a fractal, to have a result
along the x and/or y axis similar to what is obtained along the vertical axis when this filter is
applied after a fractal’s input.
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• Plateau from the top of the layer to the invariant layer (marked (4) on the diagram)
An invariant layer, on which the filter does nothing.
Rock layer hardness (marked s on the diagram): The harder the layer, the steeper the filter’s
step between the bottom and the top of each rock layer.
Rock layer thickness (marked H on the diagram): The thickness can be smaller than the spac-
ing between layers. Values higher then layer spacing are clipped.
Layer spacing: This is the distance between the repetition of two filtering patterns (marked SP
on the diagram).
Plateau filling (marked f on the diagram): This option controls the slope of the plateau. At 0,
the plateau is parallel to the underlying planes, whereas as the value rises, the plateau is raised,
taking over more and more in the invariant range, which is correspondingly reduced.
Smooth edges (marked e on the diagram): This is the range which the filtered input is smoothed
to avoid too sharp edges on the output result. To avoid cluttering, the figure only shows smooth-
ing on the transition -> plateau edge (2) to (3), but the other two edges are smoothed as well
(3) to (4), i.e. plateau -> unchanged range, and (4) to (2), unchanged range -> transition.
Smallest feature: This parameter tells how fine grained the filtering needs to be, i.e. how many
iterations will occur.
These parameters are not measured directly on the input noise since the strata can be tilted.
Rather, they are measured along the axis perpendicular to the potentially tilted strata planes.
Tilt heading (degrees): This defines the orientation of the axis around which the strata/planes
will be tilted. In the diagram, this is represented in a vertical plane perpendicular to this axis.
Tilt angle (degrees): This defines the angle of rotation of the strata/planes.
Offset: This is an offset between the bottom of the “first” rock layer and the origin. Not shown
on the diagram, this value would offset the point at which the strata crosses the origin R alone
one the axis perpendicular to the strata, like the one marked (5). It means the whole pattern of
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At -1, the input was not affected at all by the stratification process (range (4) on the diagram, or
outside the confinement area, in the case of confined stratification).
When several octaves of stratification are included in the second output computation, the val-
ues at each octave are summed, with coefficients for each octave depending on the value of
the parameters.
Confined Strata
The Confined Strata filter requires another set of parameters for stratification altitude.
Fade in/fade out height: This is the distance along which the stratification area is faded in/out
inside the stratification range. This smoothes the transition with the unfiltered range.
Origin is also added to Strata positioning, replacing the Offset parameter of the Strata func-
tion. With Confined Strata, a 3D offset is more practical. For example, when the strata is tilted,
the confined range will only cross the input range in a specific area. To allow for precise control
of this area’s positioning, the origin must be fully customizable.
3D Stratification
This node uses as input a vector (like a position), and the result on the output position will be
the same as applying a “Strata” filter node on each of the coordinates of the vector. It is easier
to use because no composer/decomposer node is required, and the parameters for all three
strata filters are gathered in a single, compact interface.
Since it filters a full 3D vector, a good place to insert it in a graph is between the input position
and the fractal or noise node on which the effect is desired.
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Input Filters
These filters are designed to modify the profile of the input values according to a simple filtering
rule.
Filter
This filter uses a standard Filter control to determine the output profile.
Filter: this is the filter that is used to determine the output profile. Double-click on the filter
control to load a new filter, or select Edit from the popup menu to edit the filter. Please turn
here for details on editing filters.
Partial Filter
This is similar to the previous filter, except that you can modulate the amount of the signal that
is actually filtered through the filter.
Filter ratio: this parameter controls the level of filtering of the signal. If set to 0, the output is
unfiltered. If set to 1, the output is identical to the above Filter node. If set to 0.5, half of the
signal will be filtered, and the other half will remain unfiltered.
Offset (X + a)
This is a very simple filter that adds an offset to the input signal.
Offset: this parameter controls the amount that is added to the filter’s input.
Opposite (−X)
This filter simply returns the opposite of the input signal.
Multiply (aX)
This filter simply multiplies the input signal by a value.
Multiply by: this parameter controls the amount by which the input signal is multiplied.
Divide (a/X)
This filter simply divides the input signal by a value.
Divide by: this parameter controls the amount by which the input signal is divided.
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Brightness-Contrast (aX + b)
This filter combines the effects of the Offset and Multiply filters into a single, convenient filter.
Brightness: this parameter controls the amount that is added to the input signal (in effect, this
acts as a brightness setting).
Contrast: this parameter controls the amount by which the input signal is multiplied (in effect,
this acts as a contrast setting).
Parabolic (aX 2 + bX + c)
This is a slightly more complex filter that creates a parabolic output profile.
Absolute
This filter simply mirrors the input value around the threshold value.
Contrast: this parameter controls the amount by which the input signal is multiplied (in effect,
this acts as a contrast setting).
Threshold: this parameter controls the value at which the input is reversed. As a result, the
output value can never drop beneath this threshold.
Gamma
This filter applies a gamma correction to the input signal.
Gamma: this parameter controls the gamma correction applied to the input signal.
Bias
This filter applies a bias correction to the input signal.
Bias: this parameter controls the bias correction applied to the input signal.
Gain
This filter applies a gain to the input signal.
Gain: this parameter controls the gain applied to the input signal.
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Power
This filter calculates the difference between the input value and a lower clip value, and raises it
to a given exponent.
Exponent: this parameter controls the exponent applied to the input value.
Lower clip: this parameter controls the value below which the filter’s output is uniformly 0.
Above this value, the filter’s output is the difference between the input value and this value,
raised to the power of the exponent.
Gaussian
This filter passes the input signal through a Gaussian curve, in effect producing a response sim-
ilar to a smoother version of the Absolute filter described above.
Contrast: this parameter controls the amount of contrast in the resulting output.
Threshold: this parameter controls the lower limit around which the signal is “mirrored” by
the Gaussian profile.
Floor
This filter clamps any value below the Floor value to that value.
Ceiling
This filter clamps any value over the Ceiling value to that value.
Clamp
This filter lets you clamp the input signal to a given range.
Lower clip: this parameter controls the lower limit of the range to which the signal is clamped.
Any input below this value will result in an output equal to this value.
Upper clip: this parameter controls the upper limit of the range to which the signal is clamped.
Any input above this value will result in an output equal to this value.
Clip
The Clip filter combines the effects of the Brightness-Contrast filter with the effect of the Clamp
filter.
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Smooth Clip
The Smooth Clip filter is identical to the Clip filter described above, except that the output val-
ues are smoothed around the extremes, in order to avoid sharp variations in slope near the
lower or upper clip values. In effect, this filter produces a slightly more contrasted result as the
standard clip.
Map
The Map filter maps a given input range of values to a given output range. When connecting a
parameter to another node, this filter is particularly useful to adapt the range of the signal to
the range of values expected by the parameter.
Lower input value: this parameter controls the lower limit of the expected input range.
Upper input value: this parameter controls the upper limit of the expected input range.
Lower output value: this parameter controls the lower output value. This value is achieved
when the input value is equal to the lower input value.
Upper output value: this parameter controls the upper output value. This value is achieved
when the input value is equal to the upper input value.
Clip out of range values: if this option is selected, values that are out of the input range will be
clipped to the input range (similar in effect to applying a clamp filter on this filter’s input).
If the upper output value is less than the lower output value, the signal will be inverted.
Smooth Map
The Smooth Map filter is identical to the Map filter described above, except that the output
values are smoothed around the extremes, in order to avoid sharp variations in slope near the
lower or upper input values. In effect, this filter produces a slightly more contrasted result as
the standard map. Values that are beyond the input range are automatically clipped to the
input range.
Quantize
The Quantize filter converts the input into a range of discrete values.
Steps: this parameter controls the number of different values that the filter can output. For
instance, if set to 5, the output will be quantized to 5 different possible values.
Contrast and Brightness: these settings are the same as those of the Brightness-Contrast filter
described above.
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Saw Wave
The Saw Wave filter is equivalent to the fractional part of the input signal in the range of -1
through 1. When the signal reaches 1, it jumps back down to -1, creating a saw teeth like pattern.
Contrast and Brightness: these settings are the same as those of the Brightness-Contrast filter
described above. Whenever the result of the brightness-contrast transformation exceeds 1, it
jumps back down to -1.
Absolute Wave
The Absolute Wave filter is very similar to the Saw Wave filter, with the exception that the parts
of the signal that are out f range are mirrored back instead of jumping back down. As a result,
the Absolute Wave filter creates both up and down slopes, whereas the Saw Wave never inverts
the slopes.
Contrast and Brightness: these settings are the same as those of the Brightness-Contrast filter
described above. Whenever the result of the brightness-contrast transformation exceeds 1, it
is mirrored back down.
Sine Wave
In effect, very similar to the Absolute Wave filter, except that this filter avoids the sharp changes
in slope around the upper and lower limits. This version is usually preferred when the output
is used to generate bumps.
Contrast and Brightness: these settings are the same as those of the Brightness-Contrast filter
described above. Whenever the result of the brightness-contrast transformation exceeds 1, it
is mirrored back down.
Threshold
This filter switches between two values depending on the input: if the input is less than Thresh-
old, the node outputs the Low value. If it is greater, the node outputs the High value.
Smooth Threshold
This is similar to the Threshold filter, with the addition of a smooth transition strip, defined by
the Transition parameter. Inside the transition strip, the node outputs a blend of both the Low
and High values.
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Constant Nodes
Constant nodes do not take any inputs. They output the value that is defined by the node.
Constant Number
Value: use this setting to define the number that is output by the constant node.
Constant Color
Color: use this setting to define the color that is output by the constant node. Double-click on
the color to edit it.
Constant Coordinates
Value: use this setting to define the texture map coordinates that are output by the constant
node.
Constant Vector
Value: use this setting to define the vector that is output by the constant node.
Connectable Constant
Connectable constants are identical to regular constants, except that their value can be ex-
tracted. What is the point of extracting the value of a constant, you may ask? Indeed, in stan-
dard graphs, there is no point in doing so. However, connectable constants are very useful in
the context of published MetaNode parameters, where a “published” connectable constant can
be connected to other nodes at the higher MetaNode interface level (see here).
Note:
Connectable constants can also be used to add a “name label” to intermediate values inside a
graph, so as to improve overall readability of the graph.
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Turbulence Nodes
Turbulence nodes are very similar to fractal nodes, with the main difference being that turbu-
lence nodes work in 3 dimensions to create vector displacements, whereas fractal nodes only
work in one dimension.
Although turbulence nodes should be applied to the Origin of noises or fractals in order to
produce the expected results, you can achieve interesting results by using turbulence on other
parameters.
Turbulence will add interesting details to your functions, but this is at the expense of long pro-
cessing times: in order to generate the turbulence, VUE has to compute several iterations of
the noise along the 3 different axes, resulting in the long computation times.
Simple Turbulence
The simple turbulence node uses a Perlin style noise to generate a 3D perturbation. The follow-
ing settings are available:
Wavelength, Origin, and Largest feature: these settings are the same as with the standard
fractal nodes. Please turn here for details on the fractal nodes.
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Largest feature = 1
Largest feature = 5
Largest feature = 10
Amplitude: this parameter defines the amplitude of the perturbation created by the turbu-
lence node. The stronger the setting, the more perturbed the signal to which is applied this
turbulence.
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Amplitude = 0.5
Amplitude = 1
Amplitude = 2
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Amplitude = 5
Repeat count: this parameter defines the number of iterations of the base noise that are com-
puted to generate the turbulence. Higher repeat counts will create more detailed turbulence,
only at the expense of longer render times.
Repeat count = 1
Repeat count = 2
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Repeat count = 4
Repeat count = 10
Scaling: this setting controls the frequency at which the noise varies relative to the current
position.
Scaling = 0.5
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Scaling = 1
Scaling = 2
Scaling = 5
Harmonics: this setting controls the way the noise is scaled each time an new iteration is added
in: for each new addition, scale and amplitude are multiplied by the Harmonics parameter. If
the “Repeat count” is equal to 1, this parameter has no influence. You should avoid values close
to 1 as they tend to reduce the influence of additional iterations.
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Harmonics = 0.25
Harmonics = 0.5
Harmonics = 0.9
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Harmonics = 2
Combination mode: this drop-down list box lets you select how the successive noise iterations
will be combined. For full details on combination modes, refer to the “Basic Repeater” fractal
node (see here).
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On top of the settings already defined by the Simple Turbulence node, this node lets you select
the base Noise used to compute the turbulence.
Perlin – Value
Perlin – Linear
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Cellular – Chipped
Cellular – Crystals
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Cellular – Drought
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Other – Granite
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Squares – Blobs
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Advanced Turbulence
On top of the settings already defined by the other turbulence nodes, this node defines the
following:
Roughness = 0.25
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Roughness = 0.5
Roughness = 0.75
Roughness = 1
With vortices: check this option if you want the turbulence to exhibit vortices.
Without vortices
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With vortices
Without vortices
With vortices
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Combiner Nodes
The combiner nodes take several inputs and combine them together into a single output. Most
combiner nodes accept any type of input, with the exception of the Color combiner that only
operates on colors, and the Combiner that only operates on numbers.
Combiner nodes that accept any type of data must receive the same type of data on all their
inputs. This is why setting the first input locks the data type for other inputs.
Blender
The Blender node accepts two inputs and combines them together according to the combina-
tion mode and the ratio.
Ratio: this parameter controls the relative importance of each one of the inputs in the final
node’s output. Small values will favor the first input, whereas larger values will favor the second
input.
Combination mode: this drop-down list defines the method used to combine the two inputs
together:
• Blend: values are averaged,
• Add: values are added together,
• Max: the biggest value is retained,
• Min: the smallest value is retained,
• Subtract: the value of the second input is subtracted from the first input,
• Multiply: values are multiplied together.
Combiner
The combiner node can only operate on numbers. It can however combine an unlimited num-
ber of inputs. By default, the combiner node is created with 2 inputs, but as soon as you connect
all inputs, a new input is added.
The combiner node combines inputs according to the overall combination mode as well as “per
input” settings. The Node Details area displays settings that are relative each one of the inputs.
If more inputs are added, new settings are added accordingly.
Combination mode: this drop-down list box lets you select how the different inputs will be
combined. The different combination modes are the same as for the Basic Repeater fractal
node (turn here for details).
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Amplitude: this parameter controls the relative amplitude of each one of the inputs. The in-
put is multiplied by the value of this amplitude parameter and offset according to the offset
parameter below before being combined with the other inputs.
Offset: this parameter controls the relative offset of each one of the inputs. It is used together
with the amplitude setting before the input is combined with the other inputs.
Color Combiner
The color combiner node only works with colors. It is capable of combining an unlimited num-
ber of colors according to a combination mode.
Combination mode: this drop-down list box lets you select the way the input colors will be
combined:
• Blend: the colors are mixed in equal proportions.
• Add: the colors from different inputs are added together. The resulting color is necessar-
ily brighter than the each one of the input colors.
• Subtract: successive input colors are subtracted from the first color, and clipped to black.
The resulting color is necessarily darker than each one of the input colors.
• Multiply: all colors are multiplied together. The dark areas in each one of the inputs will
be dark in the final color, and white areas will be the same as the other colors.
• Divide: successive colors are divided. Results can be unexpected…
• Min: the final color is the minimum of each color component, and thus necessarily darker
than any one of the inputs.
• Soft min: this is the same as minimum, except that the color values are blended when
they are close.
• Max: the final color is the maximum of each color component, and thus necessarily brighter
than any one of the inputs.
• Soft max: this is the same as maximum, except that the values are blended when they
are close.
• Red filter: the first input color is multiplied by the red component of all successive inputs.
• Green filter: the first input color is multiplied by the green component of all successive
inputs.
• Blue filter: the first input color is multiplied by the blue component of all successive
inputs.
• Luminosity value: the first input color is multiplied by the luminosity of the successive
colors.
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• Hue blend: the hues of the different colors are blended. The saturation and luminosity
of the first input color are retained in the final output.
• Luminosity blend: the luminosity values of the different colors are blended. The satura-
tion and hue of the first input color are retained in the final output.
• Saturation blend: the saturation value of the different colors are blended. The hue and
luminosity of the first input color are retained in the final output.
• Hue shift: the hue value of the first input color is shifted by the hue values of the suc-
cessive colors. The saturation and luminosity of the first color are retained in the final
output. Zero shifting occurs when the successive colors are Cyan (Hue=128).
• Luminosity shift: the luminosity value of the first input color is shifted by the luminosity
values of the successive colors. The saturation and hue of the first color are retained in
the final output. Zero shifting occurs when the successive colors have a luminosity value
of 128.
• Saturation shift: the saturation value of the first input color is shifted by the saturation
values of the successive colors. The luminosity and hue of the first color are retained in
the final output. Zero shifting occurs when the successive colors have a saturation value
of 128.
• Slope blend: the input colors are mixed in a proportion that depends on the local slope.
The successive colors replaces the first color on vertical surface.
Add
This combiner node outputs the sum of all its inputs.
Subtract
This combiner node subtracts from the first input all subsequent inputs.
Multiply
This combiner node outputs the product of all its inputs.
Divide
This combiner node divides the first input by all subsequent inputs.
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The Image combiner node allows you to add bitmap images together, usually Image Sample
Nodes, for a combined effect. An example would be a sand texture with rocks added. It takes
the main (background) texture color as the first input, and then an arbitrary number of images,
or image nodes in combination.
Math Nodes
The math nodes present utility operations that are not used in everyday graphs.
Conversions
Vector To RGB
This node receives a vector and outputs a color where the red component is equal to the value
of the vector along the X axis, the green component is equal to the value of the vector along the
Y axis, and the blue component is equal to the value of the vector along the Z axis.
RGB To Vector
This node receives a color and outputs a vector where the value of the vector along the X axis is
equal to the red component of the input color, the value of the vector along the Y axis is equal
to the green component of the input color, and the value of the vector along the Z axis is equal
to the blue component of the input color.
RGB To HLS
This node is useful to convert colors from the Red-Green-Blue paradigm to the Hue-Luminosity-
Saturation paradigm. It receives a color and outputs a vector where the value of the vector
along the X axis is equal to the hue of the input color, the value of the vector along the Y axis is
equal to the luminosity of the input color, and the value of the vector along the Z axis is equal
to the saturation of the input color.
HLS To RGB
This node does the exact opposite of the previous one. It converts colors from the Hue-Luminosity-
Saturation paradigm to the Red-Green-Blue paradigm. It receives a vector containing the HLS
data and outputs a color based on that HLS data.
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Color To Brightness
This simple converter node returns the brightness of the input color.
Vector Operations
Offset
This node simply adds an offset to the input vector.
Offset: defines the vector that will be added to the input vector.
Transformation: click on the Edit button to open the Transformation Editor. This dialog lets
you indicate a rotation angle around each of the world axes, as well as a twisting angle of these
axes one towards another.
Projection
This node transforms the input vector into the requested coordinate system.
Projection type: this drop-down list box lets you select the projection type of the node:
• Cylindrical: if this option is selected, the input vector will be converted to the cylindrical
coordinate system.
• Spherical: if this option is selected, the input vector will be converted to the spherical
coordinate system.
Matrix Transformation
This node lets you apply a user transformation matrix to the input vector.
Line 1..3: these 3 vector parameters specify the transformation matrix that will be applied to
the input vector.
Decomposer
The Decomposer node takes a vector as input and outputs a number. It splits the input vector
into 3 possible outputs that correspond to each one of the input vector’s components. When
you attempt to connect a link to a decomposer node, a popup menu will appear so that you can
select the desired component.
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Composer
The Composer node does just the opposite of the Decomposer node: it takes 3 numbers as
inputs and outputs a vector constructed from these 3 inputs.
Length
This simple node takes a vector as input and returns a number representing the length of the
vector.
Normalize
This node takes a vector as input and returns a vector pointing in the same direction, but with
a length of exactly 1.
Dot Product
This node takes two vectors as inputs and returns a number corresponding to the dot product
of both vectors. If the two vectors are normalized, the dot product is equal to the cosine of
the angle between the two vectors. If the vectors point in exactly the same direction, the dot
product is equal to 1, if they point in exactly opposing directions, it is -1, and if the two vectors
are at right angles one with the other, it is 0.
Vector Product
This node takes two vectors as input and returns a vector that is the result of the vector product
of the two input vectors. The result of the vector product is a vector that is at right angles with
both of the input vectors.
Vector Quantization
Vector Quantization is a process where an input 3D vector is transformed into another one by
choosing among a discrete subset of 3D space.
This is implemented by partitioning the input space in “cells”, choosing a privileged point in
each cell, and always returning this specific point instead of the input vector when the input
falls inside the cell.
To allow for a wider range of effects, this node implements a kind of smoothing of the resulting
vector for some subset of parameters (see detailed description below) for which the input vec-
tor will not be fully “snapped” to the privileged point, but only attracted by it to some extent.
Two cell partitions are currently implemented. Not all parameters shown apply to both parti-
tions. Unavailable parameters are grayed out so as to avoid confusion.
Parameters
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Origin: this parameter acts as an offset on the cell pattern applied on the input space. Only
the pattern is affected; the output vector is not itself offset and will always be close to the input
value (closeness depending only on cell sizes).
Scaling: this parameter acts on the size of cells along each of the X, Y, Z axis. Higher values
mean bigger cells.
Quantization shape
Regular cells: these cells have a shape ranging from circular (influence = 0) to square (influence
= 1), with all intermediate “rounded square” shapes in between. Smoothing is always applica-
ble, even with an influence of 1.
Voronoi cells: these cells have an irregular polygonal shape and very different sizes. Influence
defines the thickness of a border between cells, in which only partial attraction applies on the
input vector. Smoothing only applies inside this border, ie. there can be no smoothing with an
influence of 1.
Influence: this parameter defines how a cell’s privileged point attracts the input vectors falling
inside the cell. Its exact meaning depends on the cell pattern used.
Smooth transition: this parameter defines how smooth is the transition between the invariant
and attracted areas.
Number of cells to consider: this parameter only applies to Voronoi cells. It can be used to aug-
ment variety of the cellular partitioning by considering overlaps of 2 or more cells as distinct
cells in themselves. On the other hand, influence and smoothing cannot apply when consider-
ing cell overlaps.
By blending the result with a non-quantized version of the same fractal, one can localize the
effect following some pattern, eg. by driving the blending with another noise.
By adding a turbulence to the input vector, the cell pattern will also be affected, which means
it is very easy to obtain irregular cell borders, which is even more interesting than a simple
quantized-input fractal.
Sine
Returns the sine of the input number.
Input as degrees: if checked, this option indicates that the input value is in degrees rather than
radians.
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Arc Cosine
Converts the input number into a number who’s cosine is the input value.
Output as degrees: if checked, this option indicates that the output value is in degrees rather
than radians.
Floor
Returns the round number that is just below the input number.
Fractional Part
The fractional part is the part of the number after the dot. It’s equal to the number less the Floor
of the input number.
Invert
This node inverts the input number (returns 1/x).
Power
This node returns the first input raised to the power of the second input.
Square Root
This node returns the square root of the input number.
Multiply
This node multiplies its two inputs together.
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Dynamics Nodes
The dynamics nodes provide a selection of nodes typically used for controlling the relationships
between object properties. For instance, dynamics nodes are used to create loose link and track
relationships between your objects (see here).
Note:
Link Relationship
This node is used whenever a link relationship needs to be implemented between objects.
Offset: this setting controls the position offset between the input object position and the out-
put position. In the case of linked objects, the offset is automatically updated when you move
the linked object in the interface.
Link orientation, Link size and Link position: these settings replicate the linked object op-
tions available in the Forward Dynamics Options dialog.
Track Relationship
This node is used whenever a track relationship needs to be implemented between objects.
What it basically does is calculate the required orientation based on the difference between the
two input positions.
Orientation offset: this setting controls the orientation offset with the tracked object. In the
case of tracked objects, the offset is automatically updated when you rotate the tracking object
in the interface.
Derivative
This node calculates the derivative over time of the input (for instance, the derivative of posi-
tion over time is speed). The type of input and output is automatically defined as soon as you
connect the node.
Integral
This node calculates the integral over time of the input. The type of input and output is auto-
matically defined as soon as you connect the node.
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Delay
This introduces a delay in the evaluation of the input. The value that is output by the node is the
value of the input “delay-time” earlier. The type of input and output is automatically defined
as soon as you connect the node.
PID Controller
A PID controller is a standard type of automation controller that is used to try and achieve as
best possible a desired value with an imperfectly responding system. PID stands for ’Propor-
tional, Integral, Derivative’.
The PID controller compares the current value of a parameter with a desired value and gener-
ates an output value based on the difference between them (the error), knowing that the out-
put may not be exactly realized because what is being controlled is not a perfect mechanical
system.
For instance, if a camera-man is tracking an object that suddenly moves out of sight, it will take
a little time for him to re-track the object. This is caused by the time it takes for the camera-man
to realize that the object has moved, the time it takes for his brain to send a signal to the arm,
and then the time it takes for the arm to move. During this time, the tracked object may have
moved again.
For an in-depth understanding of how PID controllers work, we recommend that you refer to
the Wikipedia article at http://en.wikipedia.org/wiki/PID_controller.
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Distance Constraint
This node constrains the distance between the input value and a reference point to a certain
range, so that, e.g. the position of an object cannot get closer or move further than a certain
distance:
Min distance: the minimum distance between the input value and the center (the “collision”
size).
Max distance: the maximum distance between the input value and the center (the length of
the leash).
Axis Constraint
This node constrains the input value to a given axis, defined by two points:
Point 1 and Point 2: these are the two points defining the axis to which the input value is con-
strained.
Grid Constraint
This node constrains the input value to a grid, the resolution of which is definable:
Acceleration Limiter
This node calculates the double-derivative of the input (acceleration) at the current time and
limits it to the indicated value.
Max acceleration: the maximum value allowed for acceleration. Speed changes will be con-
strained by this value.
Speed Limiter
This node calculates the derivative of the input (speed) at the current time and limits it to the
indicated value.
Max speed: the maximum value allowed for the speed. Value changes will be constrained by
this setting.
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Decay time: the delay between the occurrence of a value and the time when this value con-
tributes exactly 50% of the output.
Examples
Creating Turbulence
In order to add turbulence to a noise, you need to Extract the Origin parameter (by clicking
on the button alongside the Origin parameter) and replace the constant node with a Tur-
bulence node. You can adjust the look of turbulence by using the turbulence node parameters
(see here).
Create a noise node (e.g. a Value Perlin noise). Extract the Scale parameter and connect it
to the Slope input. The scale of the noise now varies according to slope. However, if you are
previewing the function on a sphere, you may notice that lower parts of the sphere are uniform.
That’s because scale is limited to positive values, and the slope varies between -1 and 1. So all
parts of the sphere with a negative slope have a scale that is clamped to 0.
Select the link that connects the slope to the scale parameter, and click Filter. Change the type
of the filter to “Absolute”. Now the scale of the noise bounces back up on the lower parts of the
sphere and only reduces on vertical slopes.
If you want the scale of the noise to increase on vertical slopes instead of horizontal surfaces,
you will need to invert the slope. To do this, select the “Absolute” filter node and click Filter
again. This adds a second filter behind the absolute filter node. Change the type of that new
filter node to “Brightness-Contrast” and indicate a Contrast of -1 and a Brightness of 1. The
output of that node is now 0 on flat surfaces and 1 on steep slopes, hence smaller scale on flat
surfaces.
You can also modulate the scale of the noise according to the altitude rather than the slope:
simply plug the scale parameter into the Altitude input. However, altitudes vary significantly
over the surface of the object, so you may want to reduce the amplitude of these variations, for
instance by inserting a “Multiply” filter in between the Altitude input and the scale parameter,
in order to tone down the variations of altitude (e.g. multiply by 0.1 the Altitude input).
You could also plug another noise into the scale parameter. Create a new noise node and con-
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nect the scale parameter to that new noise node. If you enter 0 wavelength along the X and Y
axes of this new node, you will create horizontal stripes resulting in horizontal stripes of varying
scale. You can add the “Absolute” filter node to avoid negative values, and you can even con-
trol the influence of the horizontal stripes on the noise by adjusting the contrast and threshold
(threshold will set the minimum scale, whereas contrast will control the variation in scale along
the stripes).
You can easily blend the color of an object with a texture map according to the value of slope:
Edit the Color production function of a Simple Material. Select the color output and create a
Color node. Make it a “Linear Interpolation 2” type of node. Plug the input of the node into the
Slope input.
Note:
The color node’s output has automatically been plugged into the Color channel.
If you check the material, you will see that the color of the material varies according to slope.
Now, in the color node, extract the “Color 2” parameter. Replace the constant color node with
a Texture Map node and load a texture. The material is now solid color on flat surfaces, but
mapped with a texture on vertical parts.
Of course, if you change the color node’s input from the slope to a noise, you can control the
mapping with that noise.
Heightfield Nodes
These nodes are for use in the graphs of Heightfield Terrains only. These create erosion effects
that cannot be achieved procedurally.
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Erosion nodes
These nodes simulate hydrological and thermal erosions of a landscape. Several pre-configured
erosion presets are supplied as distinct nodes, and a fully customizable Erosion node is also
available when it is necessary to precisely adjust all parameters. All nodes expose the same
outputs and some of the parameters, but only the customizable node exposes the full parame-
ter set.
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Available ouputs
Several outputs are available, some more useful like the actual terrain altitude, while others
are more suited to control material distributions or even to apply a 2D perturbation to some
other nodes in the function graph.
• Altitude: ground altitude after the simulation.
• Flow Surface: when using this output, the terrain is “filled” to show the depth of the
flow running over it. The flow surface is not horizontal because the flow simulation never
really reaches an equilibrium.
• Flow Speed: this output shows the flow speed over the terrain at the end of the simula-
tion.
• Flow Vector: similar to Flow Speed, but a 2D vector is output which direction and strength
represent the actual flow over the terrain at the end of the simulation.
• Flow Depth: this output shows the flow depth (or humidity factor) over the terrain at the
end of the simulation.
• Transported Sediment: this output shows the amount of sediment currently transported
by the flow at the end of the simulation.
• Displaced Soil: this output shows the total amount of displaced soil at the end of the
simulation.
Presets
The Erosion algorithm uses an extensive set of parameters in order to achieve a wide range of
possible results. As a consequence, configuring the node has a somewhat steep learning curve.
Presets help apprehending the roles and interactions of the parameters by supplying sets of
parameters that work well together and produce distinctive results. You can either use the pre-
configured Erosion nodes corresponding to each preset, or use a fully customizable Erosion
node and apply the preset on it.
Note that when applying a preset in the fully customized Erosion node, almost all parameters
of the node are changed to match the preset parameters, overriding any changes you may have
made since the last preset applied! You can then tweak the parameters as you like as long as
you do not apply another preset.
Note:
“Vertical Scale”, “Quality Boost” and “Evaporation Amount” are not modified by a change of
preset.
Note:
A message will warn you when the node parameters are about to be overwritten by a change of
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preset.
Here are examples of the presets, applied on the following generic mountain flank with basic
fractal detail:
Non-eroded terrain
Mountains: This preset leaves peaks and distinctly rougher areas on the terrain.
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Mountain erosion
Old Mountains: Simulates how mountains are eroded after the passing of geological times.
Old mountains
Scattered Rock: This preset yields isolated rocks in the middle of smooth hill slopes made of
sand/soil.
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Scattered rocks
Generic Erosion
Rivers: More contrasted, this preset digs rivers into a terrain made of soil and rocks.
River-like Erosion
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Gorges: Much more contrasted, this preset digs deeply into a terrain made of harder rocks.
Gorges-like Erosion
Very Eroded: This preset applies a heavy erosion on the terrain, erasing most of the rougher
parts.
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Flow Channels: This preset applies moderate erosion and can also be used to determine where
water would flow over the terrain.
Erosion channels
Furrows: A variant of “Flow Channels” where the erosion is allowed to apply more thoroughly,
so that the terrain is more eroded along the water channels.
Furrows
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Global Parameters
• Vertical Scale (meters): this parameter is expressed in physical units. The erosion pro-
cesses simulate actual laws of physics, which rely among other physical quantities on
the altitude variations over the heightfield. Obviously, the resulting terrain height can-
not be automatically determined and used, since it itself depends on the result of this
node. This is why the height of the simulated heightfield can be configured.
It is also a way to tweak the effect of the simulation without changing the height of the
resulting terrain in the scene.
The horizontal dimensions are also an important physical quantity on which the simula-
tion depends. They are automatically determined by using the actual terrain dimensions
in the scene, so take care to first scale your terrain before tweaking the erosion parame-
ters.
• Timescale: this is a measure of the duration of the simulation. Raising or lowering this
parameter will greatly change the aspect of the resulting terrain, but will also impact the
duration of the computations proportionately.
• Smallest Feature (meters): this parameter is also expressed in physical units in order
to be comparable with the Vertical Scale parameter. It is used to prevent the simulation
process from caring about small details on the input heightfield. This parameter is im-
portant when you want to use the Erosion node on very high-resolution heightfields but
you don’t need to erode pixel-level details. With a low Smallest Feature parameter, the
simulation will run on a grid the same resolution as your heightfield, which can lead to
very long computing times.
• Favor Larger Features: this parameter has no particular unit. It influences the simula-
tion algorithm in order to apply the erosion processes more at larger scales when the
parameter value is higher. At or below a value of 1., on the other hand, smaller scale de-
tails are privileged.
• Quality Boost: as with all physical simulations, artifacts can appear because of the performance-
realism trade-off taken in the algorithm. This parameter is a way to boost the quality of
the simulation, by using values higher than 0., or on the contrary to speed-up the compu-
tation by using values lower than 0., when the simulation quality is not a limiting factor.
Terrain Properties
The hydrological part of the algorithm simulates dissolution, transport and deposition of soil
along the water flow over the terrain. These parameters control the physical properties of the
terrain.
• Rock Hardness: harder rocks are less eroded then softer ones.
• Sediment Deposition: this parameter is a way to control how fast soil is actually de-
posited while it is being transported over the terrain, ie. it is a way to tweak the actual
physical process at work.
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• Erosion Strength: this is another non-realistic parameter to influence the speed of ero-
sion. This can lead to unwanted artifacts though, so keep in mind that another way to
erode your terrain more is to raise the Timescale parameter, at the expense of longer
computing times.
Flow Parameters
The hydrological simulation is a compromise between physical realism and computation times.
Simulating actual rain and the whole water cycle over the terrain is of course impossible, so the
parameters below tweak the simulation using intuitive concepts:
• Flow Level: this is a measure of the minimum amount of water present over the terrain.
• Channeling Threshold: this parameter controls at which water level the terrain will be-
gin to be affected by thermal and bank weathering (see Weathering Parameters below),
digging river beds into the terrain. Though it can be seen as a weathering parameter more
than a flow parameter, the effect of the Channeling Threshold value is closely linked to
the value of the Flow Level. See how the various presets set up those two values to create
different effects on the terrain.
• Flow Depth Limit: as a consequence of the performance-quality compromise, the simu-
lation sometimes digs unrealistically deep into the terrain, as if an infinite height of soil
was available to transport. This parameter can limit the digging depth and should be set
up in relation with the Vertical Scale of your terrain.
• Dampen Flow, Clamp Flow: these non-realistic parameters are used to slow down the
simulated flows in order to produce various effects on the terrain. Dampen Flow slows
down the flows continually over the whole simulation, while Clamp Flow is an upper limit
to the flow speed. See how the various presets set up those two values to create different
effects on the terrain.
• Erosion Emphasis: this non-realistic parameter can be used to emphasize the effect of
the hydrological erosion process without resorting to a longer Timescale.
• Emphasis Threshold: this parameter is used to adjust the shape of the Erosion Emphasis
effect. Close to 0., the emphasized features are more spiky while at higher values the
features are more rounded.
Weathering Parameters
• Thermal Weathering: some amount of thermal weathering can be added to the simula-
tion. Thermal weathering is a physical process due to the alternating periods of colder
and warmer weather. It erodes the steeper slopes by detaching little bits of rocks which
roll down and accumulate to form conical talus. The actual amount of thermal weather-
ing effective on your terrain will greatly depend on the steepness of its slopes and hence,
on the ratio of its Vertical Scale to its horizontal dimensions.
• Bank Erosion: when streams and rivers form over a terrain, its bank tends to erode quite
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fast because of the forces exerted by the running flows. This is a prominent effect in our
simulation in order to create actual valleys on the terrain, whereas hydrological erosion
alone would tend to create gorges instead.
• Bank Transition: this parameter blurs the boundary between the drier areas of the ter-
rains and those affected by Bank Erosion.
• Preserve Roughness: this parameter can be used to preserve part of the roughness of
the input terrain even over eroded areas. Less eroded areas will still preserve more rough-
ness than more eroded ones.
Slope node
This node computes the mean slope of the heightfield. The parameter “Account for larger fea-
tures” hints at the prominent scale at which the heightfield slope is computed. Close to 0, the
slope is computed by mostly considering small-scale detail, ie. using the full resolution of the
heightfield. Closer to 1, the smaller-scale perturbation is smoothed out to leave only the overall
slope of the heightfield.
Convexity node
The parameter “Account for larger features” hints at the prominent scale at which the height-
field convexity is computed: close to 0, the convexity is computed by mostly considering small-
scale detail, ie. using the full resolution of the heightfield. Closer to 1, the smaller-scale pertur-
bation is smoothed out to leave only the overall convexity of the heightfield.
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Blur node
Terraces node
Levelled terraces
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Irregular terraces
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Rounded terraces
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Square-ish terraces
This node uses an advanced algorithm to create customizable terraces on a heightfield terrain.
In addition to the usual altitude input, the node can take a special “Locate Terraces” input into
which can be fed a noise which prominent features will influence the shape of the terraces. For
example, a round noise will yield round terraces, a Voronoi noise will tend to yield Voronoi-cell
shaped terraces, etc. which opens a lot of possibilities for customization.
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• Max. Height: limits the altitude difference between two adjacent terraces.
This node has a secondary output named Slope which will typically allow you to apply different
effects on the terraces’ flatter areas than on the slopes between distinct terraces.
Auto-mapping node
This node will linearly map the input range of the heightfield being fed into it into the desired
output range. This is a real helper since thanks to it you no longer need to worry about the
output range of a set of nodes (even noises and fractals, which are notably hard to predict).
Whatever it is, you just have to insert an auto-mapping node to “normalize” the range to suit
your needs.
For example, if you want to use the output of a node as a weighing factor, you will set your
auto-mapper to output in the [0 ; 1] range. Or if you need to output to a custom dependency
for later reuse in a material graph, you will auto-map to [-1 ; 1] in order to exploit the full range
of values and no longer need to adjust the material graph filters each time you make changes
in the terrain graph.
Compare to a similar situation in a procedural graph, where such a node is not available: you
would have to evaluate yourself the range of values at a given node in the graph and manually
tweak various filters to adjust the range to suit your needs, which usually takes some trial and
error.
Apart from the output range parameters, the node takes an additional parameter named “Input
Range Rounding”: this prevents the mapping from changing by a slight factor when the input
range varies slightly. For example, if you set “0.1” in this parameter, the mapping factor will be
the same whether the input range is for example [0.02 ; 0.98] or [0.0 ; 1.0].
This can be useful to maintain some stability in the output of a graph, for example to compare
the overall effect of slightly different parameters in some other nodes. On the other hand, using
a non-zero value here means the output range may not be exactly matched.
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Layout Nodes
This category contains three nodes used to lay out the output depending on its spatial relation-
ship with an oval or rectangle area, a spline, or even other objects of the scene.
This node works with simple geometrical shapes, which can be a circle/oval or a square/rectangle
(optionally with rounded corners).
The single input is a 3D vector, usually the position. Two output values can be configured for
input positions falling inside or outside the shape, and the node smoothly interpolates between
the two values in a transition area.
Note also that a node of this type is created when using the zone extraction feature in the Terrain
Editor for Procedural terrains. You can thus edit the node parameters to configure the way the
hole looks.
Example of an Area Demarcation (using “Rounded square” shape) driving a fractal’s roughness in
a terrain
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Available parameters
• Area shape: Select one of Circular, Rounded square, Rounded square (sharper) and Square.
• Area center: Location of the area’s center in the input space.
• Area width: Width of the area.
• Area height: Height of the area.
• Demarcation smoothness: Controls the speed of transition between the interior and ex-
terior values.
• Interior value: Output value when fully inside the area.
• Exterior value: Output value when fully outside the area.
Its goal is to drive terrains or materials based on a spline’s shape. This spline can be stored and
edited inside the graph or can be a spline from the scene. Both types of spline can be converted
into one another for editing purposes.
The Spline Proximity outputs a measure of proximity between a position and its closest point
on a spline curve. The spline curve is user-defined: it can be a spline selected from the scene’s
object list, or it can be created directly from the node’s interface, using a custom Spline Editor
in the Function Graph. The Spline Editor lets you create a spline curve in world coordinates, by
displaying the top view while placing the control points.
How to use it
You can either select an existing spline object from the scene’s objects list, or create a new spline
curve from scratch using the VUE spline editor.
To create or edit the spline curve, click on the Edit button in the parameters area. The Edit
function becomes available for the Internal Spline. The Spline Editor in the Function Graph
will open.
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Spline Editor
Inside the spline editor, you should see the current scene’s top view. To create the spline you
want, you have four edition modes at your disposal:
• Add way point: When in this mode, left clicking on the view creates a new control point.
• Edit way point: This mode lets you move around control points that are already placed,
by dragging them with the mouse on left click.
• Insert way point: When this mode is selected, you can insert control points directly on
the curve. This means that the curve will have the same shape as before, but with one
more control point.
• Delete way point: This mode lets you remove control points by left clicking on them.
You can also choose whether the spline should be closed or not, by checking the checkbox
“Closed spline”. This adds or removes the link between the first and last control points, to make
the spline cyclic or acyclic.
If you are not using the Internal Spline option, you can either use Copy to Internal to duplicate
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and edit the scene spline in the Function Graph, or use VUE’s usual spline edition tools to edit
the spline in the scene. Note that the terrain is not automatically updated when the spline is
changed in the scene until some other modification triggers the graph calculation.
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Node outputs
The node has three possible outputs:
• Distance: this is simply the distance between each point at the base of the terrain and the
closest position lying on the 2D or 3D spline.
– When using a 3D spline, the output will also follow the spline’s altitude profile, which
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you can alter by leaving the terrain editor and moving the spline’s control points in-
side the scene, using the gizmos available in VUE’s four 3D views. Then go back to
the terrain editor and recompute the terrain as the node output will not update au-
tomatically.
• 2D Distance: similar to the Distance output, but only accounts for the horizontal distance
(ie. the spline is projected on the terrain plane).
– When using a 2D distance, the spline itself will remain on a level line in the node’s
output and, when Invert Output is checked, this level line will be the zero level.
• Altitude Profile: altitude of the closest spline position. Discontinuities may need to be
blurred with a Blur node in order to make use of this output.
This node creates a heightfield which can be used as a mask to locate “foreign” objects lying
over the terrain the heightfield represents. This is a powerful tool to create effects on the terrain
easily, without having to design complex graphs. Examples of usage include:
• Digging the terrain to represent how it subsides slightly under the weight of objects.
• Proxy objects (not visible at render time) can be used to drive terrain effects, where sev-
eral nodes would have been necessary using a traditional approach.
• Erosion or other effects can also be made to work around scene objects thanks to this
node.
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Spline Editor
A spline is an editable object in VUE. It can be used to create roads, define EcoSystems and
geometric shapes.
A spline contains:
• Moving points that can be added or deleted
• Tangents that can be moved.
To this spline, effects can be applied such as:
• Material/EcoSystem effects
• A geometry effect
• A terrain effect, such as a road.
A spline is like a group; you have to Ctrl-click on one of its points or tangents to select it. Since
a spline is listed in the World Browser, you can use the World Browser to select points and tan-
gents.
• You can click to add points.
• You can switch to edit mode to select an existing point (or tangent).
• You can activate effects with tabs appearing for configuration.
• When you have more than two points, you can click OK to finalize the spline.
On the Spline Editor, there is a row of icons at the top.
Broken / Aligned: Here are two ways a tangent can be moved. It keeps the angle. Broken
( ) moves a tangent but doesn’t change the other side. Aligned ( ) moves a tangent
and moves the other side symmetrically.
Closed spline ( ): Use to join the first and last points of the spline to close the spline.
Path finding ( ): Use to find the best path for the spline. Used for creating paths or roads
through hilly terrains, for example.
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Resample spline ( ): this creates new points for the spline, while keeping its shape. As it
is done for path finding, new points are dropped on the underlying terrain.
Use the Halve ( ) and Double quality ( ) to adjust the quality of the spline.
Import spline ( ): use to import a spline from another source. Valid sources are:
• Vector Graphics filter
• PostScript files
• Encapsulated PostScript files
• Adobe Illustrator (up to 3.2) files
Material Effect
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Material effects allow you to apply materials and to populate EcoSystems along the spline and
in the area defined by the spline, as well as the option to erase other EcoSystems existing under
the spline.
Enable material effects: check this option to apply a material and/or EcoSystem.
Max. width: defines the width of the spline and defines a profile for the EcoSystem population
using a filter.
Preview as ribbon: shows the spline as a ribbon in OpenGL but the ribbon doesn’t render. This
is useful for spline visualization if the Geometry effect isn’t being used.
Apply material on influenced objects: the specified material layer will be applied on objects
located directly above and below it in the scene. Click on the image to the left to access the
Material Editor to create or load a material layer for the spline path.
Cut out other EcoSystems: cuts out areas of existing EcoSystems, for example, to create a path
through a field.
Populate with an EcoSystem: allows creation of an EcoSystem on or below the spline. Click
on the image to the left to access the Material Editor to create or load an EcoSystem.
Populate along the path itself: when checked, VUE always adds instances in the volume de-
fined by the spline, considered as an area of the chosen width.
Populate by projecting onto objects: when selected, the instances are populated on the ob-
jects below the spline.
Align instances along path: EcoSystem instances can be aligned along spline direction using
these settings.
Rotate instances around path direction: use the Angle and Variability settings to specify an
angle of rotation around the spline normal.
The Fill section defines the area in the interior defined by the spline. Here you have the follow-
ing settings:
Apply material on influenced objects: the specified material layer will be applied on objects
located directly above and below it in the scene. Click on the image to the left to access the
Material Editor to create or load a material layer for the spline path.
Cut out other EcoSystems: cuts out areas of existing EcoSystems, for example, to create a path
through a field.
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Populate with an EcoSystem: allows creation of an EcoSystem on or below the spline. Click
on the image to the right to access the Material Editor to create or load an EcoSystem. Click on
the image to the left to access the Material Editor to create or load an EcoSystem.
Apply material/population on what?: You can select All objects or Only selected objects
for population. If you select all objects, you are able to specify the global ratio of influence.
When applying a spline’s material layer over other objects, the ratio will drive the blending of
thee spline’s material with the object’s other material layers. When populating an EcoSystem
layer, the ratio will apply on the EcoSystem density. When selecting Only selected objects, the
influence ratio can be set on a per-object basis in the list of objects displayed below this frame.
The Cut out existing EcoSystems section becomes active if this option is selected in either the
Stroke or Fill sections. Here, select All EcoSystems or Only selected EcoSystems for the cut-
out effect to apply on. If you select All EcoSystems, you are able to specify the percentage. If
you select Only selected EcoSystems, the EcoSystems are listed in the box below for selection.
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Geometry Effect
This effect extrudes a geometric shape along the spline, defined by these properties:
Max. Width: use the slider or key in the width of the geometry being created. Click on the
Width Profile to the right to edit or load a filter.
Height: use the slider to indicate the height of the generated geometry. This value can be
locked.
The filter also helps modify the shape of the geometry by defining the Width profile. Click to
select a filter; right-click to edit the filter.
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• Road
• Cobble (a square tube)
• Ribbon
Twist: There are two types of twist available – Frenet twist and the Z twist. These affect how
geometries are created around each spline point. A Z twist generates normal paths/roads that
go up, down, left and right following the underlying surface but they stay strictly horizontal
on the surface. A Frenet twist generates paths/roads that follow the surface of the underlying
structure. An example of this type of twist would be the tilted surface of tight curves of racing
courses.
You can also add a manual roll by selecting any of the spline points and using the local rotation
gizmo.
Click on the sphere in the Material section to assign materials to the geometric shape.
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Terrain Effect
This effect relies on the filter or combination of filters to make an impact on the terrain. For
example, you can cut grooves in a terrain. Or, when used in conjunction with the road spline,
can be used to create a road bed.
Max. Width: use the slider or entry field to define the size of the spline. Use the filter to define
the shape of the terrain effect. Right-click on the filter image to edit the filter; left-click to open
the browser and select a new filter.
Amplitude: use the slider or entry field to define the amplitude of the spline. Amplitude adds
extra height between the spline position and terrain. Right-click on the filter image to edit the
filter for amplitude; left-click to open the browser and select a new filter.
Shape: Use the filter here to define how the spline interacts with the terrain. Right-click on the
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image to edit the filter; left-click to open the browser and select a new filter.
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Editing Filters
Filters are used to modify profiles. The Filter Editor can be accessed in the Terrain Editor to
modify the profile of a mountain by filtering the altitudes or from the Material Editor to modify
certain aspects of the material, such as the transparency or bump definition.
The tools you use to modify filters are very similar to the ones you use to edit Time Splines.
Description
Filters enable you to transform any number in the range of -1 to 1 into another number, also in
the range of -1 to 1, following a curve that you define. The value returned by the filter at a given
position on the horizontal ruler can be read on the vertical ruler of the curve.
To open the Filter Editor, either click on the filter with the Control key pressed, or select Edit
Filter from the filter’s popup menu.
Inside the Filter Editor, you can zoom in and out, and pan the view using standard commands
(Right mouse drag to pan, Ctrl + Right mouse drag to zoom). You can also resize this Editor if
you need a more detailed view of the filter.
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Below the Filter Editor’s curve you will see a tab control with one or two tabs. The first tab
controls the profile (shape) of the curve, while the second controls the influence of the environ-
ment. If the filter cannot be influenced by environment, the second tab is not visible.
The Curve
The curve is the large display that sits in the middle of the editor, just below the toolbar. This
area represents the profile of the filter. You can zoom in and out, and pan the view using stan-
dard commands (Right mouse drag to pan, Ctrl + Right mouse drag to zoom).
Filters are built from Key Points, joined together by straight lines or curves. You can modify a
filter by adding, moving or deleting key points. The key points are figured by small handles ( )
on the curve. These handles appear as soon as the mouse cursor is placed above the curve. All
filters start from (0,0) and have a key point on the right edge (the corresponding handle can
only be moved vertically).
Smooth Filters
Linear filters are generated from segments while smooth filters are generated from cubic curves.
You can switch from linear to smooth filters, by clicking the Smooth curve icon in the toolbar.
The behavior of a smooth filter is identical to that of a linear filter except that you can change
the slope of the curve around the key points, yielding a smoother -round- profile.
To modify the slope around a key point, select the key point by clicking on its handle ( ), or
by typing its horizontal position in the Position X box. The Slope boxes now indicate the slope
to the left and to the right of the key point. Type in new slope values. If you selected the handle
by clicking on it, the tangents to the curve. You can drag the ends of the tangents to modify the
slope.
Selecting Smooth joint icon will ensure that the slope is the same on either side of the key
point (the default). If you want to have a different slope on either side of the key point (e.g. to
create a crease in the curve), you must deselect this option and then modify the slope.
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Toolbar
The Filter Editor’s toolbar is the collection of icons at the top of the editor. The meaning of these
icons is as follows:
• Smooth curve: this is a toggle icon. If the icon is not toggled, the filter will be built
from straight lines; if it is toggled, the filter will be built from curves. Click on the icon to
change the type of filter.
• Auto-tangents: this is also a toggle icon; it is only available when the filter is smooth.
If the icon is toggled, the tangents at newly added key points will be computed automat-
ically in order to modify as little as possible the overall shape of the curve. If you drag
a key point when this mode is active, the tangents will be modified dynamically so as to
minimize the deformation of the curve.
• Smooth joint: this is also a toggle icon; it is only available when the filter is smooth
and a key point is selected. If the icon is toggled, the slope on either side of the key point
will be the same, ensuring that the resulting curve doesn’t exhibit any sudden changes
in slope around that key point. If you deselect this option, the slope on either side of the
key point can be modified independently, resulting in a crease in the curve.
• Show grid: this is a toggle icon. When it is orange (enabled) a grid will be displayed
on top of the curve. This grid can be used for reference when building a filter.
• Snap to grid: this is a toggle icon, available only when the grid is displayed. When
snapping is on (the icon is orange), key points will be automatically “attracted” to the
grid when you approach the mouse cursor from the grid. This is useful for setting up
filters with “rounded” values.
• Zoom in: click this icon to display a zoomed view of the filter. This lets you edit
detailed portions of the filter.
• Zoom out: click this icon to zoom out of the view of the filter. This lets you visualize
a larger portion of the filter.
• Reset pan/zoom: click this icon to reset the view of the filter so that the filter fills
up the entire graph exactly.
• Flip Vertical Axis/Flip Horizontal Axis: this flips the axis of the graph either hori-
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zontally or vertically.
Pressing New will reset the filter by deleting all key points.
Press Load to load one of the sample filters using the Visual Filter Browser.
Press Save to save the current filter in a stand-alone file, for use in future scenes. Saved filters
will appear in the Visual Filter Browser like any other of the predefined filters. By default, filters
are placed in the Filters subfolder. This means that they will appear in the Personal collection
inside the Visual Filter Browser.
Profile Tab
This tab controls the general shape of the filter. Use this tab to add, modify or remove key points.
If no tab is visible in the Filter Editor, then the controls that are displayed in the editor pertain
to this tab.
Show filter on defined domain only: Check this field if you want to actually see the clamping
effect of the filter. As you scroll, the clamping becomes evident.
When checked, the filter curve will only be displayed in the range (x and y) where the filter is
defined. For example when editing a bump filter (in the Material Editor), x is only defined within
[-1, 1] and same for y. So when the box is checked, and the user uses the right mouse button to
“scroll” the curve, the curve will not be displayed outside this range. It’s like a clipping rectan-
gle.
You can scroll by pressing the right mouse button on the picture and moving the mouse (with
the right mouse button pressed). So if you check the checkbox, and scroll to the right (for ex-
ample), eventually the curve will be clipped. The definition domain depends on the use of the
filter.
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• click the handle ( ) of the key point you want to modify. The handle becomes black,
and the Position indicated is now the position of the key point. Type the new position of
the key point.
• type the horizontal position of the key point you want to modify in the Position X box,
then indicate the new vertical position of the key point.
Note:
You can’t move the horizontal key point position using this method.
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To delete a key point, click on the handle ( ) of the key point you want to delete, or type its
horizontal Position in the box X, then press the Delete key point button When you select a
key point, you can jump to the next one by pressing Tab (Shift Tab jumps to the previous). You
cannot delete the right-most key point.
Clamping modes
There are two clamping modes, Upper and Lower. There are four types of clamping modes
that can be used:
• Clamp: values smaller than -1 will be forced to -1 for lower, and values larger than 1 will
be forced to 1 for upper.
• Continue: values will be extrapolated from the inner curve (for instance, for linear filters,
it is as if the line continued outside input range).
• Mirror: input value is transformed to simulate a mirrored repetition of the inner curve.
• Repeat: input value is cyclic. It’s always shifted to fall back into [-1, 1].
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This tab is only available for filters that can be influenced by the environment (e.g. filters that
are part of materials). If no tab is visible in the Filter Editor, then the controls that are displayed
in the editor pertain to the Profile tab, and Influence of Environment controls are not avail-
able.
Influence of Environment works more or less like its equivalent in the Mixed Material Editor
(see here). The filter can be influenced by the environment in three different ways: dependency
to altitude, to slope and to orientation.
Note:
The notion of “environment” only has a sense when the filter is part of a material.
Dependent of Altitude
Check this option if you want the values of the filter to be influenced by altitude. The slider
position indicates the importance of the effect. If the value is 0, altitude has no influence. If
the value is 100%, the filter will always return 0 (whatever its profile) when the altitude is below
Min altitude; it will always return 1 when the altitude is above Max altitude.
If this option is selected, the values returned by the filter will be saturated by altitude. This
means that, if the altitude is close to the Min altitude, values will be lowered, but, as altitude
increases, the values will be less and less lowered, and eventually start being raised as altitude
gets nearer to the Max altitude (values will always stay clipped to 0-1).
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Min altitude and Max altitude: these settings indicate the range of altitudes where the filter is
influenced by altitude. Outside this range, the influence will be constant.
Dependent of Slope
Check this option if you want the values of the filter to be influenced by slope. The slider posi-
tion indicates the importance of the effect. If the value is 0, slope has no influence. If the value
is 100%, the filter will always return 0 (whatever its profile) when the surface is horizontal, and
it will always return 1 when the surface is vertical.
Dependent of Orientation
Check this option if you want the values of the filter to be influenced by orientation. The slider
position indicates the importance of the effect. If the value is 0, orientation has no influence. If
the value is 100%, the filter will always return 0 (whatever its profile) when the surface points in
the opposite direction to the value indicated by the Azimuth , and it will always return 1 when
the surface points in the direction of the Azimuth.
Azimuth: use this setting to indicate the preferred orientation. When the orientation gets closer
to this setting, the filter will return higher values. 0° corresponds to positive values on the X axis,
90° to positive values on the Y axis, 180° to negative values on the X axis, and 270° to negative
values on the Y axis.
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Color maps are used to produce variable colors and opacity (alpha).
Basically, they associate a color and an opacity to each of the values in the range of 0 to 1, fol-
lowing a gradation defined by the user.
To open the Color Map Editor, either click on the color map with the Control key pressed, or
select Edit Color Map from the color maps contextual menu. This window is resizable.
In the editor, the color gradation displays the colors that will be returned by the color map for
each value on the horizontal ruler. The black and white gradation above displays the alpha
value that will be returned for these points.
Color maps are built from Key Colors and Key Opacities. Key colors define the color of the
map at given positions. Key opacities define the opacity of the color map at given positions.
VUE automatically generates a gradation to smoothly join the key values. You can modify a
color map by adding, moving or deleting key colors and key opacities.
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Key values are figured by handles ( ) on the horizontal rulers around the color gradation. Key
colors appear under the color gradation, whereas key opacities appear above it.
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To move a key value, click the key’s handle ( ) and drag it with the mouse button pressed.
Each key value is constrained by other keys on either side.
You can manipulate several key colors simultaneously. To select multiple key colors, press the
Ctrl key and then click on each key color you want to select. You can also select a key color,
then press the Shift key and select another key color, which results in the selection of all key
colors between the two selected. Once several keys are selected, it is then possible to:
• Move them together by moving any of the selected keys.
• Delete them by pressing the Delete key.
• Copy them by pressing Ctrl+C.
• Paste the copied key colors (at the current cursor position) by pressing Ctrl+V.
• Change the color’s values (hue, luminosity and saturation) by using the appropriate up/down
buttons in the editor.
You can also flip the entire color map by clicking on the icon in the lower right under the color
map itself.
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Deleting Keys
To delete a key, click on the handle ( ) of the key you want to delete, or type its horizontal Po-
sition in the corresponding box, then press the Delete key color or Delete key opacity button
When you have selected a key, you can jump to the next key by pressing Tab (Shift Tab jumps
to the previous key).
If you want to control the opacity of your color map precisely, right-click or control-click on the
black & white opacity gradation above the color gradation, or click on the Edit opacity filter
button ( ) to the right of the opacity gradation. This will open the Opacity Filter Editor, letting
you accurately control the profile of the opacity of your color map.
Pressing New will reset the color map to a fully opaque, black-to-white gradation.
Press Load to load one of the sample color maps using the Color Map Browser.
Press Save to save the current color map in a stand-alone file, for use in future scenes. Saved
color maps will appear in the Color Map Browser. By default, color maps are placed in the Color
maps subfolder. This means that they will appear in the Personal collection inside the Color
Map Browser.
Selecting Colors
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When you click on a color swatch, the Quick Color Selector appears. This panel is designed to
let you select a color in just one mouse click. Simply drag the mouse cursor to the desired color
and release it to select the color. If you release the mouse button without moving the mouse,
the Quick Color Selector will be replaced with the Color Selection dialog (see below).
The panel displays 4 blocks of colors and a series of color swatches. The 4 blocks represent an
approximation of the complete color space. Each block displays all possible values of luminos-
ity and hue for a given color saturation. The top block represents 100% saturated colors, the
second, 50% saturation, the third, 25% saturation, and the lower block, is 0% saturation (a gray
strip).
The series of color swatches to the left of these color blocks are your “favorite” colors. They
can be edited via the Color Selection dialog (see below). To select one of your favorite colors,
just drag the mouse cursor above that color and release the mouse button. The favorite colors
won’t appear if you disabled this option in the Color Selection dialog.
At the bottom of this panel, you will find a display of the current color, together with the cor-
responding Hue, Luminosity, Saturation, Red, Green and Blue values. If you drag your mouse
over another color, the color display will be split in two, the left half showing the original color,
and the right half showing the new color.
If you don’t want to use the Quick Color Selector, disable the Use quick color selection tool
option in the Color Selection dialog (see below).
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This dialog lets you select a color precisely. To display this dialog, you can:
• Control-click, Shift-click or double-click on a color swatch, or
• Click on a color swatch and release the mouse button without moving the mouse.
If you have disabled the Use quick color selection tool option, this dialog will appear with a
simple click on a color swatch.
The large square palette at the center of the dialog represents all possible hue and saturation
values for a given luminosity. To the right of this palette is the luminosity slider. Above the
palette is the hue slider, and to the left, the saturation slider. When you use one of these sliders,
the palette automatically displays all possible variations of colors around the value you just
set. For instance, if you set a saturation using the saturation slider to the left of the palette,
the palette will display all combinations of hue and luminosity for the saturation value you just
indicated. Likewise, if you set a hue using the top slider, the palette will represent all saturation
and luminosity possibilities for this hue.
Show favorite colors: when this option is selected, the favorite color swatches are dis-
played on the left of the color palette.
Use quick color selection tool: when this option is selected, the Quick Color Selector
appears when you click on a color swatch. Uncheck this option if you don’t want to use the
Quick Color Selector.
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Contextual palette: when this option is selected, the color palette automatically adjusts
to the values selected in the sliders. If you uncheck this option, the palette will always remain
the same, whatever the selections made in the saturation, hue and luminosity sliders.
At the bottom-right of the dialog, you will find a display of the current color, together with the
corresponding Hue, Luminosity, Saturation, Red, Green and Blue values. You can set each one
of these values manually. If you select another color, the color display will be split in two, the
left half showing the original color, and the right half showing the new color.
You can resize the dialog in order to display a larger selection of favorite colors and bigger color
selection tools.
Enable natural color selection: Checking this option allocates more space to the medium sat-
urated colors which are the most natural hues to use.
Favorite Colors
To the left of the dialog is a set of color slots that you can customize to store colors you use
frequently. Simply drag a color and drop into one of the slots to set a favorite color. The favorite
color selection is saved in between VUE sessions.
You can also edit the selection of favorite colors by clicking the Edit favorites button. Using
the favorite color editor, you can set the number of columns of favorite colors that appear in
the Color Selection dialog.
You can also save and retrieve your selection of favorite colors using the Load and Save buttons.
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Summary of Materials
The Material Summary dialog displays materials currently used in the scene
The Summary of Materials dialog is a dialog that can stay open on screen without restricting
access to other parts of the software. It displays a list of all the materials used in the scene at a
given time. It does not, however, display materials used for clouds. It is displayed by selecting
the menu command Display | Display Material Summary.
This summary of materials lets you approach your scene in a different way: clicking on a ma-
terial selects all the objects of your scene that use this material (this feature can be turned off
using the Options dialog). This is a powerful and supplementary method for navigating inside
scenes. You may rapidly modify a material (e.g. change its scale), without worrying about all
objects that use the material being updated.
And you can drag from one material onto another to make all the objects that used the old
material use the new one (notice how the old material, having now become useless, disappears
from the list).
The title bar of this dialog indicates how many materials are currently used in the scene. You
may navigate through the list using the scrollbar at the bottom of the dialog.
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Like anywhere, materials can be loaded, edited or scaled using the material summary. The
display of materials on the Summary of Materials dialog can be resized by zooming. Use the
Zoom In/Out icons at the bottom of the dialog.
The Options icon displays the Preview Options dialog. This dialog enables you to select which
object should be used to preview materials. Sphere is the fastest, and Cloud should only be
used for cloud materials. XY Plane displays a 2D representation of the material in perspective,
whereas 2D Plane presents the material on a plane seen from above. This option also lets you
choose a background type for the preview (Uniform or Checker), as well as the Background
color by modifying the color map (double-click on the map). Check Local light to use a local
light rather than a directional light.
The Edit material icon opens the Material Editor for the selected material.
The Load material icon opens the Materials Browser so that you can replace the selected ma-
terial.
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Interface Colors
This dialog lets you customize the look of the VUE interface.
When the Flat interface style is selected, you can modify the colors of the different interface
items as follows:
• Gradated background: Check this setting for a two-toned background, lighter to darker.
• Dialog background: this is the background color of dialogs.
• Text: this is the color of the dialog text.
• View background: this is the color of the background of the 3D Views. This setting is the
same as that in the Options dialog.
• Selection wireframe: this is the color of a selected item’s wireframe view.
• Wireframe highlight: if part of a selected wireframe item is selected, this color is used.
• Rigged mesh bone: this is the color of the bone of a rigged mesh.
• Rigged mesh bone helper: this is the color of a bone helper of a rigged mesh.
• View caption (active): this is the background color of the active view’s title bar. Inactive
view title bars have the same background color as the rest of the interface.
• View caption text (active): this is the color of the text in the active view’s title bar.
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• View caption text (inactive): this is the color of the text in inactive view title bars.
• Caption (active): this is the background color of active dialog title bars.
• Caption (inactive): this is the background color of inactive dialog title bars.
• Caption text (active): this is the color of the title text in active dialog title bars.
• Caption text (inactive): this is the color of the title text in inactive dialog title bars.
• Radio/check text (checked): this is the color of the text of all radio and checkboxes when
the control is selected.
• Radio/check text (default): this is the color of the text of all radio and checkboxes when
the control is not selected.
• Tab (active): this is the color of the background of the current tab (usually the same as
the background color).
• Tab (inactive): this is the color of the background of the non-current tabs.
• Tab text (active): this is the color of the text of the current tab.
• Tab text (inactive): this is the color of the text of the non-current tabs.
• Edit field text: the color of text in edit fields.
• Edit field text highlighting: this is the color of selected text in the edit fields.
• Edit field back (active): this is the color of the background of active edit fields.
• Edit field back (inactive): this is the color of the background of inactive edit fields.
• Button text: this is the color of the text of buttons.
• Button back: this is the color of the back of buttons.
• Button back (highlight): this is the color of the back of buttons when the mouse is above
the button.
• Button back (toggled): this is the color of the back of buttons when the button is toggled.
• List item text: this is the color of text in list boxes.
• List item text (selected): this is the color of selected text in list boxes.
• List back (active): this is the color of the background of active list boxes.
• List back (inactive): this is the color of the background of inactive list boxes.
• List selected item back: this is the color of the background of selected text in list boxes.
• List column title: this is the color of the background of the column titles in multi-column
list boxes.
• Curve (line): this is the color of the lines in curve displays (filters and time splines).
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• Curve (below): this is the fill color below lines in curve displays (filters and time splines).
• Curve (above): this is the fill color below lines in curve displays (filters and time splines).
• Menu text: this is the color of the text of menu items.
• Menu text (selected item): this is the color of the text of selected menu items.
• Menu back: this is the color of the menu background.
• Menu back (selected item): this is the color of the background of selected menu items.
Changes are previewed interactively in the Interface Colors dialog. If you want to preview color
changes in the entire interface, click the Apply button.
Press the New icon to reset the interface colors to the default gray interface.
Click Load to load a preset interface color scheme. A Standard File Browser will appear letting
you load the desired color scheme. Interface color schemes have the .ics extension.
Click Save to save the current settings for future use. A Standard File Browser will appear letting
you set the name of the color scheme. Interface color schemes have the .ics extension.
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Macros
Ever wished there was a way to automate repetitive tasks in VUE without having to delve into
the intricacies of Python scripting? VUE’s Macro recording and playback system is the easy so-
lution!
Recording Macros
Record Macro: use the Automation | Record Macro menu command to start recording a set
of operations, and save it to disk as a macro. use the Automation | Stop Recording menu
command to stop recording. This will bring up the standard Save dialog where you can enter a
title and a description for your macro.
Playing Macros
To play a macro, use the Automation | Play Macro menu command. A Standard File Browser
will appear letting you select the macro file that you want to playback.
Recently used macros are listed in the Automation | Recent Macros menu.
Macro QuickLaunch
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You can setup the Automation | Macro QuickLaunch menu to list frequently used macros using
the Macro QuickLaunch Editor. The macros listed in this menu can be assigned to keyboard
shortcuts (see here).
To open the Macro QuickLaunch Editor, select the menu command Automation | Macro Quick-
Launch | Edit.
Click Add to add a macro to the QuickLaunch menu. A Standard File Browser appears letting
you select the macro you wish to add to the list.
To remove a macro from the QuickLaunch menu, select the macro on the list and press Re-
move.
You can replace an existing macro with a new one by selecting the macro to be replaced on
the list and pressing Replace. The Standard File Browser will appear, letting you select the new
file. Replacing macros is particularly useful if you have assigned keyboard shortcuts and do not
wish to lose this assignation.
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Section 5
EcoSystems
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EcoSystem™ is the name of e-on software’s revolutionary set of patented technologies to dis-
tribute, manage and render millions of instances of plants or objects in your scenes. With this
technology, you are able to recreate the millions of plants, trees and rocks that are required to
create convincing environments.
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Painting EcoSystems
The EcoSystem Generation IV technology lets you paint EcoSystem populations directly onto el-
ements of your scenes and tweak your EcoSystems manually for unprecedented control. Paint
from any angle, switch to Side view, or spin around the object to paint from the other side.
Thanks to this new technology, you can add, remove and modify EcoSystem instances interac-
tively.
EcoSystem Painter
Global EcoSystems are a way to create EcoSystem populations which do not lie on any specific
underlying object. Instead, instances are populated over any object in the scene.
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The EcoSystem Painter is the general interface that controls the painting and selecting of EcoSys-
tem instances. The EcoSystem Painter is a tool to act on a subset of an EcoSystem’s instances
to change some of their properties (position, orientations, scale, color) in powerful ways:
• Any number of effects can be combined together, configured and applied by painting in
any of the OpenGL previews of the scene (orthogonal or perspective).
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• Painting can be restricted to only specific instances depending on their specimen, mate-
rial layer or underlying object,
• The EcoSystem Instance Selector and its instance selection stack have been merged with
the EcoSystem Painter, with the added ability that eco-painting can also be optionally
applied only on the current selection of instances.
• Configured brushes can be saved in your own collection of EcoBrushes.
You can display this panel in one of two ways:
• Click on the Paint EcoSystem icon ( ) in the Top Toolbar or select the menu command
Edit | Paint EcoSystem: this lets you paint using the Global EcoSystem, or
• Click the Paint button inside the Material Editor when editing an EcoSystem material.
This lets you modify a specific EcoSystem material (and only that EcoSystem).
The EcoSystem Painter offers different tools to let you paint instances, as well as ways of con-
trolling what is being painted. Painting can be done in any view.
When a view is active, a circle appears around the mouse pointer to indicate the area where the
painting will take place (if no items are selected in the EcoSystem population, a black cross will
appear instead).
When using the EcoSystem Painter, EcoSystem instances are depicted using a small representa-
tion of an object, a rock, or a plant. This representation always appears, even if the billboard
preview of the instance is not displayed. The color of the instance indicates the overall color
of the item being painted. These representations disappear when you close the EcoSystem
Painter.
You can edit the EcoSystem population using the Material Editor to further define your EcoSys-
tem. After adding the objects, plants and/or rocks to your EcoSystem population, just click to
select the Use EcoSystem population rules and click on the Edit button next to this field. The
Material Editor opens and you have all of the EcoSystem definition criteria at your disposal to
use in defining this global EcoSystem.
At the top of the EcoSystem Painter panel, you can see a series of buttons:
• Painting mode on/off: left-click this icon to toggle painting mode. By default, this
is turned on.
• Select EcoSystem instances: this allows you to select certain EcoSystem instances
to act upon. The EcoSystem Painter screen displays only the settings for the selection
of instances. Click the Painting mode icon to return to the regular EcoSystem Painter
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dialog.
This is in addition to the Selections section.
• Restrict to selected objects: click this icon to prevent the EcoSystem from being
painted on anything other than the objects currently selected in the World Browser.
• Restrict to selected instances: when this icon is selected, the brush selects certain
instances to act upon.
• Hide from Render: click this icon to hide the selected items in the EcoSystem from
render.
• Display Options: this icon is only available when editing a Global EcoSystem. It
displays the Display Options dialog. Here you can select the display quality of the EcoSys-
tem elements and whether you want to display full quality near camera. If you select that
option, you can set the radius limit for full quality.
• Clear: click this icon to remove all painted instances from the EcoSystem.
• Show brush editor: click this icon to automatically open the Brush Editor when
that brush preset is selected. If unchecked, you can use this icon to display (or close) the
Brush Editor as needed.
Fold/unfold the dialog: Click the Minimize button in the upper right corner next to the Close
button to toggle the screen folding. The screen folds to keep it out of your way while painting.
Another click restores the screen.
In addition, each section of the EcoSystem Painter dialog and the Brush Editor can be collapsed,
reducing the size of the overall dialog. Just click on the downward arrow to the left of the title
of each section to close the section. To reopen the section, click the right-facing arrow.
These tools or brushes add instances, delete instances and act upon selected existing EcoSys-
tem instances.
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other effectors.
• Populate: this effector will spawn many instances randomly in the brushed area.
• Erase: this effector is used alone and is used to delete EcoSystem instances.
• Single instance: this effector, previously available as the “single instance painting
mode” prior to VUE 11, can only be used alone. It is used to add or remove instances one
by one.
• Lean: bends an instance so that its “up” (Z) axis aligns with the reference axis.
• Drag: this drags the instances under the brush along with the brush movement.
• Move: this moves a group of instances that are under the brush
• Grid Align: this aligns instances in a grid pattern to the base’s X and Y vectors.
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• Tornado: this moves instances upwards and in a spiral around the brush center.
• Color & Scale: this combines the features of the Color and Scale brushes into one
brush.
• Save brush preset: if you have made changes to a brush preset, click this icon to save
your changes to that brush if you wish.
• Add brush to presets: if you have made changes to a brush preset, but don’t want
to change the brush preset, you can save your changes by creating a new brush. Use this
icon to save and create a new brush preset.
• Remove brush from presets: use this icon to delete any brushes.
Global Settings
• Airbrush style: when this option is selected, the number of instances added to a given
area is proportional to the time spent painting on that area.
• Invert: Not available for all tools. When activated, it inverts the action taken on the in-
stances.
• Brush radius: this setting controls the area around the mouse cursor onto which instances
are randomly distributed. If you are using a pressure-sensitive tablet, you can connect
this setting to the tablet pressure by clicking the Drive with pressure icon ( ). This will
result in instances being scattered around further from the mouse when you press harder
on the tablet.
• Brush flow: this setting controls the number of instances added to the EcoSystem per
unit of time (this setting is only available if you are using the airbrush style of brush). If you
are using a pressure-sensitive tablet, you can connect this setting to the tablet pressure
by clicking the Drive with pressure icon ( ). This will result in instances being added
more rapidly when you press harder on the tablet.
• Falloff: this is the rate of diminishing effect moving away from the center of the brush.
This can also be defined on the Brush Editor for this brush using a Falloff Filter.
• Selections: This allows you to select EcoSystem instances for manipulation. Selection
is done in all views. When the view is active, a circle appears around the mouse pointer
to indicate the area where the selection will take place. When using the Selection Tools,
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selected EcoSystem instances are depicted using a red dot. This dot always appears, even
if the billboard preview of the instance is not displayed. The dots disappear when you
close the Selection Tools.
Click Select all to select all EcoSystem instances and Deselect all to deselect all selected EcoSys-
tem instances.
EcoSystem Population
The EcoSystem population list displays a list of all the items that can be painted using the
EcoSystem Painter. You can add new items to this list using any of the buttons beneath the
list. If you select to add a plant ( ), the Visual Plant Browser opens. Use drag and drop to
select a plant from the browser and place it in the EcoSystem Painter dialog. The browser will
remain open for you to select another plant. Click OK in the Visual Plant Browser when finished
adding plants. If you select to add an object ( ), use the same method to select objects for
your EcoSystem. If you select to add a rock ( ), the Rock Template Browser opens. Rocks are
added the same way plants are.
You are also able to select any object or plant from the World Browser and drag it into the pop-
ulation list to use when painting.
To the right of the EcoSystem item you will see two icons that let you choose how you wish your
EcoSystem population to display in OpenGL.
Quality: for Plant Factory plants only, use this setting to control the quality of the EcoSystem
specimens. The quality ranges from -4 to 4, the higher the quality value the more detailed the
specimens.
Instance previewing mode ( ): right-click to select the preview quality for this item in the
EcoSystem. If you are not in OpenGL Shader mode, the Shaded Billboard option will be grayed
out.
Full Quality Near Camera ( ): click on this icon to allow full display
quality of this item near the camera. If you are not painting a global EcoSystem, Allow full
quality near camera must be selected in the Material Editor for this option to be available.
You can remove items from the list by selecting them and pressing Remove. If some instances
of this item are already in the scene, they will be removed together.
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Paint What?
When using the EcoSystem Painter tools, you can either act upon all items of the EcoSystem
population, or on only a subset of these items. This is controlled using the Paint what? options:
• A bit of everything: when this option is selected, all items in the population of the EcoSys-
tem will be affected. If you use the “Brush” or “Single instance” tools, the instances
added will be randomly picked from the entire population. Likewise, the “Eraser” and
‘Color/Scaling’ tools will erase or modify all the types of elements in the EcoSystem.
• Only selected items: when this option is selected, only the items that are selected on
the EcoSystem population list will be used when painting. For instance, the “Brush” and
“Single instance” tools will only add instances of the selected type. The “Eraser” and
‘Color/Scaling’ tools will erase or modify only the types of elements that are selected on
the list. This way, you could have an EcoSystem of rocks and trees, and decide to erase
only the trees in some areas.
Once you have set up the EcoSystem Painter, you can reduce the screen size clicking the Mini-
mize button to keep it out of the way while painting.
When you have painted the first instance of a Global EcoSystem, be it a single instance or using
the brush, a Global EcoSystem object appears in the list of objects in the World Browser.
These objects have some of the options available that regular objects do, such as Hide from
render, Replace by, and layer manipulation (Hide Current Layer, Lock Current Layer, and so
on).
This object can be deleted, which will delete all instances of the Global EcoSystem as well. When
this object is selected, all instances of the Global EcoSystems are selected and can be manipu-
lated (only when the EcoSystem Painter and manipulate dialogs are not open).
If all instances of the Global EcoSystem are deleted from within the EcoSystem Painter dialog,
the Global EcoSystem object is removed from the object list.
This Global EcoSystem can also be rendered like a mask in the Multi-Pass rendering option. Professional,
To do so, you must enable the Global EcoSystem object mask in Object masks. En-
treprise
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You can now create multiple Global EcoSystems in your scene. If you have already created a
global EcoSystem in the EcoPainter, from the VUE menu, select Object>Create>Global EcoSys-
tem. This will open the EcoPainter with no EcoSystem population. While other EcoSystems you
have created still exist and show up in the World Browser and in renders, you have a chance to
create a new one.
Add the objects you need for your EcoSystem, and the first time you paint with it you will see
another entry in the World Browser for that new Global EcoSystem.
Each EcoSystem can be manipulated separately. You can see the contents of each EcoSystem
listed in the browser.
You can use the EcoPaint function to modify an EcoSystem Material. This is typically used when
you have populated an EcoSystem material, but would like to touch up the way it was popu-
lated.
To modify an EcoSystem material, click the Paint button inside the Material Editor while you
are editing the EcoSystem material. The EcoSystem Painter panel will appear.
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Any modifications made to the EcoSystem population will be limited to instances that belong
to that EcoSystem. This way, you do not risk to affect other EcoSystem populations. Modified
EcoSystem populations are still bound to the object they are attached to. Moving that object
will move the instances along with it.
You can constrain the painting to the object that the EcoSystem is attached to, using the Re-
strict to underlying object option. This avoids adding instances “outside” of the object they
are attached to.
If you click on the Use EcoSystem population rules, what you paint will correspond to the
settings you made for the original EcoSystem.
If the painted EcoSystem is part of a complex material hierarchy (materials with layers, mixed
materials), the individual density of the EcoSystem’s layer is computed so that the EcoSystem
Painter behaves like the Populate button. You can easily restrict your EcoSystem painting to a
given area by creating a material layer and editing the alpha or by using mixed materials and
editing their distribution.
Because EcoSystem instances can easily become numerous in a scene, you need to be careful
about how they are previewed in the OpenGL displays. On the other hand, if the instances are
displayed too crudely, you may have difficulties adjusting your scene.
In order to let you find the optimal balance between display quality and previewing speed, you
can adjust the way EcoSystem instances are displayed on a per-EcoSystem basis.
• If you want to adjust the preview quality of an EcoSystem material, go to the General tab
in the EcoSystem Material Editor and use the Display options group.
• If you want to adjust the preview quality of the Global EcoSystem, click on the Display
options button in the EcoSystem Painter. The EcoSystem Display Options dialog will ap-
pear. The controls in this dialog are identical to the EcoSystem material display options
found in the Material Editor, except for the option Hide EcoSystem from render. When
this option is selected, the global EcoSystem will be hidden from the render.
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Brush Editor
Every brush has a corresponding Brush Editor dialog that provides more parameters for the tool.
Not all parameters are available for each brush. These will change depending on the function.
Each section of the Brush Editor can be collapsed, reducing the size of the overall dialog. Just
click on the downward arrow to the left of the title of each section to close the section. To
reopen the section, click the right-facing arrow.
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General Tab
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• Flow: sets the movement of the brush. Its use may vary between the different brushes.
• Scale: sets the size of the instances being painted.
• Color: shifts instances’ color closer to the chosen color.
• Direction from surface: this slider lets you indicate how the EcoSystem instances grow
from the surface. If the slider is set to 0%, the instances will always grow vertically, what-
ever the slope of the underlying terrain is. A value of 100% means that the instances will
always grow from the surface (perpendicular to that surface).
• Use EcoSystem population rules: this setting allows you to use any of the EcoSystem
settings found in the Material Editor to define this Global EcoSystem.
• Edit: clicking this button opens the Material Editor for this Global EcoSystem so that you
can set, for example, Density, Scaling and Orientation, Color and Environment. Items
must already be selected in the EcoSystem population for this to be effective.
• Max. stacked instances: you can define how many instances can be stacked.
• Rotate around: this lets you define limited rotations of objects. This option is not avail-
able for Area Population.
• Up axis only: select this option if you want the rotation to only take place along the Z axis
(vertical). This is typically the case for objects that grow from the surface, such as trees.
• All axes: if this option is selected, a random rotation will be applied to all axes of the
instances. This is best used for objects that do not grow from the surface (e.g. rocks).
• Maximum Rotation: This lets you limit the random rotation that is applied to the in-
stances in the EcoSystem population.
• Limit Density: this option lets you impose a limit to the density of instances. If it is
enabled, instances will be added by the brush until the maximum allowed density is
reached. If the Grow over max density icon ( ) is selected, the instances under the
brush will begin to swell if you keep painting when maximum density is achieved. This
option is not available for Single Instance placement.
Note:
Any of these parameters can be moved to the main EcoPainter screen to make access easier
or if you don’t want to keep the brush screen open. Just click on the arrow icon to the left
of the parameter and this parameter will display in an Additional parameters section on the
EcoPainter screen directly under the Global settings section. Uncheck the parameter on the
Brush Editor screen to delete it from the EcoPainter screen.
• Hug underlying object: Some effectors will move instances above or below the EcoSys-
tem’s underlying object. It is sometimes the case by design, but it can also be a side-effect
of the brushing process. Therefore, there is an option to relocate instances on top of the
underlying object. Since it can take some to time to make these adjustments for all influ-
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enced instances, you have an option to handle in real-time or at the end of each stroke.
Check Interactively move instances while painting to make changes in real-time.
• Falloff Filter: Fall-off curve is defined by a filter and tells how the influence (usually) de-
creases when the instance’s distance to the brush center increases. The Filter Browser
opens when you click on the filter image. Right-click on the filter to edit.
• Mask: You can assign a bitmap mask to this brush. It can be either stretched to exactly fill
the brush area, or tiled over the whole underlying object (with custom Offset and Scales
applying). This image can be inverted or rotated.
• Forced settings: These can differ from the global settings on the EcoPainter dialog.
• Style: Airbrush or Paintbrush
• Brush Radius: this is the brush size. Defines the area of influence.
• Brush Flow: sets the amount of effect applied by the brush. Its setting and use may vary
between the different brushes.
• Falloff: this parameter (in the [0; 1] range) is the radius ratio above which the fall-off is
actually applied. For example, with a radius of 100 pixels, a fall-off of 0.0 means that the
filter will be mapped from 0 to 100 pixels, while at 1.0, there is no fall-off at all. At 0.6,
for example, the fall-off filter is mapped from a distance of 60 pixels to the maximum
influenced distance of 100 pixels.
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Environment Tab
The settings on this tab define Altitude, Slope and Orientation constraints, restricting the
brush’s effective area. Environment information like altitude/height, slope or orientation of
the underlying object’s geometry under each instance can be used to weight the brushing pro-
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cess’s application.
• Altitude constraint: This group lets you control how altitude influences the presence of
instances:
– Altitude range: this dual slider lets you define the range of altitudes where the in-
stances appear.
– Fuzziness: this setting controls how “suddenly” the changes to the instances pres-
ence are made in response to altitude. High values mean that the instances appear
very gradually in its altitude range, whereas low values will result in the instances
appearing as a solid strip.
• Slope constraint: This group lets you control how the local slope influences the presence
of instances:
– Slope range: this dual slider lets you define the ranges of slopes in which the in-
stances appear. The instances will not appear outside this range. Values to the right
end of the slider indicate flat surfaces, and values to the left indicate upside-down
surfaces. Intermediate values indicate vertical surfaces. Slope values can range
from -180 to +180 degrees.
– Fuzziness: this setting controls how “suddenly” the changes to the instances pres-
ence are made in response to slope. High values mean that the instances appear
very gradually in its slope range, whereas low values will result in the instances ap-
pearing as a solid strip on areas of appropriate slope.
• Orientation constraint: This group lets you control how the local orientation influences
the presence of instances:
– Preferred orientation: this setting controls the orientation of the surface that is the
most favorable to the presence of instances.
– Orientation tightness: this setting controls the influence of orientation on the pres-
ence of instances.
– Fuzziness: this setting controls how “suddenly” the changes to the instance pres-
ence are made in response to orientation. High values mean that instances appear
very gradually on surfaces of the preferred orientation, whereas low values will re-
sult in the instances appearing as a solid strip on areas of preferred orientation.
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Once you have created a Global Ecosystem in the EcoPainter, you can now save it as a brush,
complete with all contents, to be reused as you wish. Click on the Save Brush Preset icon.
It will then show in the World Browser as a Global EcoSystem. The contents of the EcoSystem
will be displayed as well.
To create another Global EcoSystem, from the menu select Object>Create>Global EcoSystem.
This will either clear the Population area of the EcoPainter window if you have it open, or it will
open the EcoPainter dialog.
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Selection Tools
The Selections section provides more options to manipulate EcoSystem instances. Selection
can be done in all views. When the view is active, a circle appears around the mouse pointer to
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This feature becomes active by selecting the Select EcoSystem Instances icon ( ) at top of
the EcoSystem Painter dialog. Selection can be done in all views. When the view is active, a
circle appears around the mouse pointer to indicate the area where the selection will take place.
Selected EcoSystem instances are depicted using a red dot. This dot always appears on selected
instances, even if the billboard preview of the instance is not displayed. The dots disappear
when you close the Selection Tools.
You can invert the selection by selecting the Inverse sel button. This will deselect the current
selected items and will select all the other items.
To return to the full EcoPainter dialog, just select the Painting mode icon ( ) in the upper left
of the EcoPainter dialog.
Note:
the Selection Tools make no distinction between the “origin” of EcoSystem instances (meaning
that it will indistinctively select instances from all EcoSystem materials and the Global EcoSys-
tem).
To select EcoSystem instances, choose the Select EcoSystem Instances icon ( ) at the top
of the EcoPainter screen. The brush will select all instances under the brush (depicted by a red
circle in the view). Simply hold the mouse button down while you drag the brush over instances
to select them, or click on individual instances. Conversely, checking the Deselect button will
deselect all of the instances that the brush clicks on or brushes over.
Brush radius: this setting controls the area around the mouse cursor where instances are se-
lected or deselected. If you are using a pressure-sensitive tablet, you can connect this setting
to the tablet pressure by clicking the Drive with pressure icon ( ). This will result in instances
being selected further away from the mouse when you press harder on the tablet.
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Note:
selections are saved together with the scene. However, if you modify the EcoSystems in the
scene, the selection may no longer correspond to the items originally selected.
Alongside the Manipulate option, the EcoSystem operations button displays a popup menu
with a list of operations that can be made on EcoSystem instances.
Convert to Objects
If you select this option the selected instances will be converted into standard objects and will
appear in the World Browser alongside other objects in the scene. When an EcoSystem instance
has been converted into a standard object, you can edit it like any other object. In the 3D View
popup menu, when such converted objects are selected, you will have the option to put them
back into the EcoSystem they belonged to, using the Revert to Instances command that ap-
pears at the top of the 3D View popup menu. Using this pair of commands, you can move in-
stances in and out of EcoSystems – e.g. when you need an accurate display for a given EcoSys-
tem instance.
Some EcoSystem instances belong to the Global EcoSystem (see here) while others belong to
an EcoSystem material, and are attached to specific objects in the scene. This command lets
you change the EcoSystem to which the instances belong. For instance, if you placed some
rocks on top of a terrain using the Global EcoSystem, but later find out that you would like to
move the terrain, you will find out that the rocks don’t follow when you move the terrain. To fix
this problem, you can assign an EcoSystem material to the terrain and move the instances to
that EcoSystem using this menu command. Now, when you move the terrain, the rocks follow.
The popup menu lists all the different EcoSystems materials used in the scene, together with
the name of each object that uses said EcoSystem material.
This command lets you change the type of the selected instance into any other item in any
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EcoSystem population throughout the entire scene. For instance, if you have an EcoSystem of
trees, and another EcoSystem of rocks, you could select some of the trees and convert them
into rocks! This is an extremely powerful command to touch up the automatic distribution of
he different items in the population of an EcoSystem material.
The Selections frame is also available in Painting mode to make it easier to use that feature:
• make several selections you will want to paint on and save them,
• switch to Painting mode,
• select the Restrict to selected instances icon ( ) at the top of the EcoSystem Painter
dialog,
• choose a selection from the list of saved selections,
• paint on it with some brush,
• choose another selection,
• paint on it with some other brush.
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VUE’s EcoParticle system is based on our EcoSystem Technology. While you find some settings
of the EcoParticle system in various areas of the user interface, most of the creation and setup
of the EcoParticle system is done in the Material Editor.
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EcoParticle systems use many of the same settings as other EcoSystems and you can refer to
the EcoSystems section for any field definitions that you need, but there are certain fields for
EcoParticle systems only.
Most of the settings for EcoParticle systems are found on this tab.
First of all, under EcoSystem population, when you add an EcoParticle, you have to check the
Particle motion box. If the box isn’t checked, then the EcoParticle is considered a regular
EcoSystem instance. You have your setting for Presence just as a regular EcoSystem, but you
now have a setting for Velocity of the EcoParticle. This can be connected to a function ( )
created in the Function Graph.
You also have the Instance Previewing mode. For EcoParticles, this is set to Billboard for time
and resources considerations. The Full Quality Near Camera mode is available as well.
Below the EcoSystem population box, the Edit material icon ( ) is also available for Eco-
Particles. The fourth icon from the left is the Edit specimen icon ( ). Clicking this opens the
Particle Characteristics dialog.
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Note:
Many of the fields on these tabs can be connected to functions that can be refined in the Func-
tion Graph. Also many of the fields have two fields for data entry. The first field is the base value.
The second field allows for slight variation, for example a value of 2s in the first box and 0.1 in
the second would mean a time of 2 seconds, plus or minus 0.1 second.
Properties Tab
The Properties tab contains a preview of the rock, plant or object currently selected in the
EcoSystem population list. To replace this specimen with another, click the Replace icon ( )
under the preview. There is also an Edit material icon ( ) to open the Material Editor for any
changes you might wish to make in the material of the EcoParticle.
The Mean size and Mean density of the EcoParticle are also displayed under the preview.
The following fields can be connected to a function in the Function Graph. The value in the
second column is the “plus or minus” factor for the value in the first column allowing for slight
variation.
• Scale: the size of the EcoParticle
• Mass: the weight of the EcoParticle
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• Drag coefficient: defines how easily the EcoParticle will penetrate into a medium (0.5 for
a sphere, 1 for a cube, 0.04 for a plane wing, for example). This value cannot be 0.
• Adhesion coeff: this shows the extent of adhesion variability in relation to the adhesion
of the mean of the population.
• Elasticity: indicates whether the EcoParticle has the property of elasticity
• Attachment force: indicates the force to unstick an EcoParticle from another one
• Inherit emitter velocity: velocity will be determined by the value set in the emitter.
• Always face camera: If the particle is not a spherical-type object, for example, a billboard,
check this to always keep it facing forward.
Evolution Tab
• Life size variation: linear size variation during EcoParticle’s life
• Grow by: amount of growth throughout EcoParticle’s life
• Altitude Size variation: linear size variation based on altitude
• Grow by: amount of growth
• Every: the distance the altitude change is to take place
• Opacity variation: used for EcoParticles that are dependent on an alpha channel for ef-
fect, for example, smoke and fire. Usually EcoParticles will be more dense at the bottom
and more transparent at the top.
• Final opacity: amount of opacity at the end of the EcoParticle’s life
• Relative to size variation: check if this change is dependent on size variation of the Eco-
Particle
• Delete particle if opacity <: If you wish to delete the EcoParticle as it becomes more
invisible, indicate the percentage of opacity where it should be deleted.
• Color variation: used for size variation as EcoParticle changes from one color to another.
The initial color is found in the Material Editor. Select the final color using the color field
on this tab.
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Collision Tab
• Die on collision: if the EcoParticle should die on collision, check this option. If not, select
the change in the EcoParticle.
• Specimen: select a specimen created after collision
• Velocity: this is the velocity of the EcoParticle after collision
• Count: this is the count of new EcoParticles after collision
Death Tab
• Life duration: enter the life duration of the EcoParticle in seconds.
• Upon death clone into: if you want the EcoParticle to change into another format, check
this and select what you want the EcoParticle to change into
• On instance end emit:
• Specimen
• select a specimen created after death: Velocity
• this is the velocity of the EcoParticle after cloning: Count
• this is the count of new EcoParticles after cloning.:
Back on the General tab of the Material Editor, for EcoParticle systems the next field is Particle
motion. There are two buttons under Particle motion:
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General
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EcoParticle system.
• OpenGL preview quality: the higher the quality, the longer the preview times
• Don’t update preview when scrubbing: this allows you to render out a preview without
all of the physics calculations which speeds up your EcoParticles preview.
Collision
• With objects: this is collision with other objects in the scene that have collision enabled.
• Tolerance: the maximum amount of interpenetration; the precision of the collisions
• Collisions with transparent surface: defines the amount of collision with transparent
objects
• Collisions with displacement in OpenGL: when colliding with an object, takes into ac-
count any displacement of the object.
• Collisions with static EcoSystems: allows collisions with EcoSystem instances in a scene.
This only applies to static EcoSystems. Collisions are not available for dynamic and Eco-
Particle systems.
• With other particles: defines the amount of collision among the EcoParticles themselves
• Tolerance: the amount of interpenetration
• Collision grid: this is a world 3D grid encompassing the scene, storing collision density
• Resolution: the size of the individual cells in the grid
• Fade rate: the amount of gradual loss of intensity
• Maximum impact: this is the maximum force of an EcoParticle collision.
• Store impact energies: when selected, the collision grid will store energy instead of col-
lision count. For energy, the more the particle is fast and heavy, the more energy will be
stored at collision.
• Smooth: the smoothness of EcoParticle motion
Forces
• Gravity: the amount of gravity affecting the EcoParticles. -9.81 is the default value
• Drag force: the amount of drag on the EcoParticles. Default is 1.2
• Turbulence: the amount of turbulence applied to the forces of gravity and drag.
• Ventilators influence: the amount of influence the ventilators have. Directional ventila-
tors are set from the icon ( ) on the left toolbar.
• Influenced by effectors: check to have influence from effectors. Particle effectors are set
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from the icon ( ) on the left toolbar in the user interface. Once selected, the Particle
Effector appears in the World Browser. When you click on it, it displays the Effector Editor,
discussed a bit later in this section.
Rendering
• Motion Blur: check to enable motion blur.
• Blur amount: set the amount of blur.
• Minimum pixel size: the smallest an EcoParticle can be
• Render as metablob: used for effects such as flowing water
• Threshold: this is used to inflate or deflate the surface that is being rendered by “blob-
bing” the EcoParticles together. This smoothing allows more control on the final shape.
The higher the threshold, the less transition between the individual spheres inside the
blob.
• Tolerance: you can increase this value to speed up render but may cause errors.
• Smoothness: the smoothness of EcoParticle motion.
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• Populate once only: ( ): the EcoParticles are only populated once when checked, not
continuously flowing.
• Drive with a function: ( ): click to open the Function Graph and set up a function to
control emission flow.
These fields are basic EcoSystem fields, but have special considerations for EcoParticle sys-
tems.
• Decay near foreign objects: while this works for EcoParticle systems the same as it would
for other EcoSystems, it is a good idea to turn this off for EcoParticle systems as it will
speed up the population of the EcoParticles. Of course if it’s necessary for an effect, it
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can be used.
• Direction from surface: to get a correct orientation on instances, one should set this to
100% perpendicular to the surface (vertical gives strange, unrealistic results).
• Maximum rotation: with EcoParticle systems, it’s a good idea to set this to zero. This
speeds up rendering for simple EcoParticle geometries.
For information on any other EcoSystem fields, please refer to the EcoSystems section of the
Material Editor beginning here.
The Particles Effector quite simply effects EcoParticles. It is not necessary to use it but by
choosing different effects or combinations of effects, you can force your EcoParticles to behave
quite differently. If you do use the Effector, be sure to click that option in the Global Particle
Configuration dialog.
The Particle Effector is created by clicking on its icon ( ) in the left toolbar of the user in-
terface. This creates an invisible proxy object in your scene and an entry in the World Browser.
Click on either to display the Effector Editor.
Effector Editor
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Effector Editor
• Effects: use the Add a new effector... icon ( ) on the right side of this dialog to display
the list of available effectors. Each effector has its own parameters.
• Fall-off: check for fall-off of the effector influence.
• Threshold: use the slider to set the amount of fall-off.
• Profile: right-click to open the Filter Editor to change the look of the fall-off. Left-click to
open the Filter Browser to select a particular filter.
On the Global Particle Configuration dialog, be sure to check the Don’t update preview when
scrubbing field. This will prevent physics calculations being made during the preview which
will save a lot of time. However, it also makes the Recompute button unavailable. So if you
want to make changes to your EcoParticle system, untick this box so the population can be
recomputed.
If rendering another preview, check that box again. Leave in unchecked for final renders.
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EcoSystem materials are used to scatter instances of an EcoSystem population at the surface of
objects. EcoSystem materials behave as standard materials. They can be mixed together using
the Mixed Materials option, and will react to the environment just as other materials would (see
VUE’s EcoSystem technology).
EcoSystems can be layered like simple materials, and you can define the affinity between the
different EcoSystem layers.
When you create an EcoSystem material, it will always appear as a multi-layer material, with
the underlying material being the lowest layer on the stack, and the EcoSystem immediately
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above.
Just above the tab control, there are three buttons that are used to populate, paint or clear the
EcoSystem population. The Populate and Clear buttons will also appear on mixed materials,
if one or several materials in the material hierarchy is an EcoSystem:
• Populate: press this button to generate the instances of the EcoSystem population ac-
cording to the EcoSystem material settings and the geometry of the underlying object.
This button displays as Preview if the Dynamic population option is checked.
• Clear: press this button to remove all EcoSystem population instances.
• Paint: press this button to display the EcoSystem Painter tool. You can now use the Paint
tool to apply the EcoSystem, or selected items from the EcoSystem, to the selected sur-
faces.
• Dynamic population: when you select the Dynamic population box, VUE will generate a
few instances to let you preview the population close to the camera. Dynamic population
actually takes place at render time. But it can be previewed at any time by selecting the
Preview button next to the Dynamic population checkbox. The maximum number of
instances and the minimum size in pixels previewed can be set in the Display tab of the
Options panel. This option is extremely useful if you want to populate vast expanses of
land (or even infinite planes). VUE features a number of very elaborate algorithms to
automatically distribute a potentially infinite number of instances only on the areas that
are really “seen” by the camera. This is an extremely efficient technique for handling very
large EcoSystem populations.
Alongside these buttons is an indication of the current number of instances in the population.
Note:
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• Scaling & Orientation: this tab controls the size of the EcoSystem population and how
this population is oriented relative to the underlying object’s geometry.
• Color: this tab is used to define the variations in color of the EcoSystem population.
• Presence: this tab lets you control how the environment affects the presence of the cur-
rent layer.
• Animation: this tab has setting to allow you to control the phasing of animated EcoSys-
tem instances.
If you notice a slowdown when further editing your scene, you can quickly uncheck the option
to Allow Full Quality Near Camera which will override all settings made in the EcoSystems
used in this scene. This clears all OpenGL data for the EcoSystems and reduce the scene over-
head while you are working. This setting is available from the menu, Display | EcoSystem Pre-
view.
Temporary limitations can also be set for the Global Quality Limit, overriding the settings
made in the EcoSystems used in this scene, also available from the menu Display | EcoSystem
Preview. You can choose to:
• Limit to None
• Limit to Flat Billboards
• Limit to Shaded Billboards (only available with the OpenGL Shader settings)
If you need to go back and work more on the individual EcoSystems, you can always uncheck
these global options to return to the settings in the individual EcoSystems.
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General Tab
EcoSystem Population
The large list in this tab is used to indicate what the EcoSystem population is made of. You can
add as many objects, plants or rocks to this list as you want. When you populate the EcoSystem,
VUE will select items from this list and add them to the surface of the underlying object.
If you are creating an EcoParticles system, many of the regular EcoSystem settings will apply.
Some fields, however, are EcoParticle specific.
To add a new item, press any of the buttons below the list;
• Rock: select this option to add rocks to the EcoSystem population. The Rock Template
Browser will appear, letting you select the type of rock you want using drag and drop to
add it to the EcoSystem population list. The browser will remain open for you to select
a rock. Click OK in the Rock Template Browser when finished adding rocks. When you
populate the EcoSystem, variations of each type of rock will be created.
• Plant: select this option to add a new plant species to the EcoSystem population. The
Visual Plant Browser will appear, letting you select the desired plant species. You can use
drag and drop to select a plant from the browser and place it in the EcoSystem popula-
tion area. The browser will remain open for you to select another plant. Click OK in the
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Visual Plant Browser when finished adding plants. When you populate the EcoSystem,
SolidGrowth will automatically create variations of the desired plant species, to avoid
duplicated plants appearing in the EcoSystem.
• Object: select this option to add a new object to the EcoSystem population. The Vi-
sual Object Browser will appear, letting you select the desired object. You can use drag
and drop to select an object from the browser and place it in the EcoSystem population
area. The browser will remain open for you to select another object. Click OK in the Vi-
sual Object Browser when finished adding objects. You can also import 3D objects from
other applications for use directly inside the EcoSystem population.
• Object from scene: select this option to add a new object from the current scene to
the Ecosystem population. A list of all objects will appear. You can either double click on
an object, or use a simple click then validate with the OK button. To add several objects
at once, press the Ctrl button while clicking on objects. You can also select objects inside
groups.
If you have created a .vob file of a VUE rock or tree, you can use these in EcoSystems and VUE will
create variations of that rock or tree automatically. For plants, you must have created a .vob
file of a VUE tree. You can use these in EcoSystems and VUE will create variations of the tree
automatically. You must have the original .veg plant that this .vob was created from however.
When the new item is loaded/prepared for use in the EcoSystem, it appears on the list. If you
want to remove some items from the EcoSystem population, select them and press Remove.
Note:
If you want to create EcoSystems that use rocks with different materials, you first need to create
VUE objects from those rocks: create a rock, map it with the desired material and save it as a
VUE object. When you load this rock object into an EcoSystem, VUE will automatically detect
the rock, and create variations of it using the desired material.
Among the icons found under the EcoSystem population list is the Edit Material icon. Highlight
the item in the list you wish to edit and click on the icon to open the Material Editor for that item.
If the item you have placed in the EcoSystem consists of several materials, right click on the item
to select the material you wish to modify.
If this is an EcoParticle system, highlight the EcoParticle and the Edit Specimen icon becomes
available.
Items are displayed on the list as a preview image, the name of the item, its overall scale and
it’s presence in the EcoSystem population.
Use the Scale setting to adjust the average size of instances of a given item in the EcoSystem
population. This is particularly useful to adjust the relative sizes of different items on the list.
The overall size of the entire population can also be controlled using the Overall scaling pa-
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The Presence setting lets you adjust how “often” the item is present in the final EcoSystem
population. If you increase this setting, you will see this item more often in the population.
The Quality setting is included for Tree Factory plants. Since these plants can be more complex,
this setting allows you set the quality for inclusion in an EcoSystem.
Note:
Because the presence setting is relative to the other items on the EcoSystem population list,
increasing the presence of all items on the list does not increase the number of instances in the
EcoSystem population.
If the Distribution is driven by a function instead of being random, the Presence setting indicates
the output interval in which the item is present (see below).
• Quality: for Plant Factory plants only, use this setting to control the quality of the EcoSys-
tem specimens. The quality ranges from -4 to 4, the higher the quality value the more
detailed the specimens.
• Instances Preview Quality: ( ) Right-click on this icon to select the preview quality for
this particular item in the EcoSystem. This overrides the Default quality set up in the
Display options on this same tab. If you are not running in OpenGL Shader mode, the
Shaded Billboard option will be grayed out.
Underlying Material
This is the material that appears at the surface of the underlying object. For instance, if you pop-
ulate a terrain with plants, you would probably have the underlying material set to some kind of
soil material. In the Material Hierarchy, the underlying material appears as a layer underneath
the EcoSystem.
If you switch from another type of material to an EcoSystem, the underlying material will be the
same as the material before switching.
Double click on the material preview to edit the underlying material, or press the Load material
button ( ) to load an existing material. You can adjust the scale of the material using the Scale
setting below the material.
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When this mode is activated, VUE can refresh the EcoSystem population interactively. The pop-
ulation is updated as soon as you change a value in the Material Editor, for example, when you
change a value or change a parameter.
To activate, just check the option Fast population mode on the General tab of the EcoSystem
Material Editor.
By default, the population is interactive, but you can disable it by clicking on the Interactive
Population icon ( ). You might want to disable this if the population takes too long. This
could happen if you populate a huge terrain and connect the density to a very complex fractal.
When you are satisfied with the current population, press the Accurately reposition on surface
icon ( ) to reposition the instances accurately. This does not change the count of instances,
but it adjusts the altitude of the instances so that they match exactly the surface of the popu-
lated object.
If using this mode, some features will not be available because of time considerations. These
unavailable features are:
• EcoSystem stacking
• Population over displaced objects
• Avoid overlapping instances
• Affinity/Repulsion with/from EcoSystem layer
Display Options
This group of controls let you select how the instances of this EcoSystem are displayed in the
3D Views.
Note:
the display options only affect the way the instances are displayed in the 3D Views. They do not
affect the way the instances are rendered in the final image.
• Default quality: this controls the default display quality of the instances in the EcoSys-
tem. The drop-down list offers the following options:
– None: the instances in the EcoSystem are not displayed in the 3D Views.
– Billboard: the instances are displayed using 3 billboards aligned along each one of
the axes – this is the default method for displaying EcoSystem instances. This is the
preferred setting for EcoParticle systems
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– Shaded Billboard: the instances are displayed in OpenGL as billboards with full pre-
view lighting including shadows. This option is only available if you are using the
OpenGL 2.1 (shader 4) display quality setting Options | Display Tab.
– Wireframe Box: the instances are displayed as wireframe boxes.
– Filled Box: the instances are displayed as solid boxes.
– Wireframe: the instances are displayed with their full 3D geometry, as a wireframe.
– Flat Shaded: the instances are displayed with their full, flat shaded 3D geometry.
– Smooth Shaded: the instances are displayed with their full, smooth shaded 3D ge-
ometry. This is the best possible display quality.
• Allow full quality near camera: when this option is selected, the instances of the EcoSys-
tem that are close to the camera may be displayed in full, smooth shaded 3D geometry.
You can adjust the radius around the camera in which instances are displayed at full qual-
ity, using the Radius setting. Avoid using a large radius setting, as this will slow the pre-
view down significantly.
If all of the instances are displayed in this quality, this might result in very slow refresh
rates. You can selectively choose those items in your EcoSystem to preview in higher
quality by selecting the first icon to the right of the item which is the Instances Preview
Quality ( ). Right-click on this icon to choose the display quality of the item. Click the
second icon to turn on Full Quality near Camera ( ).
Keep in mind that these quality settings can be resources heavy. Constant calculations
are made to determine which instances are in the quality set range and to actually create
the quality display. This is not recommended for large EcoSystems and may slow down
your system.
• Edit Alpha: This button allows you to access the alpha channel of the EcoSystem layer,
which can be used to drive the presence of instances over the material. If some alpha is
indeed defined, this button is toggled. Clicking this button will open the Function Graph
to edit the alpha output.
Distribution
The distribution parameters control the way the items on the EcoSystem population list are
selected when populating the EcoSystem, and how they are placed relative to items in other
EcoSystem layers.
By default, the distribution algorithm is set to Random, indicating that the items on the list are
selected randomly.
If you click the Drive with a function icon ( ), you can control the way items on the list are
selected using a function. See here for further details on driving material parameters with func-
tions. When the distribution is controlled by a function, the Presence setting on the EcoSys-
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tem population list indicates an interval for each item. To decide which item should be placed
where, the EcoSystem populator evaluates the result of the function at the current point and
finds the interval that contains the function output. The corresponding item is created. Values
outside the valid range of [-1;1] are clamped.
Connecting the distribution parameter to a function is one of the rare cases that immediately
affects the way the material behaves: by default, the function outputs 0, so only the item whose
presence range contains 0 will appear in the population.
Effects of Affinity and Repulsion settings – left: positive affinity/positive repulsion – center: nega-
tive affinity/negative repulsion – right: positive affinity and repulsion/negative affinity and repul-
sion
• Affinity with layer: this setting controls how strongly instances from this layer are “at-
tracted” to instances from other EcoSystems below it on the layer stack. For instance, if
you have a layer of trees and want to have primroses around the trees, you’d add a layer
of primroses on top of the tree layer, and enter a positive value for affinity. Higher values
will make the primroses stick closer to the trees, and not appear anywhere else than near
the trees. If you enter a negative value, the primroses will appear everywhere except near
the trees. This setting is only available if there is another EcoSystem below this one on
the layer stack.
• Repulsion from layer: this setting controls how close new instances can be added to
instances from underlying EcoSystems. The effect of repulsion is a lot more “sudden”
than that of affinity. For instance, if you have a layer of trees and want to have grass
everywhere except around the trees, you’d add a layer of grass on top of the tree layer,
and add some repulsion. Higher values will make the grass stay further away from the
trees. If you enter a negative value for repulsion, you will have grass only near the trees.
By using affinity and repulsion simultaneously, you could, for instance, have the grass
appear near the trees, but not underneath them. This setting is only available if there is
another EcoSystem below this one on the layer stack.
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Density Tab
Overall Density
Use the slider in the Overall Density frame to adjust the overall number of instances per unit
of surface of the EcoSystem population throughout the entire EcoSystem. Higher values will
mean more instances in the EcoSystem.
• Emission flow: (for EcoParticle systems) Click for the flow of emission for an EcoParticle
system. Select the first icon ( ) to enable a one time EcoParticle flow. Click the second
icon ( ) to control flow with a function.
• Avoid overlapping instances: select this option if you would like to avoid having in-
stances of the EcoSystem population that overlap each other. Please note that enabling
this option will limit the maximum density of the EcoSystem population, and does not
mean that you will never have any overlapping instances. It does however minimize the
number of occurrences of such overlaps. Reducing the overall density is another way to
avoid overlapping instances.
Placement
• Force regular alignment of instances: select this option to remove the randomness in
the placement of the EcoSystem population.
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Use the slider to adjust the offset between the base of the EcoSystem instances and the surface
of the underlying object. A value of 0 (the default) will place the EcoSystem instances so that
they rest on the surface of the underlying geometry. Positive values will make the EcoSystem
instances “fly” above the surface, while negative values will sink the instances into the ground.
This parameter can be driven by a function (thus letting you vary the altitude of the instances
relative to the surface) by pressing the Drive with a function icons ( ). See here for further
details on driving material parameters with functions.
The actual value of the offset from the surface depends on the options below:
• Absolute offset from surface: when this option is selected, the slider indicates the dis-
tance between the surface of the underlying object and the base of the instances in VUE
units. All instances will be placed at the exact same distance from the surface (except if
you drive the distance setting with a function).
• Proportional to size of instance: when this option is selected, the distance between the
surface of the underlying object and the base of each instance is proportional to the size
of the instance. A value of -50% will hence bury each instance halfway under the surface
of the underlying object.
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Slope Influence
• Slope influence: adjusts the influence that slope has on the distribution of instances. A
value of 100% indicates that instances will automatically appear more sparsely on steeper
slopes (like in VUE 6), whereas a value of 0% will indicate that the density of instances
should be the same, whatever the slope.
Clumping
Check this option to group like species together, often as they appear in nature.
• Amount: use the slider or key in the amount of clumping in the EcoSystem (0% = no
clumping, 100%=maximum intensity).
• Size: Use the slider or key in the size of the clumps.
Variable Density
Select this option to vary the density of the EcoSystem population over the surface of the un-
derlying object.
VUE generates variable density using a function and a filter that indicates the local density de-
pending on the value of the function. This is the way it works: for each point where density is
evaluated, the function generates a number in the range of -1 to 1 (-1 is black on the preview of
the function and 1 is white). This number is then transformed by the filter into a density. The
maximum variable density is equal to the overall density. When you activate variable density,
the default function returns a mid-range gray value, and the filter has no effect. This results in
a final density that is exactly half of what it was before enabling the option.
To change the function, double-click on the picture of the function. This will open the Function
Visual Browser. Use the scaling controls to scale the function along the X, Y and Z axes.
You can adjust the density according to the output of the function using the filter.
Because objects that are hidden from render still have an influence on the EcoSystem density,
you can use such objects to locally modify the EcoSystem.
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Overall Scaling
This setting lets you control the overall size of the instances in the EcoSystem population. A
value of 1 leaves the size of the instances untouched, while a value of 2 will double the size of
the instances of the EcoSystem population.
This setting works in combination with the Scale factor on the list of items in the EcoSystem
Population.
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This parameter can be driven by a function by pressing the Drive with a function icon ( ). See
here for further details on driving material parameters with functions.
Rotation
This frame lets you define the random rotation that is applied to the instances in the EcoSystem
population.
• Maximum angle: this setting controls the maximum angle of the random rotation ap-
plied to the instances in the EcoSystem population. By limiting the angle of rotation, you
can preserve the directionality of certain animation effects (for instance, if you wanted
to apply wind effects to an entire forest, you could limit this angle of rotation so that all
trees face in roughly the same direction). On the other hand, a larger angle of rotation
means that the items in the EcoSystem population will be viewed under a greater variety
of angles, resulting in a seemingly more diverse population.
If you click the Drive with a function icon ( ) for the “Maximum angle” setting, you can
control the exact angle of rotation that is applied to each instance in the EcoSystem pop-
ulation. When this parameter is connected, there is no more randomness in the angle of
rotation. Expected values are in between -1 (-180°) and +1 (+180°).
Connecting the “Maximum angle” parameter to a function is one of the rare cases that
immediately affects the way the material behaves: by default, the function outputs 0, so
the entire population will be oriented the same.
• Up axis only: select this option if you want the rotation to only take place along the Up
axis (vertical). This is typically the case for objects that “grow” from the surface, such as
trees.
• All axes: if this option is selected, a random rotation will be applied to all axes of the
instances. This is best used for objects that do not grow from the surface (e.g. rocks).
Variable Scaling
Select this option to control the scaling of the EcoSystem instances using a function.
VUE generates variable scaling using a function and two filters that indicate the local scale and
size variations depending on the value of the function. This is the way it works: for each point
where scaling is evaluated, the function generates a number in the range of -1 to 1 (-1 is black on
the preview of the function and 1 is white). This number is then transformed by the filters into
a scaling and size variation. The maximum scaling ratio is equal to the overall scaling setting,
and the maximum variation is equal to the Maximum size variation setting. The actual size of
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the instance along the 3 axes is determined randomly based on the size variation value and the
“Keep proportions” setting.
When you activate variable scaling, the default function returns a mid-range gray value, and the
filters have no effect. This results in a final scaling and size variation that is exactly half of what
it was before enabling the option.
To change the function, double-click on the picture of the function. This will open the Function
Graph. Use the scaling controls to scale the function along the X, Y and Z axes.
You can adjust the scaling and size variations according to the output of the function using the
corresponding filters.
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Color Tab
Color Correction
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• Influence: this setting controls how strongly the colors of the instances are affected by
the decay color.
• Radius: this setting controls the density value under which the density is considered to
be low and hence have effects on the color of the instances. If the density function is
gradual, this translates visually to a strip of influence on the edges of the EcoSystem pop-
ulation (although the relationship between radius and actual width of the strip is not
straightforward).
• Falloff: this parameter controls the profile of the color changes as the density becomes
low. A value of 0 will create a linear color change, allowing for a smooth transition in the
EcoSystem colors around low density areas, while positive values will seemingly increase
the strip around the low density areas by making the color change much more sudden.
These 4 parameters can be driven by a function by pressing the corresponding Drive with a
function icons ( ). See here for further details on driving material parameters with functions.
Variable Color
Select this option to control the color of the EcoSystem instances using a function.
VUE generates variable colors using a function, a filter and a color map that indicate the local
“average” color depending on the value of the function and the filter. This is the way it works:
for each point where color is evaluated, the function generates a number in the range of -1 to
1 (-1 is black on the preview of the function and 1 is white). This number is then transformed
by the filter and the color map into a color. This color is not the actual color of the EcoSystem
instance at that point, but rather the average color that many instances would have if they were
all placed at that location.
When you activate variable colors, the default function, filter and color map will yield the same
color as the current overall color. Any changes that you make to the “Overall color” will be re-
flected in the color map. Likewise, any changes that you make to the color map will be reflected
in the Overall color.
To change the function, double-click on the picture of the function. This will open the Function
Visual Browser. Use the scaling controls to scale the function along the X, Y and Z axes.
Generally speaking, it is unwise to load a color map into the variable color slot, as this will
result in dramatic (and usually unexpected) changes in the colors of the EcoSystem population.
You will be better off editing the color map by hand to introduce very slight changes.
An intensity slider allows you to adjust the sensitivity to color variations in your EcoSystem
population. Like other parameters, it can be driven by a function.
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Presence Tab
This tab lets you control how the environment affects the presence of the current layer. The
behavior of this tab is identical to that of the Presence tab of Simple materials.
Altitude Constraint
This group lets you control how altitude influences the presence of the layer:
• Altitude range: this dual slider lets you define the range of altitudes in which the cur-
rent layer appears (provided it is not transparent at this point). The layer will not appear
outside this range.
• Fuzziness: this setting controls how “suddenly” the changes to the layer presence are
made in response to altitude. High values mean that the layer appears very gradually in
its altitude range, whereas low values will result in the layer appearing as a solid strip.
• Range of altitudes: this lets you define in what coordinates the altitude range is defined:
• By object: in this mode, the range is relative to each object to which the material is ap-
plied.
• By material: in this mode, the range is relative to all the objects that use this material.
• Absolute: in this mode, the range of altitudes is expressed in global coordinates.
• Relative to sea: the altitude is computed from the sea level and not from zero.
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Slope Constraint
This group lets you control how the local slope influences the presence of the layer:
• Slope range: this dual slider lets you define the range of slopes in which the current layer
appears (provided it is not transparent at this point). The layer will not appear outside
this range.
• Fuzziness: this setting controls how “suddenly” the changes to the layer presence are
made in response to slope. High values mean that the layer appears very gradually in its
slope range, whereas low values will result in the layer appearing as a solid strip on areas
of appropriate slope.
Influence of Orientation
This group lets you control how the local orientation influences the presence of the layer:
• Preferred orientation: this setting controls the orientation of the surface that is the most
favorable to the presence of the layer.
• Orientation influence: this setting controls the influence of orientation on the presence
of the layer.
• Fuzziness: this setting controls how “suddenly” the changes to the layer presence are
made in response to orientation. High values mean that the layer appears very gradu-
ally on surfaces of the preferred orientation, whereas low values will result in the layer
appearing as a solid strip on areas of preferred orientation.
Animation Tab
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This tab has setting to allow you to control the phasing of animated EcoSystem instances. The
tab appears when at least one of the EcoSystem specimens contains animation. You can then
animate the EcoSystem instances at different phases of the animation. This is useful for creat-
ing realistic animated populations, for example, a crowd rather than a marching army.
• Variable time offset: check this to enable the phasing features.
• Random: for better control of the phasing, you can use a function. Click to open the
Function Graph and set further parameters for Time Offset.
• Time Offset Range: Adjust the slider to set the range of allowed phase shift. For instance,
a range of [0; 1] means that each instance created will have a random phase shift of 0 to 1
second.
• Loop animation phasing: check to loop the animation phasing.
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From World Browser: select a Master Object (in Library Tab), right-click to open the menu, and
choose Convert to EcoSystem instances
By drag and drop: drag one reference object from the Objects Tab of the World Browser to
the EcoSystem Painter Population section.
If you are creating a new EcoSystem, once you have painted with it, you will see an entry for the
EcoSystem in the Objects Tab of the World Browser.
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EcoSystem Export
If the object you have selected for export has EcoSystem instances, the EcoSystem will be ex- Professional,
ported with the object, provided you export it in Alembic or FBX format. Materials are included En-
with the FBX export. treprise
Export Options
By default, EcoSystem instances are exported with global export options, but you can config-
ure how EcoSystem specimens are exported by right-clicking on them in the World Browser /
Classes tab.
For EcoSystem instances, export can only be previewed at render time (in main render or ren-
der scene preview), and not in real-time views.
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Section 6
Animating Scenes
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Before you create an animation, you must first decide what objects in the scene will be ani-
mated. Let’s say you want to animate a sphere. All you need to do is select that sphere, switch
to the Animation tab, and select a type of Motion other than Not animated (which is the de-
fault). You will find further down a detailed list of all the available types of motion.
By selecting a motion type, you are turning animation on for the selected object (i.e. the sphere).
However, no animation has been defined for that object yet.
To define an animation for the object you can use any of two following methods:
• use the Animation Wizard that was designed to help you setup your animations easily (see
here for details), or
• use the Timeline.
Types of Motion
VUE features a set of elaborate algorithms called Dynamic Motion Reaction™ that simulate the
dynamic reactions of a number of predefined vehicles. They are called types of motion. By
selecting one of these types of motion you instantly define major aspects of your object ani-
mation (e.g. airplanes bank as they turn). It highly simplifies the achievement of convincing
animations by automating what can be a considerably tedious and time consuming process if
done by hand.
VUE offers 10 different types of preset motions. Some of these can be further customized using
the Motion Options dialog.
Some types of motion (i.e. vehicles) are airborne. They can vary their altitude relative to the
ground beneath them. Others are grounded and will follow the surface of the ground they move
on.
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• Standard: the object moves from way point to way point with a near constant velocity.
There may be sudden changes in object velocity when passing way points. Motion has
no effect on object position or orientation. This type of animation is found in most 3D
applications.
• Smoothed: basically the same as standard, except that the velocity of the animated ob-
ject is automatically processed to ensure smooth acceleration/deceleration between way
points. This type of animation is also available in some 3D applications. This sets the
Smoothed Velocity property.
• Look ahead: the animated object is oriented in such a way that its main axis always
points in the direction of travel. You can set which axis will be pointing in the direction
of travel using the Animation Wizard (see below), or using the Animation Properties tab.
Like in Smoothed motion type, velocity is processed to ensure smooth motion. This mo-
tion sets the Look Ahead properties. This type of animation is also available in a few other
3D applications.
• Airplane: now we get to the juicy ones! Airplane adds automatic banking to the Look
ahead motion. What this means is that animated objects with an airplane motion type
will bank automatically as they enter a bend, proportionately to the tightness of the curve!
There’s some complex physics going on behind to produce mechanically accurate bank-
ing... You can adjust the sensitivity to bend tightness using the Motion Options dialog.
• Helicopter: like with Airplane, objects animated with this type of motion will bank (slightly)
as they turn. But they will also dip down as they accelerate! You can adjust the sensitivity
to bend tightness and acceleration using the Motion Options dialog.
• Missile: basically the same as Airplane, except that objects with this type of motion will
bank almost 90° as soon as they turn. You can adjust the sensitivity to bend tightness
using the Motion Options dialog.
• Automobile: this is the first “grounded” type of motion. Objects animated with this type
of motion will closely follow the ground they move on. The orientation of the objects is
at all times given by that of the ground they are moving on.
• Motorcycle: also follows the surface of the ground, only banking as it turns, and look-
ing up when accelerating. The bike eventually lifts on its rear wheel as acceleration gets
strong enough! You can adjust the sensitivity to bend tightness and acceleration using
the Motion Options dialog.
• Pedestrian: with this type of motion, the object also follows the surface of the ground.
But it always looks straight ahead (in the direction of travel), whatever the slope of the
ground it moves on.
• Speedboat: the object follows the surface of the water (or the ground). It banks slightly
as it turns, and looks up as it accelerates. You can adjust the sensitivity to bend tightness
and acceleration using the Motion Options dialog.
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To produce realistic motion, VUE uses accurate dynamic algorithms. This is your assurance of
always obtaining realistic motion. Unfortunately, the drawback is that motion is dependent on
scale: the larger the scale, the greater the speed of the object traveling from one way point to
another. And the greater the accelerations it withstands, thus the greater the banking.
What this means is that if you feel your object is over-banking (or not banking enough) you may
have to adjust its sensitivity to accelerations. This is done using the Motion Options dialog.
Animation Wizard
The Animation Wizard was designed to help you easily setup simple animations of your objects.
All you need to do is follow each step of the Wizard, selecting any required options, and leaving
others to their default values.
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• Activate the alternate action (see here for details) of the Timeline icon ( ) or select the
menu command Animation | Animation Wizard; the Timeline will not be displayed after
you are done with the Wizard, or
• Press the Animation Wizard button in the Animation Toolbox.
The name of the object that is currently being handled by the Wizard is displayed in the Wiz-
ard title. It is the object that was selected when you called the Wizard. If several objects were
selected, then the Wizard looks for the first animated object in the selection. If no animated
objects are selected, it picks the first object that was selected. If no objects were selected at all,
it will operate on the camera.
The Animation Wizard comprises 8 steps. Press the Next > button to move to the next step of
the Wizard, and press < Back to return to the previous step.
Step 1: Introduction
This step merely displays information on operating the Wizard. It also gives you the opportunity
to prevent the Wizard from appearing each time you create a new object animation (uncheck
the Display this Wizard when creating a new object animation to prevent this from happen-
ing).
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In this step you decide what type of Dynamic Motion Reaction the animated object will have.
You will find a complete description of the different types of motion available in the section on
Types of Motion.
Click on the button corresponding to the type of motion you want to assign to the animated
object.
If you have already defined a type of motion for the object, the corresponding button is selected.
So you don’t need to select it again.
If necessary, you can customize the sensitivity of the object to its motion using the Motion Op-
tions dialog (see here for details). Press the Options button to display this dialog.
In this step you choose settings that will affect the entire animation of your object, that is the
Repeat mode, Main axis and Speed modes.
Repeat Mode
The repeat mode indicates how the object behaves when its animation is complete. By default,
it simply stops, but you can instruct it to repeat the sequence in one of several ways:
• Once: this is the default setting: the object stops when its animation sequence is com-
plete.
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• Repeat: when the animation sequence is complete, it starts playing back from the begin-
ning again.
• Loop: like repeat, except VUE does some extra processing to ensure that the first frame
always corresponds to the last, thus ensuring a perfectly smooth and undetectable jump
as it loops back to the start of the sequence. VUE will automatically add keyframes to
ensure a smooth loop.
• Pendular: when the animation sequence is complete, it reverses, playing back until it
reaches the start, and then starts playing normally again.
If you select a repeat mode other than Once, the animation repeats indefinitely. You can start
a repeating animation anytime in the animation of the scene by dragging the first keyframe to
the requested starting time
Note:
Although the repeat mode applies to all object properties, repeating is done on a “per animated
property” basis, which means that you can have an object with orientation being repeated
faster than position!
You can also change the Repeat mode of your object using the Animation Toolbox.
Main Axis
The Main axis setting is only available if you have selected a type of motion that makes the
animated object look in the direction of travel (i.e. has the Look ahead property set). Standard
and Smoothed motion types don’t give you access to the Main axis setting (because the setting
isn’t applicable).
This setting lets you select which axis of your object will be pointing in the direction of travel (or
which axis of the object will be pointing at the tracked object if the object is tracking another
one).
The axes correspond to that of the object in the Top 3D View when all object rotations have
been zeroed (you can do this using the Numerics tab of the Object Properties panel, see here
for details). So if in this view your object points to the right, then its main axis is +X; if it points
to the left, it is –X. If it points upwards it is +Y, and if it points downwards, it is –Y. Finally, if it
points out of the screen, it is +Z, and if it points into the screen, it is –Z.
The Animation Wizard displays a small preview of your object sitting on a large red arrow that
indicates the direction of movement. This preview should help you decide which is the main
axis of your object. If for some reason, none of the available axis seems to be right for your
object, you might want to read the Look Ahead Objects troubleshoot.
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You can also change the Main axis of your object using the Animation tab of the Object Prop-
erties panel (see here).
Speed Mode
This setting is not available if your object doesn’t have the Smoothed Velocity property. All
motion types except Standard have this property set.
The speed mode is a powerful feature that automatically processes the path followed by your
object (you will define this in the following step) so that the object either moves at a constant
velocity, or stands still at the beginning and at the end of the animation sequence:
• Constant velocity: way points will be automatically moved in time so that the object
travels at a near constant velocity,
• Ease in – Ease out: the animation sequence will start with the object standing still, then
it will accelerate smoothly until it reaches its maximum velocity half-way through; it will
then gradually slow down until it reaches a stop at the end of the animation sequence.
This option sets a Time spline (see here for the position property.
This step lets you enable and configure advanced automatic animation effects such as Spin and
Vibration. By default, both effects are disabled.
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Spin
The Spin effect lets you easily make any object spin precisely around one of it’s axes, however
complex be the path followed by the object. Using Spin, you can also easily and precisely ani-
mate the speed at which the object spins around its axis.
This effect, combined with the various types of motions available in Dynamic Motion Reaction,
can create very complex movements.
If you want to apply spin to your object, select the Spin checkbox. The corresponding configu-
ration controls will become active:
Overall revolving speed controls the number of degrees the object spins by each second. The
default is 180 degrees per second, which means the object performs a complete revolution ev-
ery 2 seconds. Increase the value if you want the object to spin faster. Enter a negative value if
you want to reverse the direction of spin.
The Variation of revolution over time graph is a filter that indicates the variation of the angle
of the object over time. The steeper the slope, the faster the object will spin with time. By
default, the filter exhibits a straight line meaning that the speed at which the object spins is
constant. You can modify the filter by double-clicking or selecting Edit from the popup menu.
The range of time covered by the filter starts at the first position keyframe, and ends at the last
position keyframe. If no position keyframes are defined, the range starts at time 0 and ends at
the end of the animation.
Loading a Power 2 filter from the Other Filters collection will result in the object gradually spin-
ning faster and faster as time passes.
The Revolution axis lets you select the axis around which the revolution will take place. These
buttons are exclusive because you can only spin around one axis at a time. If the object has an
advanced type of motion, the axes will be contextual to the general movement of the object.
The small display to the right shows a preview of the Spin effect as applied to your object. The
total duration of an animation cycle in the preview is 5 seconds (useful for calibrating the vari-
ation of revolution speed).
Do not rotate and spin such an object simultaneously, as its path would become enormous.
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Vibrate
Vibration is an extremely difficult and time consuming effect to achieve by hand. It can however
lead to much more realistic movies than a perfectly stable motion. Vibration is to motion what
texturing is to surfaces. Without it, they appear way too perfect.
Without the Vibrate effect, creating vibration requires the addition of numerous keyframes that
are not only tedious to setup, but also a real nightmare to edit after hand.
Thanks to the Vibrate effect, you can automatically apply vibration to any given object, however
complex its motion. You can also indicate on what axes of the object the vibration takes place,
and this vibration will follow the object’s orientation as it banks around a tight turn. Using the
Vibrate effect, you can also easily and precisely animate the intensity of the vibration of the
object.
An important thing to understand about vibration is that the effect of the vibration depends
on the type of motion selected. If the animated object doesn’t have the Look Ahead property
set, the vibration will cause a small displacement of the object around its trajectory, without
affecting the direction in which the object points.
If the “Look ahead” property is set, the vibration will also cause small variations in the orienta-
tion of the animated object, resulting in an effect relevant of turbulence.
If you want to apply vibration to your animated object, select the Vibrate checkbox. The corre-
sponding configuration controls will become active:
Vibration frequency controls the frequency of the vibration. Lower values will result in the
object wandering randomly around its position, whereas high values will result in very quick
and jerky movements of the object.
The Overall vibration intensity setting controls the amount of vibration that takes place. Lower
values mean little vibration, whereas high values mean strong vibration.
The Variation of vibration intensity over time graph is a filter that lets you animate the amount
of vibration over time. The higher the value of the filter, the stronger the vibration. By default,
the filter exhibits a flat line meaning that the intensity of the vibration is constant over time. You
can modify the filter by double-clicking or selecting Edit from the popup menu. Please read the
section on Editing Filters for full details.
The range of time covered by the filter starts at the first position keyframe, and ends at the last
position keyframe. If no position keyframes are defined, the range starts at time 0 and ends at
the end of the animation.
Loading a Tooth 10 filter from the Other Filters collection will result in the object suddenly
vibrating around the middle of the animation, and not vibrating the rest of the time.
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The Vibration axes let you select around which axes the vibration will take place. Vibration
can occur on any and all axes. These axes will follow the orientation of the object, including
orientation caused by Dynamic Motion Reaction.
Note:
Applying vibration to the main axis of a Look ahead object can lead to unexpected effects...
The small display to the right shows a preview of the Vibrate effect as applied to your object.
The total duration of an animation cycle in the preview is 5 seconds (useful for calibrating the
variation of vibration intensity).
This is the fun part. In this step, you plot on a Top view of your scene the path that will be
followed by your object.
Initially, there is no path defined for your object. All you see is a tiny black diamond that marks
the initial position of your object. However, each time you click on the left mouse button, a
new way point is added to the path. A way point is a point through which the animated object
will necessarily pass. What happens in between way points is managed by the program. Way
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points are connected with a solid red line that indicates the path followed by the object. The
path is automatically curved to produce the smoothest possible motion.
Note:
The way points are appended to the end of the path. If you need to add a way point somewhere
in the path, you will need to use the Insert tool (see below).
At this time, you have no control over the altitude of the object at the way point.
This tool lets you touch up the path followed by the object.
Restrictions
Using the aforementioned tools, you can easily draw the path that will be followed by your
object. However, due to the fact that you have no control over the altitude of the object as it
passes the way point, there are some effects that cannot be achieved solely with the Wizard.
You will need to touch up the path in the 3D Views, when you are done with the Wizard. Please
read section on Editing Paths in 3D Views for details on how to modify way points in the 3D
Views.
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It is important to understand at this time how the Wizard expands the 2 dimensional path you
have just drawn into a full 3D motion. Basically, it looks for the highest object encountered at
each way point, and positions the animated object at the same altitude above that object as its
altitude at the initial position. Some more processing is done later to avoid hitting any objects.
Note:
Other animated objects don’t move in this Top view, which can make path edition a matter of
trial and error if you want to animate an object relative to another one. You’d probably better
off doing this directly in the 3D Views.
In this step the Wizard processes the path you have defined, attempting to maintain the same
altitude above the ground as the initial altitude of the animated object (read details about this
process in the preceding section). It also attempts to avoid hitting any objects lying in the way
of the animated object. This is an iterative process that results in a path that more or less main-
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tains the same altitude relative to the ground, but can get closer or farther in some areas.
Processing can take some amount of time. When it is finished, a plot of the animated object
altitudes compared to “ground” altitudes is shown. You cannot act upon this plot at this time.
You will have to do it in the 3D Views.
To complete this step, just enter the total duration of your objects animation. The Wizard will
automatically resample your path so that it completes in the requested time. Obviously, the
longer the animation, the longer it will take to render…
All you have to do in this step is watch your object animation and decide whether it is satisfac-
tory. If not, you can switch back to the previous steps, and modify the animation path.
Note:
the animation is played as seen from the camera point of view. For some reason, your object
may not be visible at this time. You can always play back the animation later, inside the 3D
Views.
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Step 8: Conclusion
This is the last step of the Wizard. You have nothing to do here (apart from reading the summary
information on using the Timeline).
When you close the Wizard, the Timeline appears on the screen (if it was not already there). Use
the Timeline to fine tune your animation. You will find details on how to do this in the next
section.
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To display the animation Timeline, select the menu command Display | Display Timeline or
click the Display Timeline icon ( ). This displays the Timeline together with the Animation
Wizard (you can disable this feature). The Animation Wizard helps you easily setup an animation
of your scene.
As explained in the Interface Overview section the Timeline is subdivided in 3 sections: the Main
Timeline, the Properties Timeline and the Animation Preview.
In this section, you will learn in detail how to use the Main Timeline and the Properties Timeline.
For greater clarity we will consider that the Properties Timeline has been expanded.
The Timeline can be either docked at the bottom of the interface, or placed in a floating panel.
To dock or undock the Timeline, select the menu ommand Display | Dock Timeline.
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Use the navigation controls ( ) to easily find your way through the animation.
• Start of animation: moves the current time to the start of the animation sequence
(as defined by the slider).
• Previous keyframe: moves the current time to the first previous keyframe available.
If there is no keyframe before the current time, the speaker will beep.
• Play animation: press this to start playing a 3D preview of your animation in the 3D
Views. The Animation Preview is also played (if it is visible). The button has an alter-
nate action ( ) that plays only the Animation Preview. This ensures smooth playback,
since the program doesn’t have to redraw all the 3D Views.
• Next keyframe: moves the current time to the first following keyframe available. If
there is no keyframe after the current time, the speaker will beep.
• End of animation: moves the current time to the end of the animation sequence (as
defined by the last keyframe in the scene or by the slider, whichever is encountered
first).
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Keyframes
Keyframes indicate a change in one or more object properties (position, orientation, size...) at a
given time. VUE automatically interpolates the property to ensure smooth animation between
the keyframes.
Past the last keyframe, the property stays identical to what it was at the last keyframe (unless
you have defined a Repeat mode other than Once; read here).
Only the keyframes belonging to the currently selected objects are displayed in the main Time-
line. If no objects are selected, the keyframes of all objects, materials and atmosphere in the
scene appear.
The time lapse between keyframes indicates the time that the object property will take to evolve
from its state at the current keyframe to its state at the following keyframe. For instance, if you
consider the object position property, the time lapse between the keyframes indicates the time
that the object will need to travel from the current way point to the next way point.
By varying the time lapse between keyframes, you can make the object accelerate or slow down
by dragging the keyframes to the left or to the right.
The Animation Wizard includes very elaborate algorithms to produce constant velocity motion.
So if you have defined the animation path of your object using the Wizard, keyframes will have
been automatically positioned in time to produce the smoothest possible motion. You can also
achieve this effect by using the Animation Toolbox dialog (press the Make constant velocitymo-
tion button.
Animation Properties
An animation property is a property of an object that can be animated. Each type of object
has different animation properties. The following is a list of these properties, and how they are
processed.
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• Position: position keyframes define the position of the object at the keyframe time. They
are interpolated using splines (the mathematical implementation that ensures the smoothest
possible movement).
• Orientation: orientation keyframes define the rotation of an object at the keyframe time.
They are interpolated using quaternion arithmetic to produce the best rotation paths pos-
sible, and support multi-spins (read here).
• Size: size keyframes define the size of the object at the keyframe time. They are interpo-
lated linearly.
• Twist: twist keyframes define the twist of the object at the keyframe time. Twist anima-
tion can produce strange results…
• Pivot position: pivot position keyframes define the position of the object at the keyframe
time. They are also interpolated using splines.
• Material: material keyframes are not directly linked to the object itself, but rather to the
material that the object is made out of. If you add a keyframe to a material, all objects that
use this material will display the new keyframe automatically. You can move or delete ma-
terial keyframes here. If necessary, a new material will automatically be created by VUE
for that object. Animated materials are displayed at the bottom of the list of animated
objects.
Underneath their own properties, Groups and Boolean objects display a list of their members.
Torus
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Terrain
Plant
Directional Light
• Orientation: as above. Position, Size, Twist, Pivot position, and Material: are not
relevant for Directional lights (position is linked to orientation).
• Color: color keyframes define the color of the light at the keyframe time. They are inter-
polated linearly to produce smooth changes.
• Softness: softness keyframes define the softness of the shadows cast by the light at the
keyframe time. Yes, you can even animate this property!
• Position, Color, Softness and Pivot position: as above. Orientation, Size, Twist and
Material are not relevant for these types of lights (they cast light in all directions).
• Power: power keyframes define the power of the light at the keyframe time. They are
interpolated linearly.
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• Position, Orientation, Color, Softness and Pivot position: as above. Size, Twist and
Material are not relevant for Spot lights.
• Spread: spread keyframes define the angle of the cone of light spread at the keyframe
time. They are interpolated linearly.
Ventilators
• Position, Orientation and Pivot position: as above. Size, Twist and Material are not
relevant for ventilators.
• Intensity: intensity keyframes define the intensity of the wind generated by the ventila-
tor at the keyframe time. Intensity keyframes are interpolated linearly.
• Cut-off: cut-off keyframes define the cut-off distance at which the ventilator ceases to
affect plants. Cut-off keyframes are interpolated linearly.
• Spread: spread keyframes define the angle of the cone in which wind is blown at the
keyframe time. They are interpolated linearly.
• Falloff: falloff keyframes define the rate at which wind intensity drops near the edges of
the spread cone at the keyframe time. They are interpolated linearly.
Camera
• Position, Orientation and Pivot position: as above. Size, Twist and Material are not
relevant for cameras.
• Focal: focal keyframes define the focal length (or angle of view) of the camera at the
keyframe time. Focal keyframes are interpolated exponentially to produce the zooming
effect the eye is used to seeing.
• Blur: blur keyframes define the amount of blur at the keyframe time. High blur settings
mean that the depth of field is reduced. Blur keyframes are interpolated linearly.
• Focus point: the focus point distance defines the distance from the camera at which ob-
jects are seen in focus at the keyframe time. The distance ahead and behind that point
where objects are still in focus depends on the blur (depth of field) setting. Focus point
keyframes are interpolated exponentially to reproduce the effect that the eye is used to
seeing.
• Exposure: exposure keyframes define the exposure setting of the camera at the keyframe
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time. Exposure is adjusted either using the Object Properties panel when the camera is
selected, or inside the Atmosphere Editor. Exposure keyframes are interpolated linearly.
• Motion blur length: motion blur length keyframes define the amount of motion blur (as
a ratio of the shutter opening time over the duration of a frame) at the keyframe time.
Motion blur length is adjusted using the Camera Options dialog (see here for details on
animating motion blur length). Motion blur length keyframes are interpolated linearly.
• Post processing: post processing keyframes define the post processing settings applied
to the camera at the current time. Post processing is set using the Camera Options dialog.
Post processing keyframes can be defined for each camera independently, or can apply
to all cameras simultaneously.
Key frames for material, atmosphere and post-processing settings also appear in the list of an-
imated properties.
Animating Objects
In this section you will learn how to build object animations using the Timeline.
You don’t have to use the Animation Wizard to create an animation of your objects. In fact, there
are many effects that cannot be achieved using the Wizard. This is why it is important to under-
stand how to build animations without the help of the Wizard.
To create an animation in the Timeline you must modify a property of the object at a different
time than the time the object was created at. That is, if you create your object when the Current
time slider points to 1 second, you will have to modify it at some other time than 1 second to
animate it. The object “remembers” the time it was created at (its date of birth?).
The cool thing about creation time is that you can freely modify an object at its creation time
without it becoming animated. Great. So what happens if you forget what time you created
your object at? And do you have to keep changing the current time each time you want to
modify an object without it becoming animated? No, of course! If the current time is 0, all
modifications will be considered done for the object at the time of creation.
If you want an object to never become animated, click the Forbid animation icon ( ) in the
Animation tab of the Object Properties panel (see ).
Say you want to create a movement for a sphere: create the sphere, then drag the time slider
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up 1 second. Now drag the sphere to a new location. The sphere gets automatically animated,
and will move from the first position to the second in a 1 second time lapse. You can check this
by pressing the play button ( ). By default, the object gets the Standard type of motion (see
here). You can change this using the Animation tab of the Object Properties panel.
This works for all properties, including orientation. Better still: you can rotate an object relative
to its direction of travel (Look ahead objects), so that you can animate an airplane that looks
down 30° all the way. You can even animate this relative rotation (make your airplane look up
30° at the beginning of the animation, and down 30° at the end)!
During animation, the parameter is interpolated, working the same as an object position ani-
mation, for example. You can change the spline describing the evolution of the parameter in
the Timeline. Refer here for more information about object published parameters.
Keyframe Types
The shape of a keyframe indicates the type of interpolation on both sides of the keyframe (see
Keyframe Tangents for details).
If the type of interpolation is different on both sides of the keyframe, the shape of the keyframe
will be different on both sides in order to reflect the difference in interpolation.
Selecting Keyframes
To select a keyframe, click on it in the Timeline rulers.
If you want to select multiple keyframes at the same time, click on an empty part of the ruler,
and drag a marquee rectangle to encompass all the required keyframes. You can extend a selec-
tion of keyframes by pressing Control at the same time as you click on the new keyframe. If you
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Control select an already selected keyframe, the said keyframe will be deselected. By pressing
Shift instead of Control, you will also select all keyframes situated in the interval between the
last selected keyframe and this new one.
You can also select a property by positioning the Current time slider at the time of the keyframe,
and clicking on the property of the object you want to select the keyframe for.
To select all keyframes of a given animation property, double-click on the said property.
Moving Keyframes
To move a keyframe, click on it then drag it with the mouse button down. Release the mouse
button at the desired location.
To move a set of keyframes, select the keyframes (as explained above), then click on one of the
selected keyframes and drag it with the mouse button down. All other selected keyframes will
move with it.
If you press Control as you drag a keyframe, all the keyframe that follow will be dragged with
it.
Adding Keyframes
When auto-keyframing is enabled (the default), keyframes are automatically added each time
you modify an object property at a time where no keyframe is defined for that property. To add
a keyframe, position the Current time slider at the requested keyframe time, and modify the
object. The new keyframe is automatically created for the property that was modified (e.g. if
you move the object, you will create a new Position keyframe).
If auto-keyframing is disabled, click the Add Keyframe icon ( ) to manually add a keyframe
at the current time. You can access further options by long-clicking this icon. Please turn here
for a discussion on auto-keyframing versus manual keyframing.
You can also select the menu command Add Keyframe from the Timeline popup menu (click on
the right/Ctrl mouse button to display this). Keyframes will be created for all object properties
(except material, which is handled somewhat differently).
Keyframes can also be added by clicking on the appropriate spot on the Property Timeline or
in the Animation curves.
Copy-Pasting Keyframes
You can copy keyframes in the Timeline by selecting one or several keyframes and pressing Ctrl
+ C, or selecting Copy Keyframe from the Timeline menu.
If you drag the Current Time slider to a new time and press Ctrl + V, or select Paste Keyframe
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from the Timeline menu, the keyframes that you copied to the clipboard will be pasted at the
current time. If you selected several keyframes that are not all at the same time, they will be
pasted with the first keyframe being placed at the current time, and others being placed subse-
quently, with the original difference in time.
Deleting Keyframes
To delete a keyframe, select the keyframe and then press Delete.
You can also delete the keyframe by positioning the Current time slider at the keyframe time,
selecting the required property and then choosing the menu command Delete keyframe from
the Timeline popup menu (click on the right/Ctrl mouse button to display this).
For instance, to modify the path of an object, move to the required position keyframe, then
drag the object to a new location in the 3D Views.
Keyframe Tangents
When a keyframe is selected, the tangent to the curve at this point will be displayed in the Ani-
mation Graph. You can drag the end of the tangent to change the shape of the curve around the
keyframe. If you press Control while dragging the end of a tangent, only that half of the tangent
will be modified. A “break” in the curve will be created around the keyframe.
On top of changing the orientation of the keyframe (which modifies the curve “velocity” around
the keyframe), you can also change its length. This controls how close the curve sticks to the
tangent around the keyframe, and is known as the “tension”. The longer the tangent, the closer
to the tangent the curve stays.
Note:
You can also modify position keyframes and tangents in the 3D Views.
Keyframes can be of a number of predefined types. These types basically control how the tan-
gents around the keyframe are constructed. You can change the type of keyframe using the
Keyframe Options menu. The different types of keyframes are identified by the following pic-
tograms:
• Smooth (Constant): in this mode, the tangent to the keyframe is created in such
a way as to minimize the deformation to the curve. Subsequent modifications of the
keyframe will not affect the tangents.
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• Smooth (Weighted): in this mode, the tangent to the keyframe is created in such
a way as to minimize the deformation to the curve. If you modify the keyframe, the tan-
gents will be recomputed to keep the deformation of the curve minimal.
• Ease In/Ease Out: in this mode, the tangents are always flat. This avoids “jolts” in
the animation and results in slow transitions around keyframes, with smoother overall
animation.
• Linear: in this mode, the tangents are created to ensure linear keyframe interpola-
tion. The tangents on both sides of the keyframe are usually different, resulting in a break
in the animation curve.
• Step: in this mode, the value of the animation property is constant in between
keyframes. The value remains equal to that of the keyframe until the next keyframe is
reached.
• Custom: in this mode, the tangents are user defined. This becomes the active mode
as soon as you modify a tangent manually.
You can define a different tangent mode on either side of the keyframe. In such a case, the
pictogram identifying the keyframe is different on both sides of the keyframe. This is done using
the other options on the Keyframe Options menu:
• Smooth In (Constant): this makes the current keyframe mode the same as Smooth
(Constant) on the left side of the keyframe only.
• Smooth In (Weighted): this makes the current keyframe mode the same as Smooth
(Weighted) on the left side of the keyframe only.
• Ease In: this makes the current keyframe mode the same as Ease In/Ease Out on
the left side of the keyframe only.
• Linear In: this makes the current keyframe mode the same as Linear on the left
side of the keyframe only.
• Custom In: this makes the current keyframe mode the same as Custom on the left
side of the keyframe only.
• Smooth Out (Constant): this makes the current keyframe mode the same as Smooth
(Constant) on the right side of the keyframe only.
• Smooth Out (Weighted): this makes the current keyframe mode the same as Smooth
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• Ease Out: this makes the current keyframe mode the same as Ease In/Ease Out on
the right side of the keyframe only.
• Linear Out: this makes the current keyframe mode the same as Linear on the right
side of the keyframe only.
• Custom Out: this makes the current keyframe mode the same as Custom on the
right side of the keyframe only.
Note:
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Keyframe Values
When a keyframe is selected, you can edit the keyframe parameters using the popup menu
command Numerical Input. This opens the Keyframe Values editor, letting you input precise
numerical values for all meaningful keyframe parameters (time, value, velocity and tension).
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Quaternions are both easy to use, and produce smooth results. The downside of quaternions,
however, is that you cannot break-up their components into anything intelligible. So you can-
not control quaternion animation as precisely as other animation properties.
In order to gain precise control over the orientation animation, you need to change the under-
lying orientation animation model to Euler orientation.
Euler orientation is based on combining rotations around the 3 different axes. These rotations
are applied in a specific order (you can set this order using Default rotation order in the Options
dialog – see here).
To switch to Euler orientation, simply expand the orientation property by clicking on the /
symbol in front of the property name. A message will appear, informing you that the orientation
model is about to change. VUE will compute the Euler angles that correspond to the quaternion
orientation keyframes, but interpolation of the keyframes will be affected by the change – the
animation will look different. Orientation properties that use the Euler model are followed by
‘(XYZ)’ in the list of animation properties.
Note:
Once you have switched from Quaternion to Euler orientation model, you cannot switch back.
The case of the position property is slightly different from other properties. The reason for this is
that position is very often animated. So some extra tools are supplied to make the modification
of paths easier and faster.
Clicking over one of these dots makes it turn white. It is now selected. Notice how it also be-
comes selected in the Timeline.
You can select multiple way points using the standard Control and Shift commands (Control
extends the selection, Shift extends the selection, selecting all way points between the current
way point and the last one selected). You can even select way points that belong to different
objects!
Double-clicking on a way point will select all the way points of the object.
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To access a gray way point, first select a red way point. All the way points of the object now
become selectable (and consequently turn red). You can now select the desired way point by
clicking on it.
So you can Rotate a whole group of way points using the and rotation handles (it’s so
easy to modify the global orientation of the path using this feature)! You can Resize groups
of way points using the standard object size controls too (the black dots on the corners of the
group of way points)! You can use the flip tools, the alignment tools, and you can use the Drop
command to drop whole groups of keyframes (also works for single way points)!
When you double-click on a rigged mesh, the Skeleton Editor becomes active (see here). Click
on the Open button to select an alternate Motion file.
Multi-Spins
Although VUE always attempts to find the shortest possible rotation path when interpolating
orientation keyframes, it is possible to create a rotation of several revolutions. This is called a
multi-spin.
To create a multi-spin drag the current time slider to the time of the end of the multi-spin, and
start rotating the object using one of the two rotation handles ( and ). You will notice that
an indication of the angle of rotation and the number of rotations is displayed in the Status
Bar. If you keep rotating the object past the full turn, the revolution counter will indicate one
revolution. Keep “winding” the object for as many revolutions as required, and release the
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mouse button when you are done. Playing back the animation will show the object rotating for
the required number of revolutions.
However, you cannot “add” revolutions to an existing rotation. When you modify the orienta-
tion property, the counter for the number of revolutions is reset. You need to get this right in
one go (you can always start again, but you will have to “wind” the object all the way). Also,
you cannot create a multi-spin by typing the rotation angle in the Numerics tab of the Object
Properties panel.
Animating Plants
On top of the standard animation possibilities, there are three other ways of animating plants:
• Breeze: each plant that you create is automatically subject to the global breeze. Global
breeze is adjusted using the Atmosphere Editor (turn here to for details).
• Wind: you can define a per-plant wind level, and animate it.
• Geometry: you can also animate the geometry of plants. Please read below for details.
Breeze
You don’t need to do anything for a plant to move in the breeze; the plant doesn’t even need
to be explicitly animated! Simply create a plant and render an animation of it, and you will see
that it moves in the breeze (provided that breeze is enabled).
Note:
You cannot create strong wind effects with breeze alone. For such effects, you will have to use
wind.
Animating Wind
On top of the default breeze animation, you can also animate the wind that is applied to the
plant. To animate the wind property, drag the current time slider to the time where you want
to create the new keyframe, and simply modify the intensity or the direction of the wind using
the wind control in the Top View (see here for details on setting wind intensity and direction).
The plant automatically becomes animated, and, if you look at the Timeline, you will notice that
a keyframe has been added to the Wind property of the plant.
Note:
The movement of the plant subject to wind animation does not stop on the last wind keyframe
(even if no wind is defined). This is due to the complex relaxation model used in VUE to model
the effects of the wind. In this model, plants subjected to varying wind intensities will “spring
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To animate the geometry (or shape) of a plant, move the current time slider to the time where
you want to create the new geometry keyframe, and open the Plant Editor (read here for details
on the Plant Editor). Modify the shape of the plant using the controls in the Plant Editor, then
press OK. A message will appear asking whether you want to animate the geometry or not. Click
Yes. The plant becomes animated, and you can check in the Timeline that a new Geometry
keyframe has been added at the current time. Changing current time will modify the geometry
of the plant as it is interpolated between the previous keyframe and the next one.
If you refuse to animate the geometry of the plant (by answering No to the above prompt), the
Forbid animation option will be activated for that plant (read here). If you decide later that
you would like to animate the geometry after all, you will have to remove the Forbid animation
option first (using the icon in the Animation tab of the Object Properties panel, see here).
You can also animate the materials used by the plant, either directly in the Aspect tab of the
Object Properties panel, or by editing the materials inside the Plant Editor.
Amazing effects can be achieved using this plant geometry animation feature.
The torus has an extra animation property than standard primitives like spheres, cubes, etc.
This property is the thickness of the torus rim (AKA outer diameter). To animate this property,
drag the current time slider to the time where you want to create the new keyframe, and open
the Torus Options dialog (read here for details on this). Select a new rim thickness and press
OK.
The torus automatically becomes animated, and, if you look at the Timeline, you will notice that
a keyframe has been added to the Thickness property of the torus.
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Camera Switching
VUE’s animation system lets you change the live camera (that is the camera that is used to view
the scene) at any point during an animation. This is known as camera switching. Camera switch-
ing provides an interesting way to enhance the dynamism of video clips; it is also essential if
you want to create storyboards.
Switching cameras is very straight-forward: simply drag the Current Time slider to a new posi-
tion in the Timeline, and select another camera (for instance using the Previous and Next Cam-
era icons in the Camera Control Center – see here). A new item will automatically be added to
the Timeline. This item, known as the Camera Switcher (see opposite), contains all the cameras
that are used throughout the animation. If a camera was already displayed in the list, it will be
replaced by the camera switcher. By unfolding the camera switcher, you can gain access to the
independent cameras, and adjust all their animation properties independently.
The camera switcher displays a blue line alongside each camera, indicating the period of time
during which each camera is live. A keyframe at the end of each line indicates the time at which
the switching occurs, and a thin line leads to the new live camera. You can modify the time
at which the switching occurs by dragging the corresponding keyframe. The last camera will
remain live until the end of the animation, or for 1 second after switching, whichever ends last.
You can prevent camera switching from taking place by making a camera “unswitchable”. This
is done by selecting the Non switchable camera option ( ) in the Aspect tab of the camera’s
Object Properties panel (see here). When this option is set, activating this camera will not make
it the live camera for rendering, and it will not create a camera switching keyframe. This is
particularly useful if you have setup a camera to view your scene from a different point of view
(like a director’s camera), and you don’t want to create a camera switch each time you use that
camera.
Cameras don’t have to be animated in order to be live, and making them live will also not make
them animated. But you can definitely use animated cameras for camera switching. However,
because a given camera is not accessible outside its “live” time span, you cannot edit the cam-
era animation by simply dragging the Current Time slider and modifying the camera settings
(because this camera may no longer be the live camera at this new time). To be able to modify
camera animation outside the camera’s “live” time span, you first need to select that camera
in the camera switcher (unfold the camera switcher’s content and click on the camera to edit).
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When this is done, the camera will remain active even at times where it isn’t live, thus letting
you edit the camera settings at any point in time. Cameras that are selected this way will remain
active until they are deselected.
Another interesting aspect of camera switching is that you can easily create cameras that have
different post processing settings (see here). This way, you can easily have one camera film the
scene in black and white, while another one films it from another point of view, this time in full
color.
The post processing and motion-blur settings in the Camera Options dialog (see here) can be
animated. When you edit these settings at a new time, new post processing and motion blur
length keyframes will be automatically added to the Timeline.
If post processing is common to all cameras (the Post processing applies to all cameras option
is selected in the Camera Options dialog), post processing keyframes will appear in the global
post processing property (identified by the pictogram). If post processing is on a per-camera
basis, they will appear in the post-processing property that is added to the end of the list of
camera animation properties.
You can edit post processing keyframes like any other keyframe, but you have to keep in mind
that enabling or disabling post processing options in the Camera Options dialog enables or
disables these options throughout the entire post processing animation. For instance, if you
uncheck the Post processing option to remove post processing at a given time, this will remove
all post processing in the entire animation.
Motion blur length keyframes can be edited like any other keyframe.
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Animating Materials
Although there is a material animation property for most objects, material animation is not
done in the 3D Views. It is done directly in the Material Editor (read everything about the Material
Editor here).
If you want to animate the material of an object, you will first need to open the Material Editor;
double-click on the material preview in the Aspect tab of the Object Properties panel (see here).
This is the simplest method of animating a material. All you have to do is select the Animate
material surface option in the Material Editor. The Time Dependent Material notice becomes
visible in the caption of the Material Editor. Also, if you check the Timeline, you will notice that
the material is now listed at the bottom of the list of animated objects. Animated materials
always appear at the bottom of the list. No keyframes are available for that material, because
it is the same material that is being modified by time (turn to Complete Material Animation to
find out how material keyframes are created).
What this does is replace by the current time the Z component of the position at which the
material is being computed. Strange idea? Not quite: since all the procedural noises used in the
construction of a Function are defined in three dimensions, replacing one of these dimensions
by the time means that these procedural noises will become animated (you can read the section
on the Function Graph if you don’t understand this). You’ll have undulating waves appear at the
surface of water, clouds that change shape over time, moving underwater caustics, and many,
many more exciting effects…
The drawback of this type of animation is that it works best on horizontal, flat surfaces. It will
look stretched on vertical parts of objects. However, it works perfectly with horizontal planes,
so it does a great job of animating the surface of a water plane, or the shape of clouds.
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The second type of material animation is very similar to the first. It offers you the possibility of
moving the origin of the material in time. That way, you can not only create waves that undulate,
but also give an overall movement to the waves, like if they were approaching a shore. Creating
a material velocity also adds the Time Dependent Material notice to the caption of the Material
Editor. Also, if you check the Timeline, you will notice that the material is now listed at the
bottom of the list of animated objects. Animated materials always appear at the bottom of the
list. No keyframes are available for that material, because it is the same material that is being
modified by time (read below to find out how material keyframes are created).
To create a material velocity, switch to the Effects tab of the Material Editor, and enter the X, Y
and Z components of the Velocity of the material origin. Alternately, you can drag the current
time slider to a new time, and enter X, Y and Z components into the Origin of material fields.
VUE will automatically compute the corresponding origin velocity.
Note:
Material velocity settings override Material Surface animations. To maintain the effects of Mate-
rial Surface animation, you should enter 1 as the Z velocity component. Consequently, defining
a velocity of (0, 0, 1) is strictly equivalent to doing a Material Surface animation.
If you do a complete material animation (see below), you can also change the material velocity
with time…
Using this type of animation, you can define material keyframes that will be interpolated by
VUE to produce smooth blending from one material keyframe to the next.
Creating a complete material animation adds the Animated Material notice to the caption of
the Material Editor.
To create a complete material animation, drag the current time slider to the time of the new
material keyframe and modify the material. A message will appear giving you the option to
animate the material. Click Yes. The material is now animated. If you check the Timeline, you
will notice that the material is now listed at the bottom of the list of animated objects, and that
the new keyframe has been added at the current time (animated materials always appear at
the bottom of the list). The keyframe is also added to the material property of the animated
objects that use the material.
If you move the current time slider, you will notice that the preview of the material is re-rendered
to display an updated preview of the material at the current time. The settings in the Material
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Editor are updated to display the settings of the keyframe immediately before the current time.
You can select, move and delete material keyframes just the same as with other object property
keyframes.
This is the most complex type of material animation – and also the most powerful. It involves
diving into the arcanes of material creation, and driving one or several material parameters
using functions that depend on time. That way, you can achieve extremely advanced material
animations that could not be achieved using other types of animation. For instance, you could
animate the density function of a volumetric material to create swelling smoke effects using
the Function Graph.
This type of animation can also be combined with the other types of material animation for
totally amazing visual effects.
If you have selected to publish certain parameters for the animated materials, they also appear
in the Timeline as well as the Material Editor (see here for more information about Published
Parameters for Materials).
This is particularly useful to animate an EcoSystem population. If you publish origin of a greyscale
map and connect to the density, the EcoSystem will be animated correctly.
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Dynamic EcoSystems can now vary with time. You can create an animation in a scene using a
Dynamic EcoSystem (over a terrain, for instance), and make one or several distribution settings
depend on time. If one or several parameters (density, overall color, overall scaling, for exam-
ple) of the EcoSystem material depend on time, the dynamic population will be recomputed at
each frame of the animation, which will give a new kind of animation for EcoSystems.
This can be achieved by editing the corresponding functions in the Function Graph – for example
by loading an animation map and using it as density, or by editing the material at a non-zero
time and answering Yes to the question about animating a material. The population will then
be recomputed at each frame.
It should be noted that animated EcoSystems will not work well if the density varies smoothly.
Instead, the density needs to vary in steps, since flickering may occur due to the fact that plants
are being added and removed randomly which could cause some jumping of the population.
You can animate every aspect of a scene in VUE, and that includes the atmosphere. In this
section you will find out how this is done.
Basically, there are three different aspects of an atmosphere that can be animated: the atmo-
sphere itself (including sky dome colors, fog and haze, lighting conditions, etc.), the clouds in
the sky, and the sun.
Atmosphere Keyframes
Atmospheres are animated by interpolating standard atmosphere settings. That includes all
the settings that are not directly connected to cloud materials or to the sun. Please read the
section on Atmospheres for complete details on these settings.
To animate the atmosphere, drag the current time slider to the time where you want to create
the new keyframe, and open the Atmosphere Editor.
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Now modify the atmosphere as required. The atmosphere automatically becomes animated,
and the Atmosphere keyword appears at the bottom of the list of animated items of the Time-
line. This keyword always stays at the bottom of the list, so that it can be located easily. An
atmosphere keyframe is also added at the current time.
Atmosphere keyframes can be selected, moved and deleted just as other animated object prop-
erty keyframes.
VUE automatically interpolates the settings in the atmosphere keyframes to produce smooth
transitions from one keyframe to the next.
You will find ready-made animated atmospheres in the Animated collection of atmospheres of
the Visual Atmosphere Browser.
Animating Clouds
Besides animating the atmosphere itself, you can also animate the clouds to produce amaz-
ing effects such as clouds drifting in the wind, slowly changing shape, or growing increasingly
thicker with time!
This is done by animating the cloud material. Using the Clouds tab of the Atmosphere Editor,
select the appropriate cloud layer, then double-click on the cloud material preview to open the
Material Editor. Use any of the material animation method described in the preceding section
about Animating Materials.
When you animate clouds, the Atmosphere keyword in the list of animated items becomes a
folder. Animated clouds are automatically appended to this folder.
Other useful parameters used to animate clouds are contained in the Cloud animation group.
Using Direction and Velocity controls, you can make your clouds drift in the wind! The Rate
of change control is used to set the evolution rate of the cloud layer (whether the shape of the
clouds changes slowly or rapidly).
Note:
Those settings remain constant during the animation and can only be set for the first keyframe.
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The sun is animated as any other animated object in the scene. You can animate the direction
of the light, the color of the light and the softness of the shadows cast by the sun.
To animate the sun, use any of the tools described in the section on Animating Objects.
The animation of the sun is done independently from the animation of the atmosphere. The
sun will be listed among other animated objects in the scene.
You can also animate the color of the light, and the balance of the light, using atmosphere
keyframes (see above).
Pasting Animation
Pasting animation is a convenient way of applying to one object the animation settings of an-
other object. A typical use could be to copy the animation path of one object onto another
one.
To use this command, select an animated object and copy it using the Edit | Copy command in
the main menu. Then, select the object to which you want to apply the animation settings, and
select the command Edit | Paste Animation from the same menu. Animation is pasted in such
a way that the position, size and orientation of the object at the current time are preserved.
Note:
The Paste Animation command attempts to preserve as much of the original animation as
possible. For instance, if you paste the animation of a plant onto a sphere, only path, orienta-
tion and size will be pasted. But if you paste it onto another plant, wind animation will also be
pasted!
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If the atmosphere comprises animated clouds, you will have to destroy the animation of the
clouds using one of the aforementioned methods before the Atmosphere folder is removed
from the list.
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You can make the animation of a property begin anytime you like by moving the corresponding
keyframes. It doesn’t have to start at null time.
To do that, select all the keyframes of the property animation you want to shift in time, and drag
the keyframes (or Control drag the first keyframe). You can drag the first keyframe to a positive
time, or even to a negative time.
The cool thing about this is that you can start a repeating animation when you like. Once it
has started, the animation will repeat indefinitely. This is a good way of dephasing identical
animations so that they don’t look identical.
You can change the duration of the entire animation using the menu command Scale Anima-
tion… and inputting the new duration of the animation. The animation of individual objects
will be automatically scaled to match the requested duration.
You can also change the duration of animation of individual objects using the Animation Tool-
box.
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Time splines are an incredibly powerful tool for whoever wants to gain full control over the
animation.
Basically, what time splines do is allow you to control precisely the flow of time. Thus, you can
accelerate or slow down events to meet your wildest requirements. You can even invert the
flow of time and make your animation play backwards!
For instance, by successively inverting the flow of time, you can make an animation repeat with-
out having to use the Repeat modes. This lets you control how many times an animation re-
peats, as well as the exact way it repeats…
You will find a set of interesting time splines in the Time splines collection of the Visual Filter
Browser.
Time Splines are modified using the Time Spline Editor. To edit a Time Spline, simply select
Edit Time Spline from the popup menu that appears on top of the Time Spline view inside the
Timeline (or Control click on it). The Time Spline Editor appears.
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The tools you use to modify time splines are very similar to the ones you use to edit filters (see
here). The file format for saving time splines is actually the same as that of filters, and data is in-
terchangeable between both. This is why the preset time splines are placed in the Filters/Time
Splines collection together with other filter presets.
To open the Time Spline Editor, either click on the time spline with the Control key pressed,
or select Edit time spline from the time spline’s popup menu. The Time Spline Editor can be
resized if you need a more detailed view of a given part of the time spline.
On top of the grid (if it is displayed) you will notice thin lines. These lines indicate the position
in time of the keyframes of the animated property, and can be used for reference. The solid
vertical line indicates the Current Time.
The range of time covered by the time spline always starts at the first keyframe of the property’s
animation, and ends at its last keyframe.
Standard time flow is achieved with a slope of 1. If you increase that slope, you are making
time flow faster, so you are actually accelerating the animation. If the slope is less than 1, you
are making time flow more slowly, so the animation will be slowed down. If the slope becomes
negative, time flow is inverted, and the animation will play backwards.
The Curve
The curve is the large area that sits in the middle of the editor, just below the toolbar. This area
displays a curve representing the profile of the time spline. You can zoom in and out, and pan
the view using standard commands (Right mouse drag to pan, Ctrl + Right mouse drag to zoom).
Time splines are built from Key Points, joined together by straight lines or curves. You can
modify a Time Spline by adding, moving or deleting key points. The key points are figured by
small round handles ( ) on the curve. These handles appear as soon as the mouse cursor is
placed above the curve. All time splines have a key point on the right edge (the corresponding
handle can only be moved vertically).
Keyframes can also be added by clicking on the animation curve at the appropriate spot.
Linear time splines are generated from segments while smooth time splines are generated from
cubic curves.
You can switch from linear to smooth time splines, by clicking the Smooth curve icon in the
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toolbar.
The behavior of a smooth time splines is identical to that of a linear time splines except that you
can change the slope of the curve around the key points, yielding a smoother -round- profile.
To modify the slope around a key point, select the key point by clicking on its handle ( ), or
by typing its horizontal position in the Position X box. The Slope boxes now indicate the slope
to the left and to the right of the key point. Type in new slope values. If you selected the handle
by clicking on it, the tangents to the curve will appear. You can drag the ends of the tangents
to modify the slope.
Selecting the Smooth joint icon will ensure that the slope is the same on either side of the key
point (the default). If you want to have a different slope on either side of the key point (e.g. to
create a crease in the curve), you must deselect this option and then modify the slope.
Toolbar
The Time Spline Editor’s toolbar is the collection of icons at the top of the editor. The meaning
of these icons is as follows:
• Smooth curve: this is a toggle icon. If the icon is blue, the time spline is built from
straight lines; if it is orange, the time spline will be built from curves. Click on the icon to
change the type of time spline.
• Auto-tangents: this is also a toggle icon; it is only available when the time spline is
smooth. If the icon is toggled, the tangents at newly added key points will be computed
automatically in order to modify as little as possible the overall shape of the curve. If you
drag a key point when this mode is active, the tangents will be modified dynamically so
as to minimize the deformation of the curve.
• Smooth joint: this is also a toggle icon; it is only available when the time spline is
smooth and a key point is selected. If the icon is toggled, the slope on either side of the
key point will be the same, ensuring that the resulting curve doesn’t exhibit any sudden
changes in slope around that key point. If you click the icon, it will become blue, meaning
that the slope on either side of the key point can be modified independently, resulting in
a crease in the curve.
• Show grid: this is a toggle icon. When it is orange (enabled) a grid will be displayed
on top of the curve. This grid can be used for reference when building a time spline.
• Snap to grid: this is a toggle icon. When snapping is on (the icon is toggled), key
points will be automatically “attracted” to the grid or nearby keyframes when you ap-
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proach the mouse cursor from the grid/keyframe. This is useful for setting up time splines
with “rounded” values.
• Zoom in: click this icon to display a zoomed view of the time spline. This lets you
edit detailed portions of the time spline.
• Zoom out: click this icon to zoom out of the view of the time spline. This lets you
visualize a larger portion of the time spline.
• Reset pan/zoom: click this icon to reset the view of the time spline so that the time
spline fills up the entire graph exactly.
• Flip Vertical Axis/Flip Horizontal Axis: this flips the axis of the graph either hori-
zontally or vertically.
Press Load to load one of the sample time splines using the Visual Filter Browser.
Press Save to save the current time spline in a stand-alone file, for use in future scenes. Saved
time splines will appear in the Visual Filter Browser like any other of the predefined time splines.
By default, time splines are placed in the Filters subfolder. This means that they will appear in
the Personal collection inside the Visual Filter Browser.
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• click the handle ( ) of the key point you want to modify. The handle becomes black,
and the Position indicated is now the position of the key point. Type the new position of
the key point.
• type the horizontal position of the key point you want to modify in the Position X box,
then indicate the new vertical position of the key point.
Note:
You can’t move the horizontal key point position using this method.
Animation Toolbox
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The Animation Toolbox provides a convenient set of tools to process the animation of your ob-
jects. It operates on all the animation properties of an object.
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The Selected motion drop-down list lets you select a motion type.
Press the Options button to display the Motion Options dialog and customize the sensitivity of
your object to its motion.
The last two controls in the Selected motion group set the Look ahead and Smoothed velocity
properties. These checkboxes are automatically set or reset when you change the type of mo-
tion of an object. By overriding these settings you can increase the variety of types of motion
available. You can read more about these properties below.
Use the Repeat mode group to select the type of Repeat mode for the object. The default is
Once.
The Make constant velocity motion and Make Ease in – ease out motion buttons automat-
ically reorganize the keyframes of the position property of your object to produce a constant
velocity motion, or an ease in – ease out motion respectively. The effect of these buttons is
identical to setting these options in the Animation Wizard.
The Path display options group is a mirror of the path options available in the Properties Time-
line (the toggle-buttons). The effect of each of these options is explained in the section
about the Timeline.
Look Ahead
The Look ahead property is a neat property that makes objects always point in the direction
in which they are traveling. You can modify the direction in which the object points relative to
that Look ahead direction using the standard rotation tools. You can even animate this relative
rotation.
Smoothed Velocity
When this property is set, the velocity of the animated object is automatically processed to
ensure smooth acceleration/deceleration between way points. This ensures perfectly smooth
motion, and, better still, smooth accelerations!
However, there are some cases when it is not possible to smooth the acceleration of the object,
because of very sudden changes in velocity. When this happens, VUE displays a straight line
heading away from the path. To correct the problem, you should make the velocities on either
side of the faulty way point closer one to the other.
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When you create or move a keyframe, its position in time always corresponds precisely to that
of a frame of the animation. However, when you resample keyframes using this tool, they may
no longer occur at the precise time of a frame of the animation. This is done to maintain a strict
equivalence between the initial animation, and the animation with the new duration. If you
move a keyframe, it will snap back to the time of a frame.
Note:
You can change the duration of the entire animation by using the Scale Animation… com-
mand.
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This dialog lets you customize the sensitivity to motion of your animated objects. It is accessed
by pressing the Options button in the Animation Toolbox.
If your objects tend to “over-react” or not react sufficiently to motion (this happens when you
build scenes at unusual scales), this dialog can help solve the problem (you may like to read
the troubleshoot entitled Objects Overreact to Motion for a discussion on this topic).
The default Roll sensitivity is 1. To reduce the amount of Roll in an object animation, reduce
the corresponding sensitivity by dragging the slider to the left. To boost Roll, drag the cursor to
the right. You can revert the effect of roll by changing the sign of the value (e.g. use a negative
value where the value was positive).
The default Acceleration sensitivity is 1. To reduce the amount of dipping (e.g. Helicopter
motion) or rising (e.g. Motorcycle motion) in an object animation, reduce the corresponding
sensitivity by dragging the slider to the left. To boost it, drag the cursor to the right. You can
revert the effect of acceleration by changing the sign of the value (e.g. use a negative value
where the value was positive).
You can vary sensitivities up to a factor of 10. Although this should cover most requirements,
there may be special cases when this is not enough. You can go over this limitation by entering
a value directly in the edit fields.
Anticipation: this setting controls the amount of anticipation in the reaction to motion. In
reality, an aircraft will start to bank before the turning actually takes place. This setting lets
you control this effect. Bigger anticipation values will produce smoother reaction to motion,
whereas short anticipation will result in jolty reaction to motion. Keep in mind that an aircraft,
for instance, rarely banks completely in half a second!
Ignore time spline for dynamic motion reaction: when this option is checked, the time spline
won’t be taken into account when processing the motion of your objects. This is useful, for
instance, when defining a pendular motion time spline with the look ahead property set, and
you don’t want your object to turn around before it moves back.
Pitch up with acceleration: this controls how strong the effect is.
Pitch up start: this controls the acceleration level that starts triggering the pitch-up effect.
Full pitch up: this controls the acceleration level at which full pitch up is achieved.
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Linked Hierarchies
VUE supports a type of hierarchical animation entitled forward dynamics. Forward dynamics
is a feature that greatly simplifies the animation of complex structures. It lets you build a hier-
archy of objects by linking some objects to others (the link parents). When an object is linked,
modifying the link parent automatically modifies the linked object.
To set links, you use the Animation tab of the Object Properties panel.
Once you have created a link, you can modify the relative position, orientation and size of the
linked object in a standard way. However, if you modify the link parent, the linked object will
be affected in some way.
You can link objects to a member of a group, but you cannot link a member of a group to any-
thing else than the group itself. This has an inconvenience: if you want to manipulate a whole
hierarchical structure, you will have to manipulate only the topmost parent. All other objects
linked to that parent will follow.
If you try to link objects to other objects that depend (directly or indirectly) on that object, you
will create a deadlock in the hierarchical structure. VUE detects this situation and displays a
warning before it destroys the bad links.
You can animate the relative position, orientation and size of linked objects. This animation
will be based on the current conformation of the parent object.
You can even create links to objects that have the Look ahead property (see here), however, it
is not possible to create partial links to such objects (see below).
• click on no object (or on an empty part of a toolbar) after having pressed the button
in the Animation tab.
Tracking Objects
Using the automatic tracking tool (read here for instructions on activating this), you can instruct
an object to always point in the direction of another object (the track parent). The tracking
object points directly at the center of the tracked object.
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Once the tracking has been activated, moving the track parent will modify the tracking object
so that it keeps pointing at the track parent. Just the same, moving the tracking object will also
modify its orientation so that it keeps pointing at the track parent.
You can decide which axis of the object will be pointing at the tracked parent by using the con-
trols in the Animation tab of the Object Properties panel.
You can also rotate the tracking object relative to the direction of tracking. This relative rotation
will be maintained if you move the tracked object or the tracking object. However, you cannot
animate the relative rotation. Since the tracking object points at the center of the tracked par-
ent, rotating the tracked parent does not affect the tracking object (unless you have defined a
pivot for the tracked parent).
• click on no object (or on an empty part of a toolbar) after having pressed the button
in the Animation tab.
Loose linking and tracking is the ability for VUE to simulate the approximate reactions of a real-
world response, and thus avoid the stiff, automatic, and usually jolty effects of linking and track-
ing in animations.
Note:
Because loose dynamics need to take into account the globality of the animation, you will not
see their effect in the interface.
Use the Response slider to control the quality of the linking or tracking. Setting the slider to
roughly ¼ of the range corresponds to a typical human reaction time.
You can also customize this response using the Forward Dynamic Options dialog (see below).
Note:
loose dynamics only act on linked object position and tracking orientation. If you want other
object properties to be “loosely related”, you will have to customize the object’s graph.
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The Forward Dynamics Options dialog lets you control the linking between objects, as well as
customize the accuracy of the response in case you are using loose dynamics.
To access the Forward Dynamics Options dialog, select the menu option Object | Forward Dy-
namics Options or long-click/right click on the Pick link object or Pick tracked object icons
(resp. and ).
Use the Tracked object and Link to drop-down list boxes to select the tracked and link objects.
Partial Links
You can decide how the linked object will be affected by modifications made to the link parent
by checking or unchecking the link options boxes of the Animation tab in the Object Properties
panel.
If you uncheck one of the linking options, the corresponding attribute will not be inherited from
the link parent. This type of link is known as a Partial Link
• Position: if you uncheck this linking option, the linked object will no longer move with
the link parent, but it will keep rotating and changing size as the link parent does.
• Rotation: if you uncheck this linking option, the linked object will no longer rotate with
the link parent, but it will keep moving and changing size as the link parent does.
• Size: if you uncheck this linking option, the linked object will no longer be resized with
the link parent, but it will keep moving and rotating as the link parent does.
• Join: this is a neat linking option that disables the joining of the linked object’s center to
that of the link parent if it is unchecked. This means, for instance, that instead of rotating
around the link parent’s center, the linked object will rotate around its own center (while
still moving with the parent, if the parent moves…). The same happens with size.
There are two conditions when the use of partial links is not possible:
• You cannot disable one or more linking options for an object that is linked to a parent
object having the Look ahead property (see here for details). However, you can disable
the linking options prior to declaring the link.
• It is not possible to define a partial link to an object that is itself tracking another one
(read further for details on tracking objects).
VUE will issue a warning and cancel the operation.
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Loose Dynamics
The Response slider replicates the same slider on the Animation tab of the Object Properties
panel (see here), which lets you control the accuracy of link and track response. A value of 0%
indicates that the response of the forward dynamics engine is “perfect”, meaning that there is
no error introduced by loose dynamics. Increasing the value gradually “slackens” the accuracy
of response to make it more realistic.
You can customize this response by ticking the Custom response checkbox. When this option
is selected, the following custom response settings become available:
• Delay: this settings controls the typical reaction time between a change of the “master”
object (the tracked or link object) and the object attached to it. This is similar to the
response delay caused by human reflexes (0.2 seconds).
• The three following settings (Proportional, Integral, Derivative) are the three parame-
ters of a standard PID Controller.
Object Graph
As soon as you activate the loose dynamics engine by selecting a non-perfect response in the
Animation tab of the Object Properties panel, an Object Graph is automatically created for that
object (see here). If you edit the graph, you will notice that VUE automatically adds the required
nodes to calculate the position, orientation and size of the attached object, based on the prop-
erties of the master object.
By editing this graph, you can easily create more elaborate types of linking and tracking.
Note:
Object graph-based linking and tracking may not yield exactly the same results as standard
forward dynamics, even when Response is set to be perfect. The only way to revert to standard
forward dynamics after activating loose dynamics is to destroy the link or track relationship and
re-create it.
Camera Mapping
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Camera mapping projects a bitmap through a given camera over some geometry. When ren-
dering an animation where camera movements are of limited amplitude, it can be worth ren-
dering a single high quality static image of a subset of your scene (generally background parts
that don’t change much through the animation), then removing all corresponding components
from your scene, and project this render over a simplified underlying geometry to accelerate
subsequent frames rendering. The projection would be done through a secondary static cam-
era that matches the one used to perform the initial render. As long as the viewing camera
doesn’t shift too much from its original position, the projected render can efficiently replace
corresponding complex geometry.
Camera mapping is available through a dedicated projection node in the Function Graph. It is
therefore material-specific, and should be used to control the color output of the correspond-
ing material:
Edit the material of the object(s) over which your bitmap should be projected
• Open its color production Function Graph
• Create a standard “Texture Map” node where you can load your bitmap
• Connect the texture map node output to the color output
• Replace the default “UV coordinates” input node with a “Camera projection” node
• Select camera through which projection should be performed
• Set the aspect ratio to be the same as your bitmap (the camera needs this information to
compute the proper projection)
When performing a reference render that is to be projected via camera mapping, a few rules
should be followed to allow for a proper integration without perspective and/or color shifts:
• Always disable all post render effects like natural film response, automatic exposure, lens
glare or post processing. These effects should only be applied to the “final” render that
uses your reference render via camera mapping (or these would be applied twice!)
• The camera used for the reference render should be stored as is, used as the camera map-
ping projector, and remain static. So if your viewing camera is animated, it shouldn’t be
used as the projector since your reference render is only valid for a given viewpoint.
• Don’t forget to match the Camera projection node aspect ratio to your reference render
picture, so the projected render aspect is preserved.
• Use the new Ignore lighting ( ) and Ignore atmosphere ( ) buttons to disable any
external influence over your camera mapping material, as these effects are already in-
cluded in the reference render.
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To render an animation, open the Timeline and press the Render animation icon ( ). The
Animation Render Options dialog pops-up. If you activate the alternate action of this icon ( ),
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the Advanced Animation Options dialog will appear instead. See below for a description of these
dialogs.
The Preset Render Quality group lets you select a Preset Render Settings.
Note:
Motion Blur is only rendered with Broadcast or higher render settings. If you select User set-
tings, you can fully customize the render engine by pressing the Edit button.
Use the Frame resolution group to indicate the resolution of the frames in the animation (Hor-
izontal x Vertical). The horizontal and vertical resolutions are linked by the aspect ratio of the
scene.
The Animation limits group lets you indicate the part of the animation that you want to render.
Render complete animation: if this option is selected, the complete animation will be ren-
dered, starting at the beginning of the active part, and ending at the end of the active part (by
default, this is the entire animation sequence, starting at 0 and ending at the last keyframe).
Render sequence: if this option is selected, you can enter manually the limits of the anima-
tion. You can either enter the limits using Frame numbers, or using Time. The time or frame
counterpart is automatically updated. The values in these fields are initialized with the values
of the start and end of the active animation part, as defined by the yellow line in the Timeline
duration bar.
Frame increment: this setting lets you skip frames in an animation to reduce render time with-
out affecting the frame rate. By default, the Frame increment is one, which means that all the
frames in the animation are rendered. Entering 2 will render every other second frame; enter-
ing 5 will skip 4 frames after each frame rendered (rendered frames will thus be: 0, 5, 10, 15,
20…).
Channel Files
VUE can generate and save the three channels (Color, Alpha and Depth) of an animation. Using
channels, you can easily composite VUE animations with other animations using an external
compositing application. You can also generate full G-Buffer information for each frame, for
maximum compositing information.
The Channel files group of controls let you select the destination files for the channel anima-
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tions. By default, only the Color channel is saved (Alpha, Depth, G-Buffer and Multi-Pass chan-
nel files are disabled).
Press the File format options button to display the standard VUE Picture Format Options dia-
log. The frames of the animation are named after the filename you indicate, with the number of
the frame appended to it (e.g. if you save to file Anim.bmp, frames will be named Anim_000000.bmp,
Anim_000001.bmp, Anim_000002.bmp, etc.).
Frame padding: click this button to bring up the Frame Name Options dialog. Using this dialog,
you can change the zero-padding of the frame file names.
G-Buffer / Multi-pass options: click this button to configure the creation and gathering of Professional,
G-Buffer and Multi-pass rendering information while rendering the animation. This option En-
is only available when the Optimize last render pass option in the Render Options dialog is treprise...
deselected (see here). If you click this button, the Multi-Pass Options (G-Buffer ) dialog will
appear, letting you select which rendering components and masks to render.
Note:
Selecting this option doesn’t mean the G-Buffer or Multi-Pass information will be saved in the
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animation file. You need to select the RLA or RPF file formats (for G-Buffer information), or ...Professional,
multi-layer PSD file format (for Multi-Pass information) for this to happen. En-
treprise
Frame Rate
This group controls the number of frames that will be rendered for every second of animation.
The higher this number, the more smoothly the animation will play back. But the longer it will
take to render (and the larger the resulting file).
Bear in mind that the human eye is unable to isolate more than 24 frames per second. So there
is no real point in rendering more than 24 frames per second (unless you are rendering for TV
video, where there are synchronization concerns requiring and increased frame rate).
The default is 15 frames per second, and produces reasonable smoothness at a reasonable ex-
pense.
Frame Resolution
This provides a list of typical animation frame resolutions as well as the ability to define custom
frame sizes. If the Other frame resolution option is selected, entering a resolution in one of the
fields will automatically recompute the corresponding resolution for the other field (according
to picture aspect ratio, provided that this aspect ratio hasn’t been set to Free (user defined)). If
you want to change the aspect ratio of your frames, press the Edit button in the Preset Render
Quality frame to access the Render Options dialog.
Timecode
The Show timecode on frames option will automatically add the frame’s timecode on the ren-
dered animation frames. If you are saving the frames as multi-layer PSD files, the timecode will
be placed on a separate layer, so that it can be hidden in post work. The format of the timecode
will be the same as the way the frames are identified in the Timeline. This can be changed by
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Whenever this option is selected, the Edit button becomes active. Clicking on this button will
display the Timecode Marking Options dialog, letting you configure the color and location of the
timecode on the frames.
Use the Text frame of the Timecode Marking Options dialog to select the size and color of the
text that displays the timecode. Available text sizes are:
• Small: very small text, approximately 10 pixels high.
• Medium: this is the same as the typical text used in the application’s interface. Approxi-
mately 13 pixels high.
• Large: this is bold text (the same as the dialog captions in the application interface). Ap-
proximately 14 pixels high.
• Extra-Large: this is very large text. Approximately 20 pixels high.
Double-click on the color control to change the color of the timecode text.
Use the Background controls to configure the background of the timecode text. You can adjust
the opacity and the color of the background. This is useful to ensure that the timecode text is
readable, whatever the frame colors.
Finally, use the Position on frame buttons to select the placement of the timecode text on the
frame.
Disable automatically for Final or better render modes: when this option is checked, the
timecode will be automatically removed when performing the final rendering (Final or better
render quality). This can avoid wasting an entire final-render batch just because you forgot to
remove the timecodes.
If you have this setting checked, the Timecode fields will be grayed out and unavailable when
you select a render setting of Final or higher. If you wish to make changes to the Timecode
stamp settings, perhaps have it render on a Final or higher quality render, switch your render
mode back to Preview or OpenGL to enable the Timecode stamp, then the Show timecode on
frames field becomes available so that you can edit it.
Renderer
This option lets you select the renderer to be used for rendering the image or animation:
• Internal renderer: select this option to use VUE’s internal renderer. This is the best for
quick renders that require interactive feedback (e.g. when rendering a quick preview).
• External renderer: when this option is selected, VUE will invoke a standalone render-
ing application that is installed together with VUE. This application will take care of the
rendering. Because it is a separate application that is entirely dedicated to rendering, it
doesn’t have to deal with all the overhead of a graphical interface, and can consequently
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dedicate more memory to the actual rendering process. The caveat is that the scene has
to be sent over to the standalone renderer so the time it takes to actually start rendering
is longer than when using the internal renderer, and also, because rendering is done by
a separate application, you do not see the picture appear gradually on screen as it ren-
ders. You can configure the external renderer to either render on your computer, or on a
network of RenderCows. This option is particularly useful to speed up the rendering
of very large pictures because it splits the render load across all available nodes on your
network.
Note:
Network rendering is only available when you render to screen or to disk.
• RenderNode network: select this option to use a separate render farm administration Professional,
tool and split the render load across a network of RenderNodes. Please turn here for En-
details on the difference between RenderCows and RenderNodes and the Network Ren- treprise
dering Options dialog.
If you configured your external renderer to use network rendering, the picture will automati-
cally be chopped up into tiny fragments. The HyperVUE™ Network Rendering Manager will then
assign each fragment to a RenderCow™. The network manager collects the resulting picture
fragments and reassembles them into the final picture. When you press OK to begin rendering,
the scene is added to the list of queued jobs. If it is the first time you render across a network,
the HyperVUE Network Rendering Manager will appear, letting you configure network render-
ing.
Note:
Avoid using network rendering for quick renders, because the overhead of managing the render
nodes and communicating over the network may actually result in longer render times.
Miscellaneous
Auto-play animation when done: select this option to automatically begin playing the anima-
tion in an external player when the rendering completes. This option is only available when
rendering to an AVI file on Windows systems, and to a QuickTime MOV file on Macintosh.
Resume rendering animation: if this button is active, press it to resume rendering an anima-
tion that was stopped before it completed. VUE restarts rendering from the exact point where
it was stopped (thus avoiding any loss of render time) and appends the new frames to the pre-
vious animation files (with the exception of compressed AVI files, because AVI doesn’t support
appending frames to a compressed video stream; the animation will be saved as Part2). To re-
sume rendering an animation, you must use the same filenames as the ones used during the
interrupted render. All render options are stored in the resume enabler files, so you don’t need
to worry about them.
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Advanced Animation Options: press this button to display the Advanced Animation Options
dialog (see below).
To accept the changes and render the animation with the new settings, click the Render ani-
mation button.
If you have interrupted a render, the Resume rendering animation button will be active. Click
on this button to resume rendering the animation.
Note:
Any changes to the render quality will make resuming a render impossible.
Using this dialog you can control advanced animation settings, such as flicker reduction, inter-
lacing, pixel aspect ratios as well as illumination baking.
Flicker Reduction
The options in this group let you activate special algorithms to attempt to reduce the dreaded
flickering that is so typical of computer graphics animations. While the ultimate solution to
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eliminate flickering is simply to increase anti-aliasing settings sufficiently, this has a tremen-
dous impact on render times. The methods described below are hacks that will attempt to
reduce flickering without having such a dramatic impact on render times:
Deterministic anti-aliasing: when this option is enabled (the default), anti-aliasing rays are
cast in random patterns that are repeatable from one frame to the next. This almost totally
eliminates static noise, but may, under certain very specific circumstances, create patterns that
would be noticeable to the eye. However, the impact on image quality is, at worst, barely no-
ticeable. This is why it is recommended that you leave this option on by default.
Multi-frame anti-aliasing: when this option is enabled, VUE will compare the current frame
to the previous and the next frame, and try to detect areas of strong flickering to concentrate
more rendering samples specifically on those areas. This option requires that the last 3 frames
be cached before actual completion of each new frame, and hence only works when rendering
an animation. It may also produce a slight blurring of the frames.
Distance blurring: this option lets you artificially blur the frames in the animation. Because
flickering appears oftentimes on parts of the scene that are far away from the camera – espe-
cially with the new EcoSystem technology where you can have very fine geometric details in
the distance – this blurring option lets you control the amount of blur according to distance:
The Intensity setting controls the influence of the distance on the amount of blur. Low settings
will blur only objects that are very far from the camera, while high settings will blur all objects
in the scene equally.
The Max. radius setting controls the maximum radius of the blurring that is applied to the
pixels in the frame (in pixels). You can use this setting in combination with the Intensity setting
to fine tune the blurring of the frames.
In the end, the amount of flicker reduction you apply to your frames should be the result of a
compromise between the amount of blur or flickering you can tolerate in your renders, and the
amount of time you are willing to spend on the rendering of a particular project.
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Field Interlacing
Turn this option on to activate field interlacing. Field interlacing will render every other half of
a frame, twice as often. This is due to the way video is played back on TV where the screen is
refreshed by halves 60 times per second (50 times for PAL). Use this option to ensure perfect
playback on TV – and only when rendering for TV. You can select which field will be the first
using the Upper field first or Lower field first options. Do not use this setting if you are not
rendering for playback on TV. Default is off.
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When this option is selected, all meshes that have not forbidden illumination baking will be
baked (according to the options of this group and the per-object baking options – see here)
before rendering the animation. This usually results in dramatic reductions of render times, at
the expense of potentially very long preparation times.
You can adjust the way automatic illumination baking is handled using the options in this group:
Bake every time: when this option is selected, the illumination will be baked again each time
you begin rendering the animation – whatever the current baking status.
Smart baking: when this option is selected, VUE will check the baking quality of all the meshes
in the scene and compare them to the desired rendering quality of the animation. If the current
baking quality is greater than required, and if the lighting conditions have not changed, the
illumination is not baked for that mesh. If the current baking quality is insufficient, or if VUE
determines that lighting conditions have changed, a message will appear asking whether you
wish to recompute illumination baking before starting the animation rendering.
Force baking this time: this option is only available when the Smart baking option above is
selected. If you check this option, the illumination of all the meshes in the scene will be recom-
puted this time (the check is automatically removed after completing the baking).
Map resolution boost: this setting controls the overall quality of the baking process. The
higher the resolution of the illumination maps, the greater the quality of the baking, and the
more detailed the illumination. You can define a base illumination map resolution for each
mesh in the scene. This base resolution should be such that, at any time during the anima-
tion, the illumination map’s resolution will be sufficient to avoid visible artifacts. This setting
“boosts” the resolution of the illumination maps of all the objects in the scene by a given boost
ratio. This is particularly useful if you decide to increase the output resolution of your anima-
tion, because all you have to do is increase the boost factor accordingly. The boost factor works
along the principle of octaves (+1 means double resolution, -1 means half resolution).
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This dialog lets you customize the quality of the animation preview that is rendered when you
press the icon in the Timeline.
To open this dialog you must activate the alternate action of the aforementioned icon .
Use the Preset render quality group to select the render setting that will be used to render the
preview (read here for details). Bear in mind that a preview render should be something fast,
so you might want to avoid using high quality settings such as Broadcast or Ultra. The default
is Preview.
Select the Preview frame rate of the animation preview. Default is 5 frames per second, but
you may need to increase it to get smoother playback.
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You can loop the preview if you check the Loop animation preview box. When this is checked,
the animation preview will start again at time 0 at the end of the preview. Stop the preview by
using the Stop button in the animation control bar.
Press the Discard current preview button to get rid of the current preview without having to
render another one.
If you are rendering an animation to individual frames and it is interrupted for any reason leav-
ing .tmp files in your target directory, there is a way to recover these files. VUE now generates
a recovery.cfg file containing the necessary information for the recovery.
Just start VUE from the Run dialog in Windows or the terminal window on the Mac using this
command line:
Examples:
Windows:
Mac:
This will convert any .tmp files to the finished format you intended. Once finished, VUE will
continue to startup as normal.
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Technical Notes
This is why, when no relative rotation has been defined, 0° rotation angles appear in the Nu-
merics rotation fields, although the object is not oriented that way.
The relative rotation will be maintained along the path of the object (for Look ahead objects) or
if you move the track parent (for tracking objects). You can also animate this relative rotation
to achieve really cool effects.
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VUE offers other Import/Export options as well for your tracking information and animation.
Professional,
Import Synchronization Data En-
treprise
You can import synchronization data using .fbx and Nuke Channel format (.chan) as well as
VUESynch data (.dat). These options are found using the Animation | Import Synchroniza-
tion Data menu command. You can also import the camera in .abc (Alembic format).
After choosing which objects (among cameras and lights only) should have their animation
data exported to VUE, use this function to import them. Camera path is imported as well.
If synchronization data contains animation data for a camera, VUE’s main camera will auto-
matically be synchronized with it. If you save your scene, the animation data will be saved
with it, in order to be reused later.
Note:
If you refuse to retrieve synchronization data, this data will be destroyed. You will have to
generate it again when you want to synchronize your scene.
If you find that only one keyframe is generated for the synch, check your Render settings in
the application and be sure the first keyframe starts at 1 and not 0. Then all of the keyframes
should be included.
Professional,
En-
treprise...
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VueSynch ...Professional,
En-
treprise
VUESynch ships with VUE. It includes plug-ins to synchronize animation data with the follow-
ing applications: Autodesk Maya, Autodesk 3DS Max, NewTek LightWave and Maxon Cinema
4D.
• [VUE_Installation_Folder]/Addons/Synchro Plugins/
Help files are available for each plug-in that explain how to install and use the various plug-ins
for each supported 3D application:
Alternatively, if you want to use the synchronization data on another system, you can save the
synchronization data to file for later use. To load a synchronization data file, use the Anima-
tion | Import Synchronization Data menu command.
Note:
If synchronization data contains animation data for a camera, VUE’s main camera will auto-
matically be synchronized with it. If you save your scene, the animation data will be saved
with it, in order to be reused later.
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Note: ...Professional,
En-
If you refuse to retrieve synchronization data, this data will be destroyed. You will have to treprise
generate it again when you want to synchronize your scene.
If you find that only one keyframe is generated for the synch, check your Render settings in
the application and be sure the first keyframe starts at 1 and not 0. Then all of the keyframes
should be included.
This is it! Your object is synchronized according to the animation data of the original scene.
You can observe the results by moving the current time cursor in the Timeline and see your ob-
jects follow the same animation paths as in the original scene. If you want to de-synchronize
a specific object, just change its Motion type.
Note:
The animation path and orientation of synchronized objects cannot be modified. You can still
modify the animation of other animated parameters. For camera objects, not only position
and rotation are synchronized, but also focal length and motion blur amount. Therefore, you
won’t be able to modify these parameters for a synchronized camera.
Once you have completed rendering of both animations (the original one and the one in VUE),
you will be able to composite items rendered in VUE with your original animation very easily
and precisely.
Keep in mind that VUESynch was designed to bring synchronized data from an application
into VUE, not from VUE to another application. The conversion of animated VUE cameras into
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the host application through Integration Plugin does not take all parameters into account (the ...Professional,
animation of focal, for instance). It is much more effective to use the original native camera En-
instead since the VUE camera synchs to it anyway. treprise
Actually, if you use VUESynch to bring the host camera into VUE, then reimport this scene
with animated cameras, it will add a lot of keyframes to match the VUE animation so it is not
recommended.
Professional,
Importing Vertex Keyframe Amimation En-
treprise
VUE can also import Vertex Keyframe Animation (.mdd) files. Animation in the .mdd format
is represented by a sequence of baked meshes. Since the .mdd file itself contains only lists of
baked vertex coordinates for each frame and no information about mesh structure, such as
faces, it must always be used with the particular mesh it was created from.
When importing a mesh, VUE detects if there is an .mdd file with the same name and tries to
load it. Since order and/or number of vertices can be changed by VUE at the object import
phase, the correspondence between the mesh vertices and those listed in the .mdd file need
to remain the same. This is set from their 3D coordinates; vertex coordinates for Frame 1 in the
.mdd file always correspond to the initial undeformed object. If these coordinates somehow
differ, the .mdd file will be considered incompatible with the mesh. Therefore, it is important
not to scale or deform the mesh before the .mdd animation has been loaded.
Later, an .mdd file for a given mesh can be loaded or changed in the Animated Mesh Options
of the Polygon Mesh Options dialog. See here for more information about the Polygon Mesh
Options dialog.
It is possible to load animations with splitting or exploding objects but the option Maintain
vertex order must be checked. If this option isn’t checked for this type of animation, a warning
displays. If this warning appears when loading a simple animation without splitting, it should
be simply ignored.
If the animation has no splitting then be sure the Maintain vertex order option is unchecked.
Professional,
En-
treprise...
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You can export camera animation/path using the option on the Animation menu. Select the
camera (the path is included) and click the option in the menu. Camera animation can be
exported in the following formats:
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Section 7
Appendices
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You can modify the default shortcuts using the Operations tab of the Options dialog. If you
changed the default interface in the User Interface Presets dialog, these shortcuts may not ap-
ply.
Mouse Operations
Note that the primary and secondary buttons are usually respectively the left and right but-
tons, and will often be referred as such throughout this documentation, but the actual button
mapping may depend on your operating system configuration.
: this symbol identifies the primary mouse button on mice with two or more buttons, or the
single button on single-button mice.
: this symbol identifies the secondary mouse button on mice with two or more buttons. You
can emulate the secondary button using the Ctrl key pressed while using the primary button by
enabling the option Enable 2nd mouse button using Ctrl+First mouse button in the Operations
panel.
: this symbol identifies the middle mouse button on mice where the middle wheel is clickable,
or on other types of mice with three or more buttons. Lacking a middle button, there is no way
to emulate it in VUE. In that case, we recommend to change the few default mappings that use
it to another button and key combination.
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click in an empty space of a scrollable zone (instead of using the scrollbar). A “hand” cursor
appears when the mouse is in a scrollable zone
Shift + click + Drag: move (a.k.a. “pan”) the camera or viewpoint along the view axes.
click + Drag: rotate the camera or viewpoint around the selected object(s) (a.k.a. “orbit”).
Ctrl + click + Drag: change the zoom factor (ie. view extent) in a 2D view, or zoom into or out
of a 3D view.
See also the Mouse Wheel Operations section for the effect of using the mouse wheel or scrolling
with a multi-touch device like a trackpad in all 2D and 3D views.
The following triggers are common to both the Legacy VUE navigation triggers and the Industry-
standard navigation triggers described below.
click + Drag: rotate camera in a 3D view (as a convenience, this trigger has the same effect
as the pan trigger in a 2D view).
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The three following operations use different triggers than the legacy VUE variant, which are
more widely used in other softwares of the Computer Graphics industry:
Alt + click + Drag: move (a.k.a. “pan”) the camera or viewpoint along the view axes.
Alt + click + Drag: change the zoom factor (ie. view extent) in a 2D view, or zoom into or out
of a 3D view.
Alt + click + Drag: rotate the camera or viewpoint around the selected object(s) (a.k.a. “or-
bit”).
The other navigation actions use the same triggers as the VUE navigation triggers described
above.
click: select objects under cursor / deselect all if no objects under cursor.
U+ click: select all objects below the mouse cursor, not only the foreground object.
B + click: select the first object behind a selected object below the mouse cursor (useful in
dense areas of a scene).
click + Drag outside objects: select all objects with center in drag rectangle.
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The 3D Gizmos are the red/green/blue manipulation handles that appear centered on the se-
lected object: their are shown as arrows when in translation mode, circles when in rotation
mode, and segments with cube handles when in scaling mode. These Gizmos allow you to eas-
ily translate, rotate or resize an object along only one or two of the three axes.
The trigger modifier Constrain to Axis (default mapping: X) allows to constrain movement along
one axis when moving objects in a 2D (a.k.a. “orthographic”) view. The trigger Translate Camera
Constrained to Axis allows to pan the active camera along one axis in a 3D (a.k.a. “perspective”)
view. Both follow the convention described in Moving the Perspective Camera.
Finally, when the 3D Gizmos are disabled (by unchecking the menu entry Display > Gizmos >
Show Gizmos), this legacy trigger is also available: Ctrl + click + Drag inside objects: move-
ment constrained to nearest axis / move object forwards/backwards if in main view.
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click + Drag on selection corner dots: resize selected object(s) keeping all proportions.
Shift + click + Drag on selection corner dots: resize selected object(s) equally along the
two view axes, leaving dimension along the third axis unchanged.
click + Drag on selection middle dots: resize selected object(s) along indicated axis.
click + Drag on selection rotate handle: rotate selected object(s) around the axis perpen-
dicular to the view (e.g. for Top view (XY), around vertical axis (Z)).
• When the 3D Gizmos are shown, the rotate handle appears when hovering near the sides
of the selected object(s)’s bounding box (when not too close to another “hot” area like a
corner or segment’s middle point).
• When the 3D Gizmos are not shown, the rotate handle is the icon showing a circular arrow
with a “Rotate inside view” tooltip, at the right-hand side of the manipulation icons group.
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click + Drag on selection “4 arrows” handle: rotate selected object(s) around the 2 axes of
the view (e.g. for Top view (XY): around Front (X) and Side (Y) axis).
• The “4 arrows” handle is the icon with the “Rotate around view axes” tooltip at the left-
hand side of the manipulation icons group.
Shift + click: select all way points between last selected and this one.
click + Drag on selection corner dots: resize selected way points keeping proportions.
click + Drag on selection middle dots: resize selected way points along indicated axis.
click + Drag on selection 4 arrow handle: rotate selected way points around the 2 view.
click + Drag on selection rotate handle: rotate selected way points around perpendicular
axis to view.
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Shift + click on object: select all objects between last selected object and object under cur-
sor.
Ctrl + click + Drag: copy selected objects to the release point location.
Shift + click on keyframe: select all keyframes between last selected keyframe and this one.
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Ctrl + Drag selected keyframe: drag all subsequent keyframes together with selected keyframe.
The mouse wheel can be used in several contexts with an intuitive behaviour:
• In a 3D perspective view like a camera view or the 3D preview of a Terrain, Plant or Text
Editor, it will move the viewpoint forward (into the scene) or backward (away from the
scene) along the direction the viewpoint is looking at,
• In an orthographic view (top, front or side views), it will shrink (zoom-in) or enlarge (zoom-
out) the extent of the scene shown in the view,
– In this type of view, the center of the zooming action is not the center of the view
but the position below the mouse cursor while the wheel is scrolled, making it easy
for example to zoom on an object you want to focus on.
• In other types of 1D or 2D views like the Function Graph, the Time Line or the Function
Node Preview, it will also zoom in or zoom out the view contents.
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Keyboard Operations
You can modify the default shortcuts using the Options dialog (see here).
Note:
The following shortcuts may not apply if you have changed the default interface preset (see
here).
The list below is not exhaustive, you can see the currently assigned shortcut (if any) next to
each menu entry label in VUE’s menus as well as in the tooltip hints displayed when leaving the
mouse cursor over a toolbar button.
Interface Shortcuts
Ctrl + Q: exit.
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F9: render.
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Object Creation
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Object Edition
Arrow up: nudge selected objects up / if no objects selected: nudge views up / nudge camera
down if in Main camera view.
Arrow down: nudge selected objects down / if no objects selected: nudge views down / nudge
camera up if in Main camera view. Arrow left: nudge selected objects left / if no objects selected:
nudge views left / nudge camera right if in Main camera view.
Arrow right: nudge selected objects right / if no objects selected: nudge views right / nudge
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Page up: nudge selected objects closer / if no objects selected: nudge views closer / nudge
camera forward if in Main camera view.
Page down: nudge selected objects further / if no objects selected: nudge views further / nudge
camera backward if in Main camera view.
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If you have trouble installing VUE inside your target application, we suggest you first refer to
the online VUE FAQ on the e-on software website. You may find additional tips and advice for
specific setups not covered in this manual.
Professional,
Standalone and Integrated Modes En-
treprise
VUE standalone offers all the tools that are required to create, animate and render natural
3D environments, without the need for any other applications. Obviously, it also offers many
tools to help integrate your VUE work with other 2D and 3D applications – but using other
applications alongside VUE remains optional.
VUE Integration Plugins, on the other hand, is primarily designed to run “inside” another 3D
application (the target application) as a plugin. These versions let you “host” a VUE environ-
ment inside this 3D application, and automatically combines the VUE objects with the native
objects of that application. Thus, the VUE environment is “integrated” inside the target appli-
cation.
Professional,
VUE Licenses En-
treprise
It means that a single VUE license lets you use the integration plugin in all your compatible 3D
applications and renderers. If you want to use VUE with a 3D application, simply make sure
the plugin has been installed for the application.
Professional,
En-
treprise...
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During the installation of VUE, you will be asked which versions of the integration plug-in you
want to install. All supported applications for the current architecture (64bit) will be listed.
Please select the versions for which you want to install the VUE integration plug-in.
If the installer detects the application on your computer, then the corresponding item in the
list will be already selected and the path to the application will already be filled. Otherwise,
you need to:
• Check the box near the application version (you will be asked to browse to the location
where the application is installed)
• Or select the application version, click on the Browse button, and then check the box.
With Windows, the installer will detect if the application you selected is already running, and
will ask you to close it before continuing the installation. This is to ensure that the plug-in
files are successfully installed and that the configuration files of the host application can be
edited. To avoid any mistake during installation, the installer will only allow the installation
into a folder if it can detect the application there. But, the installer has no way to tell which
version of the application you’re selecting in the browser. It is up to you to select the correct
path.
Note:
In the case that you haven’t selected any compatible application, the installer will ask for con-
firmation. If you choose to continue the installation, only the standalone application and the
core will be installed. You won’t be able to use any integration plug-in except if you already
installed them (but it’s better to use the same version of the plug-ins and the core to be sure
you are using the latest improvements and fixes).
Professional,
32bit versus 64bit Versions En-
treprise
VUE is only compatible with 64bit applications.
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Professional,
Mental Ray Configuration Files En-
treprise
When you have finished selecting which versions you want to install, you will be asked to locate
the Mental Ray configuration files.
For each application version, you can correct the default path of the Mental Ray configuration
file. Unless you have modified the Mental Ray default configuration, you can safely ignore this
step. In the other case, be sure to select the correct path to the mental ray configuration file.
If you haven’t selected any Mental Ray-compatible application, then this step is skipped by
the installer. Only 3DS Max and Maya need their configuration file to be edited.
Professional,
V-Ray Renderer En-
treprise
With the current version of VUE, V-Ray for 3DS Max and Maya are supported. You must select
the correct version of V-Ray during installation (V-Ray 1.5, 2 or 3, depending on the Maya/3DS
Max version). The VUE for V-Ray shader is automatically installed in your host application
folder, along with the general plug-in. No user action is required to install VUE for V-Ray.
Professional,
Supported Versions of the Host Appli- En-
treprise
cations
Only applications listed on our website, on the Requirements page of the VUE Integration Plu-
gins product, will be able to load the integration plug-in. If your application is older than the
ones listed on the Requirements page, the plug-in won’t work.
Note:
On MacOSX, if the plug-in doesn’t show up or can’t be loaded, make sure that the host applica-
tion is running in 64-bit mode. VUE is 64-bit only, so an installation of VUE will not show up in
a 32-bit version of the host application. You can check that by opening the information panel
on the host application icon (Apple+I, or Get Info: in the contextual menu). Then, enable the
64-bit mode. Remember that VUE is Mac Intel only, not PPC.
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Professional,
Adding the VUE Menu and Toolbars En-
treprise
All of the VUE commands are accessed through the use of a VUE menu in the target application
main user interface. VUE introduces toolbars and icons, supported in all applications except
LightWave.
Described below are the steps required (if any) to add the VUE menu and toolbars to each of
the supported target applications. For most applications, this is done automatically when the
target application loads the plug-in.
You don’t need to add the VUE menu or toolbars if you won’t be using VUE inside your applica-
tion (e.g. if you install a plug-in for an application that will be used only for network rendering).
Professional,
3DS Max En-
treprise...
The plug-in is automatically loaded during 3DS Max startup. The VUE menu is added automat-
ically by the plug-in. You can access the VUE menu in the 3DS Max menu bar. It should be
located to the right of the Help menu entry.
Check that the plug-in is loaded by opening the Plugin Manager (from the Customize main
menu). There should be at least one entry for VUE:
• VUE xStream.dlb is the main VUE file for 3DS Max plug-in,
To add the toolbar, use the Customize | Customize User Interface menu command of 3DS
Max to display the customization dialog. Then, select the Toolbars tab, and click on the Load
button. Browse to the ui subfolder of the 3DS Max application and load the xStream.cui file.
VUE’s Mental Ray shader is directly loaded by Mental Ray, so check the Mental Ray message
window to check if VUE is correctly loaded.
The VUE for V-Ray plug-in is automatically loaded during startup. If V-Ray is the active renderer
at the time you create or load a VUE scene, the 3DS Max integration plug-in will automatically
setup everything for the V-Ray renderer. If V-Ray was not the active renderer, and you later
want to render with it, you need to open the Rendering/Environment dialog in 3DS Max. Then,
in the Atmosphere section, add the VUE/VRay atmospheric effect to the list.
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When this atmospheric effect is present (either added automatically or manually with the step ...Professional,
above), and you render with Mental Ray, you will get an error message telling you that this En-
effect is not supported by the Mental Ray renderer. This error has no other consequences treprise
other than displaying this message, it won’t affect the renderer in any way. If you want to get
rid of this message, you can remove the atmospheric effect from the list whenever you switch
to Mental Ray, and add it again if you revert to V-Ray.
Depending on the active renderer at the time of the VUE scene creation, the integration plug-
in will also try to select corresponding shadow types for VUE proxy lights. This means that if
Mental Ray is active, the lights will have ray traced shadows selected; if V-Ray is active, they will
have “V-Ray raytraced shadows” selected. So, if you load a VUE scene containing many lights,
make sure you first select your preferred renderer in the 3DS Max render settings dialog. This
will save you the burden of manually editing each light to select the appropriate shadow type.
Professional,
Cinema4D En-
treprise
The plug-in is automatically loaded during Cinema4D startup. The VUE menu is automatically
created, and it’s located in the Main Menu bar.
You can load the VUE toolbars as Cinema4D Palettes using the Window | Layout | Load Palette
menu of Cinema 4D. You will then have to browse to the plugins/VUE_xStream/UI/Palettes/
subfolder of your Cinema 4D application (not in the user folder) and select one of the palette
files available.
You can also load the complete VUE layout using the Window | Layout | Load Layout menu
of Cinema 4D. You will then have to browse to the plugins/VUE_xStream/UI/Layout/ sub-
folder of your Cinema 4D application (not in the user folder) and select the xStream.l4d file
there. Please note that this will replace the current layout.
Professional,
En-
treprise...
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LightWave ...Professional,
En-
treprise
The plug-in is automatically loaded during LightWave startup if you have the AutoScan Plugin
option enabled, if not you need to add the plugin manually. This option is under Preferences
| General, press “o” to open this panel, by default this option on Layout is ON.
This menu needs to be added to the interface manually. This operation only needs to be per-
formed once.
• Open the Menu editor by selecting Edit | Edit Menu Layout... or pressing Alt + F10 on
LightWave’s Layout.
• In the Menu Editor, click on Main Menu in the Menus list (the list on the right).
• Right click on Main Menu and select Import Branch. A browser will appear; browse to
the VUE application folder, open the Environment\Integration Plugins\LightWave
subfolder, and select the VUE_Plugin_Menu.cfg file.
• Now you can drag and drop the VUE tab to place it where you want. You can, for instance,
move it after the User Tab.
Due to limitations in the SDK of LightWave, there are no toolbars or icons available.
Professional,
Problem with Menu Display -- Incomplete Menus En-
treprise...
If the previous version of VUE Plugin menus have been loaded in LightWave, you may not be
able to load the new version of the menu correctly.
Before adding the VUE new menu, you must remove the Integration Plugin menu from any
previous version: In LightWave, open the Configure Menus dialog, using the command Edit |
Edit Menu Layout.
In the list of menus (on the right), select VUE Integration Plugin and press the Delete button.
Close LightWave and reopen it. Now you can add the new version of the VUE Plugin menu.
Warning! Even after removing the old menu with the LightWave interface (see above), the VUE
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current menu can still be incomplete. The bug often happens in Windows 7. ...Professional,
En-
To fix it, here are the steps to follow: treprise
1. Close LightWave. 2. Delete the configuration files of LightWave, containing the menu layout.
OS
Version
Path
Windows
C:\Users\[user_Name]\LW[xxx].cfg
C:\Users\[user_Name]\LWEXT[xxx].cfg
C:\Users\[user_Name]\.NewTek\LightWave\new version\LW[xxx].cfg
C:\Users\[user_Name]\.NewTek\LightWave\new version\LWEXT[xxx].cfg
MacOSX
/Users/[user_Name]/Library/Preferences/LightWave3D/Layout 9
/Users/[user_Name]/Library/Application Support/NewTek/LightWave/[NEW_VERSION]
'/Layout 10
/Users/[user_Name]/Library/Application Support/NewTek/LightWave/[NEW_VERSION]
/Extension 10
Where [xxx] depends on your version of LightWave and your system (for example LW9-64.cfg).
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Professional,
Maya En-
treprise
The plug-in is not automatically loaded during Maya startup; in order to load the plug-in, open
the plugin manager (Window | Settings/Preferences | Plugin Manager).
Locate VUE xStream.mll entry and check the Loaded checkbox to load the plug-in. If you
want the VUE plug-in to be loaded each time you start Maya, check the Auto load checkbox.
Once the plug-in is loaded, the VUE menu is automatically created. It can be found in the menu
bar, at the left of the Help menu. If you have checked the Auto load option, the next time you
start Maya, VUE will be accessible.
Note:
if you want to render with VUE and the Mental Ray renderer, you should ensure that the May-
atomr.mll plugin entry (Maya to Mental Ray plug-in) is also loaded (and auto loaded) in the
Plugin Manager. If you load the Maya to Mental Ray plug-in after having created a VUE scene,
the VUE shaders for Mental Ray may not have been successfully created (resulting in a black
render when choosing mental ray as the renderer). It is recommended to always load the Men-
tal Ray plug-in during Maya startup.
In order to load the VUE toolbar shelf, please use the Help | Load VUE shelf menu command
from the VUE menu.
Professional,
Integration Plugins Options Dialogs En-
treprise
Professional,
Integration Plugin Options Dialog En-
treprise
This dialog is accessed through the File | Options... menu command. This is where you will
setup the general behavior of VUE.
Some options are not available in some versions of the plugin, because they’re not needed or
not appropriate: for instance, options related to mental ray are available only in applications
that support this renderer.
The Options dialog has two tabs: General and Render Options.
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Professional,
General Tab En-
treprise
This tab of the Options dialog has options for how VUE and the host application interact.
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the VUE scene is no longer absolute, but stored relative to the LightWave content folder ...Professional,
path. En-
treprise
Time Professional,
En-
• Adjust frame rate when loading VUE animated scenes: This gives you the option of treprise
using the frame rate from VUE or from the host application. When loading a VUE scene
which contains animated parameters or objects, VUE can load the frame rate of this VUE
scene and set it to the same value in the host application. When VUE loads the animation
from the VUE scene, it first reads the animation for each frame of the VUE animation.
It then recreates all of these keyframes in the native scene. Enabling this option will
prevent VUE from creating keyframes at non-integer frames in the native scene. This
is especially known to lead to interpolation problems on rotations in Cinema 4D. This
option is not enabled by default because it will edit the current frame rate in the host
application.
Scale Professional,
En-
• Automatic or Manual: treprise
– if you select Automatic (the default), then the conversions between native scene
and the VUE scene will be based on the internal units of both applications. For
instance, if you have an object that’s 1 inch tall in VUE and you open it with the
integration plugin it will still be 1 inch tall in the target application, no matter which
unit is currently displayed. If you’re displaying centimeters, the object will be 2.54
cm tall.
– If you select Manual, you have to specify the ratio between the two internal units
with the two editable fields.
• Automatically adjust viewports and grid size: by default, host applications use smaller
scene sizes than VUE. With this option, VUE sets the grid size and viewport configura-
tions to match the VUE default scene size. For better control, if you want to set these
options manually, uncheck this option else VUE will override your settings.
• Restore defaults for viewports and grid size when closing: if the previous option is
enabled, when closing the VUE scene, this option restores the default values for grid size
and viewport configuration (clipping planes, orthographic camera position, etc.).
Professional,
En-
treprise...
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• It has no effect on the render of the VUE objects. Rendered objects always use the most
detailed geometry, or procedurally generated geometry,
• It won’t have any effect on EcoSystems instances (please refer to the EcoSystem instance
option below),
• It won’t have any effect on infinite planes geometry (please refer to the infinite planes
geometry size option below).
Changing this option will force the re-generation of the geometry of all objects in the scene,
therefore:
• The update of the native scene will take longer than usual,
• Any change you might have applied to the geometry of the proxy objects in the target
application will be lost,
• It can be useful to change this setting to reset the geometry.
• Limit Number of EcoSystem Instance Proxies: This option lets you edit the number of
EcoSystem instances displayed in the viewports of your host application. For instance,
if your scene contains large EcoSystems and your application becomes less responsive,
you can lower this setting. The limit density setting in the EcoSystem Painter dialog has
no effect on native (3DS, C4D) objects.
• Infinite Plane Geometry Size: There is generally no such thing as an infinite primitive in
target applications. For this reason, VUE creates a flat polygonal object instead of a true
infinite plane. Depending on the size of your scene, you may get annoyed if the object
proxy is too small or too large for your scene: if you want to drop your native objects to
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the ground you’ll have trouble if the ground is not covering your entire scene; it can also ...Professional,
affect the display, through the near/far clipping planes. En-
With this option, you can set the size that VUE will set the proxy objects being used for treprise
infinite planes.
Note:
This option is not available in Cinema4D, as VUE will use the Cinema4D floor primitive for such
proxy objects.
Misc Professional,
En-
• Switch viewport to VUE Camera upon creation: Checking this option switches the treprise
viewport to the VUE camera instead of the viewport/camera currently being used in the
native application.
• Scene Options: This button will open the Scene Options dialog, which allows you to
edit the spherical scene options. These options are similar to the ones found in the
Options dialog of VUE standalone, in the Units and Coordinates tab. Please refer to the
corresponding section of this manual for more information on spherical scene options.
These scene options are specific to the current VUE scene, and are saved directly in the
VUE scene file.
• Gamma Options: This button opens the Gamma Options dialog, where you can enable
and adjust the gamma correction. Since you are rendering in the host application, these
settings do not affect renders; any gamma corrections for the renders must be made in
the host application settings. The settings here affect the VUE Color Editor, Material
previews, Color Function previews and the Scalar Function previews.
• Save: clicking on this button will save the current options as default. The next time
you start VUE, these default options will be used instead of the generic default values.
These default values will be used in all versions of the plugin, in case you have installed
versions for several target applications. Only scale options are application-specific.
• Reset: clicking on this button will reset all options in the dialog to default values (either
generic default values or customized default values).
Professional,
Render Options Tab En-
treprise
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Professional,
En-
treprise...
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By default, the Render VUE scene option and its sub-options are all checked, meaning every-
thing is rendered.
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If you uncheck the Render VUE scene frame checkbox, then VUE won’t be used at all during ...Professional,
the render of the scene. It can be used to check the render of the native objects alone. In the En-
case of a mental ray render, VUE shaders won’t be added to the scene, which means you’ll get treprise
a 100% VUE-free render.
Mental Ray & Vray (only applications supported for Vray Professional,
and Mental Ray) En-
treprise
• Use Physical Lighting: check this option if you’re using a Mental Ray or Vray photo-
graphic exposure (this is generally the case if you’re using Mental Ray Sun & Sky). This
option will scale all values returned by VUE during render by the intensity scale you spec-
ify. The default value of 8000 should work well in daylight scenes, but you may have to
change it depending on your scene setup. Typical values range from 5000 to 30000.
Please note that if you want to create high-dynamic renders (with floating point values exceed-
ing 1.0), then you should un-check this option, because the natural film response filter tends
to reduce the dynamic range of the output image.
• Apply lens flare on VUE lights: if checked, then VUE will compute lens flares on VUE
lights.
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• Automatic (based on native renderer sampling quality): In this mode, the VUE render ...Professional,
quality will be set to match the native renderer settings. If you perform a draft render, En-
the VUE render quality will be set to a low render quality mode in order to speed up the treprise
rendering of VUE objects.
If you use production quality render settings, the VUE render quality will be increased.
The exact render quality depends on several parameters, most noticeably on the Sam-
pling Quality parameter of the native renderer.
• VUE render options: In this mode, the render quality preset that will be used is the one
that’s selected in the VUE Render Options dialog.
For a quick access to the Render Options dialog, click on the Edit… button. Alternately,
you can access it through the Render | Render options… VUE menu.
• Adjust native renderer settings to match VUE scene: When enabling this option, the
integration plug-in will try to match as closely as possible the VUE render preset you
select. For instance, if you select a Preview render quality preset in the VUE Render
Options dialog, the integration plug-in will select a low quality setting in the native ren-
derer. If you select a Final preset, the plug-in will increase the quality of the native ren-
derer accordingly. When loading a scene, the render output size will also be matched.
By using these two options, you can configure VUE and the native renderer Global Illumination
independently:
• Scale VUE FG: this value can be changed to modify the contribution of VUE’s Final Gather
in the host Final Gather. A higher value will increase the influence of VUE objects on the
global illumination of native objects. The default value is 1 (which should be correct in
most cases).
• Scale Host FG: conversely to the above, this value will modify the contribution of the
host’s Final Gather in VUE’s Final Gather. A higher value here will make the native objects
have a higher influence on the indirect lighting of VUE objects.
• Save: clicking on this button will save the current options as default. The next time
you start VUE, these default options will be used instead of the generic default values.
These default values will be used in all versions of the plugin, in case you have installed
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versions for several target applications. Only scale options are application-specific. ...Professional,
En-
• Reset: clicking on this button will reset all options in the dialog to default values (either
treprise
generic default values or customized default values).
The only way to reset the default values back to the generic default values is to delete the
VuePlugin.cfg file in your Config folder, where “xxxxxx” is your product name and version.
Professional,
VUE Light Options Dialog En-
treprise
This dialog is accessed from the VUE Options dialog, using the Edit... button in the Light Op-
tions section.
Using this dialog, you can choose the way you want the integration plug-in to translate lights
before the native and the VUE scene.
• you want to control what VUE will do concerning a specific native light.
• you want to control what the host application will do concerning a specific VUE light.
This dialog is therefore separated in two tabs: Native Lights and VUE Lights.
Before moving to the description of the options offered by the two tabs, please note that these
options are saved in the scenes, and that VUE is also able to uniquely identify lights, even if
you edited the VUE scene separately in the standalone. In this case, newly added lights will
use the default settings, while the lights that were already present when you edited the scene
using the integration plug-in will use the settings you set at that time.
Professional,
En-
treprise...
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On this tab, you will see a list of all the native lights detected in the native scene. Each light
will be displayed with its name, its type (Point light, Spot light, etc.), and the current mode for
this light.
When you select a light in the list, you can change the current mode by using the radio buttons
in the bottom of the dialog. The available modes are:
• Ignore: when this option is selected native light will be ignored by VUE. No VUE light will
be created at render time.
• Automatic (which is the default mode): the selected native light will have a corre-
sponding VUE light created at render time by VUE. This means that if you have a red
spot light placed in your native scene, VUE will create a corresponding red spot light
at the same position and orientation. VUE will try to match it as close as possible to
the native light, and will use it to illuminates the VUE scene (which will make your VUE
elements appear red if placed under the spot).
• Manual: Using this option, you tell VUE that you would like to manually edit the settings
of the VUE light that is used at render time. This is especially useful when the automatic
matching doesn’t give you the results you’re expecting, or if you want to fine tune the
matching. To edit the light, use the Edit button, and edit the light as you would do for
any other VUE light, using the standard Object Properties dialog. When using this option,
only the position and orientation of the light will still be matched. This means that if you
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move the native light in the native scene, the corresponding VUE light will be moved ...Professional,
accordingly. En-
treprise
• Match VUE Sun to Selected Light: when this option is checked, the VUE plugin will
match any native light to the VUE sun. It’s position and orientation will be read and
set to the VUE sun.
• Match VUE Sun with existing native Sun object: when this option is checked, then the
VUE plugin will try to match an existing native sun object. This means that if your native
scene contains a sun object, then its position and orientation will be read and set to the
VUE sun.
It will also have two important effects, to avoid conflicts between the VUE proxy light
and the original native sun light.
– The VUE sun proxy object will be created in the target application but it won’t illu-
minate native objects or cast any shadows in the native scene, because the native
scene is already illuminated by its own sun.
– The native sun object will be ignored at render time, when creating the temporary
lights in the VUE scene that recreates the native scene lights. Please refer to the
Rendering section to learn more about temporary lights created at render.
Using this option, you can continue using your native sun without having to tweak your scene
for VUE; everything will be handled by the plugin. Of course, if you move the proxy object
representing the VUE sun light, the change will be ignored and the proxy object will go back
to its original location the next time the scene is updated (please refer to this section to know
more about scene updates).
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On this tab, you will see a list of all the VUE lights detected in the VUE scene. Each light will be
displayed with its name, its type (Point light, Spot light, etc.), and the current mode for this
light.
When you select a light in the list, you can change the current mode by using the radio buttons
in the bottom of the dialog. The available modes are:
• Ignore: when this option is selected, the selected VUE light will be ignored by the in-
tegration plug-in. No native light will be created in the native scene. When changing
from another mode to this one, the native light that was present in the native scene is
deleted. When changing from this mode to another, the native light is re-created in the
native scene, with default settings.
• Automatic (which is the default mode): the selected VUE light has a corresponding
native light created in the native scene. This means that if you have a red spot light
placed in your VUE scene, the integration plug-in will create a corresponding red spot
light at the same position and orientation when loading the scene. The integration plug-
in will try to match it as close as possible to the VUE light, and will use it to illuminates
the native scene (which will make your native elements appear red if placed under the
spot).
• Manual: Using this option, you tell the integration plug-in that you would like to man-
ually edit the settings of the native light. This is especially useful when the automatic
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matching doesn’t give you the results you’re expecting, or if you want to fine tune the ...Professional,
matching. To edit the native light, just use the regular tools of the host application. En-
When using this option, only the position and orientation of the light will still be matched. treprise
Professional,
VUE Scene Options Dialog En-
treprise
This dialog is for setting up a scene with a spherical terrain, either complete planets or partial
curved terrains. These properties should probably not be checked as a scene default. This
dialog is accessed from the VUE Options Dialog.
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If you don’t check either option, sea level is still present and its value is defined by default as
z=0, or whatever value you give in on this screen.
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VUE Render Options Dialog En-
treprise...
This dialog is accessed:
This dialog is similar to the standalone Render Options dialog, with the following changes:
• General render options like image size, aspect-ratio, render area, tile rendering, etc. are
not present because these options are set in the target application and have no meaning
in the case of the integration plugin.
• Options about which renderer to use (standalone, RenderCows, etc.) are obviously not
present, and the same applies for the renderer destination (render in main view, etc.).
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• The OpenGL render quality preset is not available because the VUE render engine is not ...Professional,
compatible with this render preset. En-
treprise
• Object anti-aliasing options are removed because the target renderer is in charge of
object anti-aliasing. Texture anti-aliasing is still performed by the VUE renderer on VUE
objects so these options are still available.
• If you enable G-Buffer and/or Multi-Pass rendering, VUE will compute additional infor-
mation. In order to save this information to a file, use the Save to disk option. If this
option is not selected, you will not be able to see the computed information (unlike in
the standalone VUE application where you can display the computed passes in the VUE
interface). While this information is generated, it is not anti-aliased when rendered in
the host application. If anti-aliasing is needed, it is recommended that you render using
VUE standalone. Please turn here for full details on Multi-Pass & G-Buffer options.
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VUE Integration Plugins En-
treprise...
VUE will manage all creation, deletion, and synchronization required to edit/render the VUE
scene along with your native scene. The plug-in will register several plug-in types when loaded:
an object plug-in, a shader plug-in, a scene plug-in, etc. These plug-in types are written specif-
ically to be used internally by the VUE integration plug-in. You may encounter these plug-in
types in the target application interface (other than in the VUE menu), but you should never at-
tempt to create these objects or shaders directly. If you do so, an error message telling you to
use the VUE menu will be displayed, but you may also experience crashes in the worst cases.
VUE is not an import/export plug-in, so the entire VUE scene won’t be converted into native
format. Therefore, the plug-in is required during all editing and rendering operations. For the
same reason, you can’t network render a scene containing VUE content if VUE (or a VUE Ren-
derNode – see here) is not installed on all the computers participating in the render process
(as with any other plug-in).
Note:
If you are using Mental Ray and you uncheck the Render VUE Scene in the VUE Options dialog,
the translated Mental Ray scene will carry no reference to any VUE elements, and you can
therefore send it to other computers that don’t have VUE installed on them.
In order to integrate into the target application, VUE uses commands, dialogs, and proxy ob-
jects to let you specify how you want to edit your scene. VUE also creates toolbars and icons.
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All VUE commands can be accessed through icons in the host application interface. Whenever ...Professional,
we reference a VUE command in this reference manual, you can also use the corresponding En-
icon. treprise
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VUE Commands En-
treprise...
The VUE commands are accessed through the VUE menu in the target application interface. All
actions you may want to perform on the VUE scene will be done through the use of this menu.
Most of the entries of this menu are directly taken from the main menu bar of the standalone
VUE application, so you should already be familiar with them if you’ve used the standalone
application.
You can also edit the VUE scene directly through the target application’s view ports, as ex-
plained in the Proxy Objects section.
There are a few additional commands though, which are not found in the standalone version.
Below are listed these additional commands, or commands that behave in a slightly different
way than in the standalone:
• New...: this will add a default VUE scene to your current project, letting you choose the
atmosphere you want to add. If no VUE Scene existed yet in your project, this default
VUE scene will just be added to the project (this scene only contains a VUE Camera, a
Sun light and a Ground). If your project already contained a VUE Scene, the default VUE
scene will overwrite the previous scene. Warning: this action cannot be undone.
• Open...: this will let you choose an existing VUE scene to load in your current project. If
no VUE Scene existed yet in your project, the new VUE scene will be added to the project
(VUE will create objects and materials in your native scene to reflect the VUE scene). If
the VUE scene you are adding has multiple cameras defined, these cameras will be in-
cluded in this scene. If your project already contained a VUE Scene, the newly loaded
scene will overwrite the previous one. Warning: this action is not undoable.
• Merge...: the only difference with the Open command is that the newly loaded VUE
scene will be merged with the existing VUE Scene, if any, instead of simply overwriting
it (it is the same distinction as in VUE standalone). Here again, it will only affect the VUE
part of your project, and will not clear you current native scene. And here again, this
command is not undoable.
• Close: this will remove the VUE Scene from your project, if any. All VUE objects and
materials will be removed, and if you save your project afterwards, you will lose them
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• Edit Object Material...: this will open the Material Editor to edit the material of the
currently selected object. If the currently selected object contains several materials (ie.
plants or meshes), a dialog will open to let you select the material you want to edit.
• Object Properties: this will open the Object Properties panel of the selected object. This
panel lets you edit properties such as light color, camera focal, etc.
• Edit Object Graph: this opens the VUE Function Graph to display the graph for the se-
lected VUE object.
• Edit Wind on Plant: this opens the Wind Editor so that you can adjust wind amount on
the plant.
• Show Material Summary: it will display the Material Summary of the scene. For more
information about the material summary, please refer to the corresponding section.
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• Show World Browser: this option gives you easy access to the controls for the VUE ...Professional,
scene’s materials, bitmaps, and EcoSystems. An icon for this has also been added in the En-
Toolbar (for all applications except Lightwave). For more detailed information about treprise
the World Browser, please refer here.
• Restore grid and viewports: this option will restore the default settings of Maya view-
ports and grid size (please refer to the section below to know more).
• Load VUE shelf: This will add the VUE toolbar to the interface of Maya. This toolbar will
allow you to access the VUE commands directly from icons, without the need to use the
VUE menu.
Other commands act in the same way as in the standalone: for instance, if you select Object |
Create | Sphere it will obviously add a sphere to the scene.
Note:
In some cases, especially in the Maya application, in the case Maya was not exited normally
(either killed by user or a crash), the default values are not restored, and these modified values
will be used by Maya as default values.
You can use the Maya UI | Restore grid and viewports menu command to reset these settings.
You can also restore original values by deleting your Maya preference files, which are located
in your user folder (please refer to Maya documentation to know the exact location depending
on the version of Maya and your operating system).
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Unlike the standalone application, SOME dialogs opened in the integration plugin are modal,
which means you can’t keep these dialogs open while editing the scene. For instance, in the
standalone, it’s possible to change the current selected object while editing a material (result-
ing in the Material Editor switching to the material of this other object). This is not possible in
the integration plugin; you must first close the Material Editor, select another object, and then
open the Material Editor again.
Most of the editor dialogs (ie. Plant Editor, Terrain Editor, Material Editor, etc.) are amodal
in VUE, which means you can continue working on your native scene while these dialogs are
still open. When you validate the change in the editor by clicking on OK, the change will be
instantly reflected in the host application viewports.
In order to simplify your workflow, and because you will probably access the VUE menu com-
mands often, you should use the VUE Toolbars that are installed along with the plug-ins. You
should also consider using keyboard shortcuts to the most often used commands.
Depending on the possible customization of the target application, you should be able to cre-
ate such keyboard shortcuts for separate entries in the VUE menu. Please refer to your target
application documentation to see how to do such a thing.
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Proxy Objects En-
treprise...
The integration of the VUE scene in the target application is accomplished with the help of
what we refer to as proxy objects. Proxy objects are standard native objects created by the VUE
integration plugin to represent the VUE objects, and to allow users to transform (move/rotate/scale)
VUE objects directly from the target application interface.
Depending on the type of the VUE object, different proxy objects will be used:
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same that is used in the standalone VUE application view ports). ...Professional,
En-
• EcoSystems are not handled through the proxy objects mechanism.:
treprise
As it’s a central concept of VUE, proxy objects are further explained in the following section.
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VUE Proxy Objects En-
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In order to understand the concept of proxy objects, we will first take a look at an example of
a session with VUE.
When you open this scene with the integration plugin, the plugin will first create a VUE scene
object, which will act as the “root” of the VUE scene in the native scene. It will then create a
proxy object for every object in the VUE scene:
• A proxy object for the terrain: a native polygonal object. The geometry of this polygonal
object will represent the terrain. A native material will be created and assigned to this
object, with a color matching the color of the VUE material applied to the terrain.
• A proxy object for each of the plum trees: two native polygonal objects. The geometry
of the polygonal objects will represent each of the trees. A single native material will
be created (plants of the same species have the same material but different geometry),
with texture maps for the leaves and the trunk. This material will be assigned to both
proxy objects.
• A proxy for the camera: a native camera. The camera properties will be set according to
the properties of the VUE camera.
• A proxy for the sun light: a native directional light. Light color and other properties will
be set according to the properties of the VUE sun and atmosphere.
When the plugin has finished creating these proxy objects, you will see in the view ports of the
target application your whole scene: the native objects and the newly created proxy objects,
giving you a fairly good representation of how your scene will look when rendered.
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• Proxy lights will affect the native objects, and will cast shadows depending on the “cast
shadows” property of the corresponding VUE light.
• you should never attempt to create such proxy objects by yourself (the same is true for
the volumetric shader used by VUE).
If you load an existing VUE scene which already holds splines, the latter splines will be con-
verted into native splines and will appear in the views. They can be manipulated with native
tools, and the modifications will affect the initial VUE spline, and thus, will have an impact on
the Terrain, EcoSystem or Geometry effect(s).
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Editing the VUE Elements En-
treprise...
Now, let’s say you’re not happy with the position of one of the plum trees. You select the plum
tree proxy object in the target application’s view port and with the native transformation giz-
mos you move the object to a different place. If you render the scene, the integration plugin
will detect that the plum tree has moved and it will update the VUE scene accordingly, render-
ing the plum tree at its new location.
Proxy objects can indeed be freely edited or used with the target application tools:
• Transformation gizmos,
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Note:
In Cinema4D, you must be in Object Tool mode in order to resize VUE elements. If you are in
Model Tool mode, the resize gizmo will have no effect on the VUE elements.
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Special Case for Lights and Cameras En-
treprise...
You should not edit the type of the proxy lights (direction, point, etc.) or proxy cameras (free,
target, etc.) created by the integration plugin.
Additionally, you should not edit light or camera settings directly from the host application.
You should instead use the Object | Object Properties... menu command. This command
will open the Object Properties dialog of the selected object, letting you making your changes.
When closing the dialog, the changes you’ve made to the object will be reflected on the corre-
sponding proxy object.
Here is the list of parameters set in the proxy lights and cameras:
• Light color,
If some parameters in the host application are not set by the plugin, you can freely change
them in the host application. For instance, the type of shadows is not set by the plugin, so you
can select your preferred method (raytracing, shadow map, etc.).
You will probably notice a difference between the light color set in VUE and the light color
applied to the light proxy. This is because the light color of a proxy is actually computed using
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several different parameters to create the final color that best matches the corresponding VUE ...Professional,
light. These parameters include: En-
treprise
• The actual color of the VUE light,
• The VUE atmosphere Color shift setting if used for this light,
If you want to freely edit the native light settings without changing the VUE light ones, you
should refer to the Native Lights Options dialog described later in this document. This dialog
let you specify the way the integration plug-in translates the settings of lights between the two
applications.
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Animating Your VUE Elements En-
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Proxy objects can also be freely animated using the animation tools in the target application:
ie. you can create a keyframe for the position, rotation or scale of a proxy object. You can for
instance select the proxy object of the VUE sun light and animate it with the timeline or with
a script.
Animation is entirely managed by the host application, which means keyframes are stored in
the native scene, and not in the VUE scene. If you want the animation to be stored in the VUE
scene, you can use the File | Export Animation To VUE Scene.
Because each application use its own interpolation system, exporting animation from one
application to another is done using a keyframe per frame, to ensure the animation of your
object is not modified by a different interpolation.
For the same reason, when you load a VUE scene containing animated objects, proxy objects
will be animated using a keyframe per frame.
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Note:
In order to properly duplicate a VUE proxy object, you need to use the commands from the
VUE menu (VUE
If you use the host application commands (by using the host application’s own menus, or by
simply pressing the copy/paste shortcut keys), this will result in an undefined behavior con-
cerning the newly created object.
Explanation: the newly created object will be a regular native object, it won’t be managed
by VUE or present in the VUE scene. So, VUE won’t render it. So why does the native renderer
ignore it as well? Proxy objects have a ignore from render flag enabled (to avoid both renderers
from rendering it) which is copied into the duplicate object, which explains why this object is
also ignored from native renderer.
You can remove a VUE object from the scene by selecting it and deleting it directly in the target
application. The deletion of the object will be detected by the plugin, which will remove the
corresponding object from the VUE scene.
Because EcoSystems are not handled through the proxy objects mechanism, this means that
it’s not possible to select an EcoSystem instance or use the geometry of an instance. It’s also
not possible to access the individual instances in the target application.
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In order to get the best looking VUE objects, you should enable transparency (especially for
SolidGrowth plants) and advanced OpenGL/Direct3D effects.
Below are listed options you should enable to get the best of each target application when
using Integration Plugin.
Cinema4D Professional,
En-
It is suggested to enable the Enhanced OpenGL option in the Display menu of the view ports. treprise
This will especially enable transparency.
LightWave Professional,
En-
No option is required to enable the correct display of VUE objects. But it’s possible your VUE treprise
scene is too small in LightWave when loading or creating a VUE scene. In such case, you should
open LightWave display options and change the grid size. You can also disable the Fixed Near
Clip Distance option.
Maya Professional,
En-
It is suggested to enable the Shading | Hardware Texturing option of the view port to enable treprise
the display of texture maps (color and transparency).
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En-
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You can still edit the geometry of the proxy object in the target application (by moving the
vertices or applying a bend modified for instance) for specific reasons, but some VUE actions
(like changing from Low quality to High quality meshes, global scale change, etc.) may trigger
a geometry update and therefore overwrite your changes. Furthermore, this kind of edition
directly on the proxy object (without using the VUE menu) violates the principle of letting the
UE plugin handle the whole life of the proxy objects; you should be really careful doing this.
Also, you can edit the materials applied to the proxy objects, but this won’t have any effect on
the VUE scene: changing the color of an object is only possible through the VUE menu: Change
Object Material or Edit Object Material entries.
Just like for the geometry, you can still edit the native material manually. This is less critical
than for the geometry so you should not experience problems changing a texture map or a
color in the material. But, because VUE may want to access the material after its creation
(even if you modified it), you should never delete the material manually.
It’s important that you keep in mind what you can do, and what you cannot do with proxy
objects:
You can:
You shouldn’t:
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Apart from these events, the VUE plugin will never get the control of the native scene. And,
more importantly, the VUE plugin can never decide on its own to act on the native scene.
Before transferring the control back to the application, VUE updates the native scene with
any changes that should occur during the processing of the event. These scene updates are
therefore not automatic; they are always triggered by a user event.
This behavior has an important side-effect: during normal edition of the native scene, such
scene updates will never occur. For instance, if you move a proxy object, the plugin will only
detect the scene has changed during the next VUE action (the beginning of a render session,
a VUE menu command, etc.). For this reason, a few effects may require you to trigger such an
action before showing up, to force a scene update.
Indirect effects fall into this category: changing a property “A” on object 1 has an effect on
property “B” of object 2 (object 1 and 2 can be the same). In the standalone application, any
change on property “A” automatically triggers an update of the property “B”. For instance, if
you move the VUE sun close to the horizon in a spectral atmosphere, the sun light color will
change (from very bright white at noon to dark red/brown at dusk). In the integration plugin,
if you move the proxy object standing for the VUE sun light close to the horizon, its color won’t
change. It’s only after a scene update that the color will be updated.
It can be disturbing at first, but it has no real impact on the scene edition. In the case of the
previous example – the sun proxy – if you haven’t forced a scene update after moving the sun,
the color would still have been updated if you have launched a render (because initializing a
render falls into the category of events triggering an update of the scene). For this reason, you
should never have to force a scene update (if you really want to, you can still open the VUE
Options dialog and close it; it won’t have any effect on the scene apart from triggering a scene
update).
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VUE Integration Plugins EcoSystem En-
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Painter
It’s possible to paint EcoSystems directly in the view ports of 3DS Max and Cinema 4D. At the
time of writing, painting is not yet supported in Maya or LightWave.
During the painting session, you can freely paint on the surface of every object in your scene,
including native objects. You can also paint in all views: orthogonal, perspective, or camera
views.
Painting EcoSystems is done by the use of a specific painting tool plugin. During normal edi-
tion of a scene, this tool is disabled. Once you start a painting session, this tool becomes
enabled and you can start painting in the view ports. There are two ways to start a painting
session: you can paint an EcoSystem material or you can paint the (unique) global EcoSystem.
When editing an EcoSystem material using the Material Editor, clicking on the Paint button
will activate the painter tool and open the EcoSystem Painter dialog.
You can also paint the global EcoSystem: to do this, simply select the Edit |Paint EcoSystem
menu entry.
During a painting session, you can freely move around the objects, enlarge a view port, etc. All
the actions done through the use of the left mouse button are generally not possible (because
painting is done this way) whereas actions using other buttons are still possible.
While painting, just like in the standalone version, the EcoSystem Painter dialog will remain
visible, to let you adjust the painting settings on the fly. This dialog is used to add species to
the EcoSystem, or to set general options. You can for instance select if you want to paint only
on the underlying object or on the whole scene (including native objects).
Once you have finished painting (when stopping the painting session), if you want to continue
painting, you’ll have to re-activate the painter tool by following the above steps.
The VUE EcoSystem Painter tool is implemented differently in each supporting application.
Here is how to use it once it’s activated in each application.
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On the EcoSystem Painter screen, the icon ( ) next to the Airbrush option, to enable/disable
the painting on selected native objects because sometimes complex geometries can slow
down the painting. When it is enabled, the user can select which objects he wants to be pro-
cessed in the core of 3DS Max, in order to accelerate the painting.
• Delete the clones or hide them from render if you want to keep them for later re-use.
This may or may not be possible to convert the objects to polygonal objects. Please refer to
the documentation of your target application to get more information on this operation.
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Rendering of the VUE scene elements is done through the use of a single volumetric shader
added to the native scene. Depending on the target application, this volumetric shader is
either applied to the cameras, to the whole scene/environment, or to a volume object.
The VUE volumetric shader is responsible for rendering VUE objects (and EcoSystems), the
VUE atmosphere, and the VUE sky in a single pass. It is possible to enable these elements
independently in the VUE Options dialog.
The rendering process with VUE is a constant communication between the native renderer and
the VUE Rendering Engine. Thus, VUE objects will cast shadows onto native objects; native
objects will reflect VUE objects, etc.
Once your VUE scene is loaded, you can render it without any additional setups (other than
selecting a VUE-compatible renderer). Some options (like turning ray tracing on) are automat-
ically set when starting a render.
General options such as image size, output file, etc. are entirely controlled by the native ren-
derer, so you don’t need to change your regular workflow.
If you selected the Adjust native renderer settings to match VUE scene option in the VUE
Options dialog, the image size will be based on the image size set in the VUE scene, so you
won’t have to change it manually after loading a VUE scene.
If you’re trying to render with a renderer that is not compatible with VUE, you will either get an
error message from the renderer, or the VUE scene won’t be rendered without notice. If you’re
using a compatible renderer, but you’re using a non-activated version of VUE, the VUE scene
will be rendered with a watermark applied to the image.
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Render Quality En-
treprise...
The main difference between a render in the standalone VUE application and in the integration
plugin is that primary rays are cast by the native renderer. This means that the anti-aliasing
is entirely handled by the native renderer, and not at all by VUE. This is why changing the ren-
der mode used by VUE will have less influence in the integration plugin than for a standalone
render.
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Sampling quality of the native renderer will affect primary rays that hit VUE objects (they’re ...Professional,
cast from the camera by the native renderer), but it won’t affect sub-rays (reflections, refrac- En-
tions, shadows) cast by VUE objects. These sub-rays are cast by VUE, so their sampling quality treprise
depends on the VUE render quality.
If aliasing appears on an object, and you would like to increase the sampling quality to avoid
it, keep in mind the following:
VUE objects are always shaded by VUE, and native objects are always shaded by the native
renderer.
So:
• If aliasing appears on the shading of a VUE object, increase the VUE renderer sampling
quality by selecting a higher quality mode,
• If aliasing appears on the shading of a native object, increase the native renderer sam-
pling quality.
If aliasing appears on a shadow, don’t look for the object that’s casting it. You only need to
look at the actual object that’s being shaded (the object which receives the shadow). This is
the same for reflections and refractions.
We’re talking here about aliasing on the shading of the objects, not on the edges of the object.
If you want to reduce edge aliasing, then you need to increase the sampling quality of the
native renderer.
• Use a draft preset in the VUE renderer to avoid casting lots of sub-rays or computing
advanced effects.
• Use a high quality preset in the native renderer to increase object anti-aliasing and com-
pute advanced effects,
• Use a high quality preset in the VUE renderer, to increase the quality of texture anti-
aliasing and advanced effects.
To get consistent results, you should therefore leave the automatic render quality option en-
abled in the Integration Plugin options dialog. The preset of the VUE renderer will be based
on the current settings of the native renderer.
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G-Buffer and Multi-Pass En-
treprise
On top of the actual picture being rendered by the native renderer, VUE Integration Plugin
can compute and save additional information about the VUE objects being rendered, using
Multi-Pass and G-Buffer rendering. You can use the Multi-Pass and G-Buffer Options dialog (ac-
cessible from the Render Options dialog) to select which additional information you would like
to generate.
Several notes:
• Additional information about native objects can’t be included this way, because the VUE
Render Engine only renders VUE objects.
• Unlike in the standalone VUE application, these passes can’t be anti-aliased. Because
the integration plugin has no control of the order a render is actually performed, the
plugin would have to keep a several gigabytes buffer in memory to be able to anti-alias
each channel.
Professional,
Post-Processing En-
treprise
VUE is not compatible with VUE’s post-processor or the native renderer’s post-process pass.
• VUE objects that use post process (like objects with a glowing material) won’t be ren-
dered correctly (the object will be rendered without glow in this case),
• Native Post-Processing Effects might not work on VUE objects, depending on the actions
performed by these post-process passes.
• The natural film response filter applied to each pixel can be enabled,
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Advanced Rendering Effects En-
treprise
• The native renderer computes the Global Illumination on the native objects, using the
information of the entire scene. VUE objects contribute to the global illumination of the
scene as any other native object, except if you checked the Disconnect VUE from na-
tive renderer final gather option in the VUE Options dialog. If you haven’t checked this
option, you can scale the contribution of the VUE objects onto native renderer Global
Illumination from the VUE Options dialog.
• VUE’s renderer computes the Global Illumination on the VUE objects, casting global illu-
mination rays into the entire scene. Native objects contribute to the global illumination,
except if you checked the Disconnect native scene from VUE final gather option in the
VUE Options dialog. If you haven’t checked this option, you can scale the contribution
of the native objects onto VUE Global Illumination from the VUE Options dialog.
Therefore, if you want to use Global Illumination for the entire scene, you need to turn on the
Global Illumination in both renderers. In the native renderer, this is done the usual way. In
VUE, Global Illumination is specific to the atmosphere, so if the scene you loaded contains a
Global Illumination atmosphere, Global Illumination will be computed during render. You can
edit the atmosphere settings using the Atmosphere Editor (see here).
The VUE render engine will generally compute its prepass before the native renderer begins
to render the image. Because shader plug-ins generally don’t have a way to display images
directly in the native renderer frame buffer, this (lengthy) operation has no feedback. If possi-
ble, the plug-in will display progress information about the prepass computation. In the V-Ray
plug-in, the plug-in has access to the frame buffer, and you will see the prepass computation
as you would in the VUE standalone.
With the Mental Ray renderer, depending on several settings, you may or you may not see the
VUE elements during the Mental Ray Final Gather pass. It actually depends on the following
settings:
• if VUE is not set to do a prepass (standard illumination mode or preview preset), you will
see VUE elements showing up in the render.
• if you’re rendering only a part of the image (region render), VUE will do its prepass before
Mental Ray Final Gather pass, in which you won’t see VUE elements showing up.
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• if you’re using an existing Final Gather map (final gather lock) in Mental Ray, then VUE ...Professional,
will also have to do its entire prepass before actual rendering takes place. En-
treprise
• in all other cases, both Mental Ray and VUE will do their prepass at the same time, which
will greatly improve the memory usage. In this case, you will see the VUE elements show-
ing up during the mental ray prepass.
Whether the VUE elements are visible or not during the Mental Ray final gather pass will not
impact the final beauty pass.
To sum up, if you don’t see VUE elements showing up during the Mental Ray Final Gather pass,
there is no need to dig into the settings to change this. You just have to wait for the final gather
pass to end to then see your VUE elements in the final pass.
If you activate Ray-traced Motion Blur in the native renderer, VUE objects, as well as VUE shad-
ows and reflections, will automatically display motion blur. Motion Blur of the VUE scene can-
not be enabled on a per object basis.
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If you don’t want to compute Motion Blur on the whole scene, you can do the following: ...Professional,
En-
• Turn on Motion Blur in the Mental Ray Settings dialog, and deselect the Blur all Objects treprise
option,
• Disable Motion Blur for the VUE Scene object (so Motion Blur isn’t computed for VUE
objects)
• Disable Motion Blur for the rendering camera (so Motion Blur isn’t computed for the VUE
sky)
• Enable Motion Blur (object Motion Blur) for the Max objects you want to be blurred.
In Maya, open the Mental Ray Render Options dialog, and in the Rendering features section,
select Raytracing instead of Scanline or Rasterizer.
Professional,
En-
treprise...
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Professional,
Specific Render Settings En-
treprise
Some specific render options have to be activated in some host applications, depending on
their version.
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...Professional,
En-
treprise
Note that a scene created in a prior version of LightWave will automatically have this option.
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Professional,
Saving Your Work with VUE Integra- En-
treprise
tion Plugins
Information about the VUE scene (render options, position of the proxy object in the native
scene, etc.) will be saved along with the file. Please note that unless you selected the option
to incorporate the VUE scene inside the target application scene (see the VUE Options dialog),
only the path to the file is saved, and not the actual scene.
This means that if you edit the VUE scene externally, it will be modified the next time you load
your native scene. But it also means that if you delete or move this VUE scene file, the applica-
tion will fail to find it when opening your native scene. You will then be prompted to browse
to the new location of the VUE scene file. If you re-save the native scene, it will now point to
the new location.
The same happens if you share the native scene with another user. For this reason, you should
always use the Incorporation option when sharing your scene.
Professional,
En-
treprise...
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• Will be able to load your scene, but any copy-protected content they don’t own will be
replaced by dummy objects or materials,
• Will be able to load the entire scene if they acquired the same content for their seat.
If you have several VUE licenses installed on one or more computers, each plug-in will be able
to load copy-protected content acquired for use in VUE.
Professional,
Export Animation to VUE En-
treprise...
This dialog is accessed through the File | Export Animation To VUE menu command. It is
used to export the animation information of all the proxy objects to the VUE scene. This reads
the transformation information of the proxies for each frame of the animation and sets the
transformation information in the VUE scene (as keyframes).
• You have setup an animation on a proxy object using the integration plugin, you want
to share your VUE scene with another user, and you want this scene to integrate the
complete animation on the corresponding VUE object.
• You want to network render your scene with the mental ray bucket rendering option
and you have to copy the VUE scene on all your computers. Please refer to the Network
rendering section for more information on how to setup VUE for use with mental ray
bucket rendering.
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For example, if you set Frame Start to 10, Frame End to 20 and Frame Step to 5, and click OK,
the VUE plugin will perform the following:
A message will appear at the end of the processing to let you know the result of the operation.
Professional,
Converting VUE Objects into Native En-
treprise...
Objects
You can now convert VUE objects (including EcoSystems) into native host objects.
This reduces the dependency on the VUE Integration Plugins (still useful for network render-
ing), or to edit the converted objects with your 3D host application’s tools.
This feature is available in the VUE Integration Plugins. At this time it is available only in 3DS-
Max, Maya and Cinema4D.
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...Professional,
En-
treprise...
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...Professional,
En-
treprise...
Conversion Options
Open the Integration Plugin World Browser and select the object you want to convert, using
the contextual menu (-> Convert to XXX Object)
When you convert an object, VUE offers to customize geometry and material maps options.
This editor is quite similar to what you get for the Export option.
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...Professional,
En-
treprise...
After Conversion
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...Professional,
En-
treprise...
After Conversion
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Its EcoSystem instances are now also native objects, and are grouped with it. ...Professional,
En-
The object is no longer rendered by the Integration Plugin render engine: it behaves now like treprise...
any other native object and cannot be edited anymore with VUE tools. With VUE content con-
verted to a native format, you can now use any renderer you wish such as Arnold, VRay RT,
Octane, Renderman, etc.
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Professional,
FBX Import En-
treprise
Professional,
Objects En-
treprise
FBX supports have more than one object in a FBX file. So when you import a FBX file in VUE,
a group named after the FBX file name will be created containing all objects inside the FBX
file ( except for Cameras ). It is possible to import scenes with textured geometries, but other
objects (like lights, characters with skin and bones, morphers, etc...) are not supported. Some
materials may not be well imported (it can be caused when the exporter writes data specific
to its application only).
Professional,
Camera En-
treprise
When importing a FBX containing cameras, the cameras will be added to the camera list.
Example
If you want to make a 1024 × 1024 render on Maya and VUE from a Maya scene:
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Professional,
Nuke EXR Exporting En-
treprise
To use this feature, you need to activate the multipass rendering on the Render Options screen.
Select to use Multi-Pass Options and click the Edit button.
On this screen, select the items you wish to include in the render. Be sure to select the Several
Files option.
Professional,
Compositing En-
treprise...
There are two scripts inside the install files for your VUE. In folder Synchro Plugins/Nuke, you
can find VUE Compositing.n, a compositing script and VUE Relighting.nk, a relighting script
This script combines the rendering passes to recreate the image VUE create from the same
data.
Just load the multipass EXR files and the “VUE Compositing.nk” script. You can then modify
the different contribution of each pass at your convenience.
Note:
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there are passes that allow you to make masks on the different items so you can change the ...Professional,
contribution for one item without changing the others. En-
treprise
Professional,
Relighting En-
treprise
The latest layers such as World Point Position allows the Nuke to recreate a 3D image of what
is seen on the EXR.
The script VUE Relighting.nk uses the relighting nodes from Nuke.
From the .exr file, it creates the 3d image with PositionToPoints node, adds a light and the
Relighting node.
You can then modify the light position in Nuke and the Image will reflect the changes.
Professional,
Tutorial En-
treprise
You can find a tutorial here.
Professional,
VUE Integration Plugins EcoSystems En-
treprise
In Integration Plugin, the same ecosystems features as in the standalone version of VUE are
available, meaning that you can paint ecosystems or add ecosystem materials on objects from
the VUE scene, then add VUE objects, VUE/TPF plants and VUE rocks into them. In addition,
you can now create ecosystems materials on native objects (i.e. objects from the host appli-
cation) and add native objects into them or in painted ecosystems. This compatibility with
native objects is available in the plugins for Maya, 3ds Max and Cinema 4D, but not for Light-
Wave.
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Object > Populate Native Object (at the end of the sub-menu). The VUE Material Editor opens ...Professional,
with a material type automatically set to “EcoSystem/Particles”. Then you can add PlantFac- En-
tory or SolidGrowth plants, or native objects/proxies by following the instructions below. treprise
Native objects and proxy files can now be added as items in the population of ecosystems.
• First, if you are in 3ds Max or Maya, make sure that either V-Ray or Mental Ray is selected.
This information is needed by Integration Plugin to prepare the instantiation of objects.
If you change the renderer after native objects have been added, you will have remove
and re-add them to ecosystem populations.
• To add a native object, click on the icon below the ecosystem population list. A
small windows listing the native objects opens. Select one object (or several by main-
taning the Ctrl key pressed), then click on OK to add the item(s) in the ecosystem.
• To add a native proxy file, click on the icon below the ecosystem population list.
A system browser opens, allowing the selection of either .vrmesh files if the renderer is
V-Ray, or .mib files if the renderer is Mental Ray. This feature is not available in Cinema
4D.
The scenes created in 3dsMax, Maya and Cinema 4D using the Carbon Scatter plug-in can be
reloaded in these applications with the Integration Plugin.
• Native objects and proxy files will be rendered by the native renderer, like with Carbon
Scatter. However, PlantFactory and SolidGrowth plants (i.e. tpf/veg/csplt/csvez/csveg
files), as well as billboard trees (csbb files), will be rendered by the VUE renderer, which
produces better results for these plants (than results obtained in Carbon Scatter which
exported their 3D geometries and materials for the native renderers). It means that any
tweak made in the native materials for these plants will be lost, but will very probably
not be necessary anymore in the VUE materials of the plants.
• By default, when Carbon Scatter scenes are loaded in Integration Plugin, the rendering
of the VUE atmosphere and sky is disabled, in order to get a render close to the original
render obtained with Carbon Scatter. You can enable the VUE atmosphere and sky in
VUE > File > Options > Render Options.
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Requirements ...Professional,
En-
For this reloading to work properly, it is important to : treprise
• uninstall the Carbon Scatter plugin from host applications (either before or after in-
stalling the Integration Plugin) otherwise there will be conflicts between them.
• in Maya, make sure that VUE_xStream.mll is loaded in the Plug-in Manager, accessible
in Windows > Settings/Preferences > Plug-in Manager.
The display quality of ecosystem instances can now be controlled separately for each item in
the population list. For this, click on the down arrow icon on the line of an item in the ecosys-
tem population list, them move the mouse cursor over “Display Quality” and select either Box,
Point Cloud, Billboard or Geometry (this last quality is not available in all applications). It is
still possible to control this display quality globally from the Integration Plugin Options, which
affects all ecosystems in the scene.
It is also now possible to select a preview color for each item in the ecosystem population list,
by clicking on the colored square on a item line, which opens a dialog allowing the selection
of a new color.
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...Professional,
En-
treprise
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This licensing model is ideal when you need to be able to run VUE on several computers, typ-
ically in a studio or an enterprise. When you purchase such a license, you will need a RLM
License Server. The License Server is responsible for issuing temporary licenses as they are re-
quested. If there are no licenses of the requested kind, or if no licenses of the specified kind
remain available, or if the License Server is unreachable, the application will not run.
If you already have a RLM License Server running on your network (installed for another appli-
cation), you do not need to install it again, and you can skip this section.
First download the RLM Licensing Bundle from Reprise Software Download page. Make sure
you download the version corresponding to your operating system.
Then, please follow the instructions detailed in the RLM License Administration manual.
Note:
Under Windows, the RLM License Server can run as a service (being logged into a user account
is no longer a requirement). This mode is recommended, and is explained in the documenta-
tion above.
This file, directly available beside VUE’s installer, in the RLM directory, is required to activate
any VUE license in the RLM License Server. Just copy this file in your RLM License Server’s
folder (which should already contain one or several settings files with this .set extension).
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License Server
Once your RLM License Server (rlm.exe on Windows) is running, open a web browser and go
to this url to perform some administration operations: http://localhost:5054
Reprise License Server Administration You should see a left sidebar with different administra-
tion operations. Click Activate License
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...Entreprise...
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...Entreprise...
Make sure the ISV activation website is www.hostedactivation.com and click NEXT
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...Entreprise...
Type eonsoftw as ISV, and copy-paste your activation key in the License Activation Key field.
You should have received this activation key at the end of the ordering process. Then click
NEXT.
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...Entreprise...
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...Entreprise...
Keep the activation path pre-filled by the server, and click NEXT
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...Entreprise...
Summary of the activation in progress. Just check the values again before clicking REQUEST
LICENSE
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...Entreprise...
If the activation succeeds, you get a summary of the license just written. Click (Re)Start Li-
cense Server
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...Entreprise...
Select the eonsoftw ISV in the drop-down list and click REREAD/RESTART
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...Entreprise
Entreprise...
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If you haven’t already installed VUE, select the Use a floating license option during the VUE
installation.
If VUE loses the connection to the License Server, it will immediately try to reconnect to the
license server. If, after several attempts, it still fails to connect, a dialog will popup allowing
you to choose another license server. License servers can also be auto-detected.
You can choose to use VUE in non-activated mode until the License Server problem is remedied.
This will not change the current configuration of the floating license and normal operation will
be resumed next time you start VUE.
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Network Rendering
This section will show you how to setup and use network rendering.
There are two ways of handing network rendering in VUE Pro: RenderCows and RenderNodes:
• RenderCows are controlled via the HyperVUE network rendering interface (see below).
They are easy to setup and manage, but can only be controlled via the HyperVUE inter-
face. You can install as many RenderCows as you want, on as many computers as you like.
However, with a VUE Creator license, you will only be able to render on 5 of these com-
puters simultaneously – whereas this number is unlimited with the Pro versions. Render-
Cows are a very cost-effective solution for setting up a small-scale VUE-dedicated render
farm.
• RenderNodes are more complicated to set up, but are a lot more flexible and can be inte-
grated into large render farm management systems. They are controlled solely by com-
mand line. RenderNodes require the installation of the RLM License Server. RenderNodes
are ideal for large production houses that have a render farm that needs to handle jobs
for different rendering platforms.
Description
HyperVUE™ is VUE’s network rendering system. Using HyperVUE™, you can create your own
Render Farm by distributing the rendering of your pictures or animations over a network of
computers. Each computer on your network will do its share of the work. That way, if you have,
for example, 3 computers (of equivalent power) on your network, the animation will render 3
times faster!
In order to take part in the rendering fun, each computer must receive a rendering node. The
render nodes in HyperVUE are called RenderCow™ (pun intended).
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The HyperVUE™ Network Rendering Manager is the control center that dispatches rendering jobs
to all the RenderCows on your network, and then collects the resulting images once they are
completed.
To enable and configure network rendering, select the External renderer, select the Network
icon and click the Edit button alongside it in the Render Options or Animation Render Options.
This opens HyperVUE so that you can set up your RenderCow network.
When you start HyperVUE, it will try to contact all the RenderCows that are referenced on your
network. If the RenderCow is running, it will appear in the list of available RenderCows.
Each RenderCow™ appears as a line in the HyperVUE Network Rendering Manager. The line fea-
tures the name of the host computer running the RenderCow, as well as the current status of
the cow. If the RenderCow is available for rendering, it will be listed as ‘Idle...’. At the beginning
of each line is a checkbox that should be checked if the computer is to take part in the rendering
fun.
Initially, no RenderCows are referenced by your HyperVUE Network Rendering Manager, so the
list should appear empty (except on Mac OS X systems where RenderCows installed on other
Mac OS X systems will automatically be detected and added through the use of the Apple’s
RendezVous™ technology). Please read on for details on how to add other RenderCows to your
HyperVUE™ Network Rendering manager.
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RenderCow™
Basically, the RenderCow spends its time waiting for an order from the HyperVUE Network Ren-
dering Manager. As soon as it receives an order to start rendering a picture, it does so and then
returns the completed render. The resulting picture is subsequently retrieved by the HyperVUE
Network Rendering Manager, and a new job is issued to the RenderCow.
• VUE Professional and Enterprise: the number of nodes participating in the render is
unlimited with those licenses.
• VUE Creator: You can render with up to 5 RenderCows simultaneously.
Setting Up RenderCows
Installing a RenderCow
A RenderCow™ must be installed on each computer that is to take part in the network rendering.
To install a RenderCow on a computer, locate your downloaded installation files on your disk,
and double-click the ’Install VUE.app’ icon on a Mac or the ‘Setup.exe’ file on the PC. Follow
on-screen instructions to complete installation.
Note:
If you purchased a downloaded version, you can copy the entire installation files folder to a
shared network folder and access the RenderCow installation from each target computer. Or,
burn your installation folder to a DVD and use that to install the RenderCow program on your
networked machines.
If you get cryptic error messages the first time you launch the RenderCow, you will have to
change the port number (see below) and restart the RenderCow.
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On the last screen of the RenderCow installer is an option to automatically launch the Render-
Cow at boot. It is recommended that you check this option so that the RenderCow will be auto-
matically loaded each time you reboot your computer. This will save you having to go around
your network to start each RenderCow manually. Besides, since very little resources are actually
used when the RenderCow is idle, there is no real down side in doing so. Also, because it runs
in the background and only uses extra CPU cycles that would otherwise be lost, the RenderCow
should have very little impact on overall system performance (even when rendering).
In order to communicate with the HyperVUE Network Rendering Manager, the RenderCow listens
to communications on a given port. By default, this is set to 5004. However, there can be cases
where another application is already using that port. If this is the case, you should change the
port number used by the RenderCow to a free value. This is done by picking the Settings | Port
Number command from the RenderCow menu and entering the new port number.
Announce RenderCow: select this option if you want the RenderCow to be automatically de-
tected by HyperVUE managers running on your network. Indicate the port number that is watched
by the HyperVUE manager (5591 by default).
Please note that each RenderCow can use a different port number.
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CPU Affinity
On machines with multiple processors, you can select how many processors/cores you would
like the RenderCow to use. This setting is accessed from the RenderCow menu (right-click on
the RenderCow in the taskbar and select Settings | Processor count). This setting is defaulted
to the number of processors you have on your machine, but can be changed to less, if you pre-
fer. This setting takes affect immediately. There is no need (on Windows machines), to go into
the Task Manager and change it there as well. The setting will be visible in the Task Manager,
however.
You can also install a RenderCow on the computer that is running the VUE program and the
HyperVUE manager. Simply reference the RenderCow as any other one in the HyperVUE Network
Rendering Manager.
Because the RenderCow runs in the background, it will not slow down the HyperVUE manager as
it manages the distribution of the rendering over your network. If the workload of the HyperVUE
manager is high, that cow may not be able to do much, though.
To access the HyperVUE Network Rendering Manager, go to the Render Options dialog, press
the Edit button alongside the Standalone renderer option and select Use HyperVUE network
manager. Click on the Edit button alongside that option, and the interface of the HyperVUE
Network Rendering Manager will appear (this is a separate application).
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Configuring HyperVUE™
Before you can start network rendering, you must first reference all the RenderCows running on
your network. To add a specific RenderCow to the list of available rendering nodes, press the
Add button. A dialog appears prompting you to identify the rendering node either by entering
the host name of the computer, or its IP address. The Port number should match that used by
the RenderCow. Unless you had to modify the value because of conflicting uses of the default
port number, you should leave this untouched.
Make sure the host is booted and the RenderCow is running, then press OK. After a short wait,
the new host should appear in the list of available RenderCows, together with its current status.
If the RenderCow cannot be contacted for any reason, nothing will be added to the list. One of
the typical reasons that the RenderCow cannot be contacted is if you have a Firewall blocking
access (on either end). If this is the case, you should contact your system administrator so he
can allow connections of VUE and RenderCows to your local area network on the port numbers
you selected for the RenderCows (see RenderCow Port Numbers above).
If you check the Auto discover RenderCows option, HyperVUE will automatically scan your net-
work on the indicated Port number, to identify and add any new RenderCows to the HyperVUE
Network Rendering Manager as soon as they become available. This scanning continues while
a render is in progress, so new cows can be put to work as soon as they are powered up. You can
change the port number at any time, in case you installed your cows on different port numbers
(this is a bad idea).
You can remove a RenderCow from the list by highlighting it and pressing Remove. If you just
want to temporarily stop a RenderCow, click Stop.
Press Select all to select all RenderCows in the list. Press Deselect all to deselect all Render-
Cows.
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The list of RenderCows is stored when you close the HyperVUE dialog, and automatically re-
stored next time you open it. Next time you open the HyperVUE Network Rendering Manager, it
will contact all the referenced RenderCows. Only those that could be contacted will appear in
the list, together with their current status.
You can save your list of nodes in a standalone file for future use: press the Save nodes to save
the list of RenderCows to disk. Press Load nodes to load an existing RenderCow node list.
When rendering, you can press the Minimize button to minimize the application.
Before you start rendering, you should select which node is going to participate in the render-
ing. This is done by checking or unchecking each RenderCow on the list. RenderCows that are
selected will participate, others will be left aside.
RenderCows can be added even when the rendering process has already begun – see below for
details.
Starting a Render
When you are done adding RenderCows to HyperVUE’s list and you have decided which cows
would take part in the render, you are ready to start rendering using your network. In the Ren-
der Options dialog, press Edit alongside the Standalone renderer option and select Use Hyper-
VUE network manager, then press Render and watch as HyperVUE contacts each RenderCow
in turn, first sending the scene to be rendered, then issuing orders to render a given frame and
finally collecting the rendered pictures.
Please note that the scene is only sent once to each RenderCow. The traffic generated on your
network will rapidly drop as soon as all RenderCows have received the scene.
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When a HyperVUE render is in progress, the HyperVUE Network Rendering Manager displays in-
formation regarding each of the RenderCows:
• Host Name: this is the hostname of IP address of the RenderCow. Uncheck the checkbox
to disable rendering on that RenderCow.
• RenderCow Status: this indicates the current status of the RenderCow (sending scene,
sending textures, rendering…).
• Number of Frames: this indicates the total number of frames of the animation that have
been rendered by this RenderCow.
• Last Frame Time: this indicates the render time of the last frame.
• Average Frame Time: this displays the average render time of all the frames rendered by
the RenderCow since the beginning of this rendering session.
Aborting a Render
You can abort a render any time by clicking the Abort button. You may either opt to save the
frames already rendered, or discard them. There will be a short time lapse before the render-
ing process aborts, because the HyperVUE Network Rendering Manager must first contact all the
RenderCows and tell them to stop their work. Discarding the frames that have already been ren-
dered is faster because it doesn’t require the HyperVUE Rendering Manager to save the frames
to disk. Also, please note that if you save the frames that have already been rendered, you may
have some missing frames in your animation (especially if some computers on your network
are significantly slower than others). It isn’t possible to resume an aborted network rendering
session.
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Managing RenderCows
This section describes operations that are performed on the host computer running the Ren-
derCow.
You can view the status of a RenderCow running on a computer by clicking on the RenderCow
icon in the task bar, or selecting the menu command Show (Windows only). The RenderCow
window will popup, displaying the current status of the RenderCow. Click the Close button (or
select the menu command Hide) to store the RenderCow back in the Task bar.
You can easily add RenderCows even when a rendering process has already begun. Simply press
Add and enter the IP or host name of the computer holding the new RenderCow. The new Ren-
derCow will automatically be put to work and join the rendering process.
Thanks to the use of Apple’s RendezVous™ technology, RenderCows running on Mac OS X sys-
tems will be detected automatically. What this means is that you can start a network rendering
session, and then turn new Mac systems on. If you setup the RenderCow to launch at boot, it
will be detected by the HyperVUE Network Rendering Manager and immediately put to work!
This cool e-on technology is known as SmartCow™.
Pausing a RenderCow
RenderCows can be paused/resumed by an option on the RenderCow tray icon menu. The status
is visible both in the RC status window, and in HyperVUE. The RenderCow can only be resumed
from the tray icon menu, however; it cannot be resumed from HyperVUE.
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If you want to stop a rendering job that is currently running on a RenderCow, select the menu
command Shut Down.
You can safely turn off RenderCows or shut down the system hosting the RenderCow even when
the RenderCow is working... To shut down the RenderCow, select the Exit menu command.
Updating RenderCows
Just like the rest of the application, RenderCows require regular servicing (see here for details
on updating your software). However, downloading and installing software updates on all the
computers on your network can rapidly become a very time consuming hindrance.
Fortunately, VUE features e-on software’s unique network updating technology, called New-
Cow™. This technology automatically maintains your render nodes by remotely installing all
required updates on demand.
When an obsolete RenderCow is detected by the HyperVUE Network Rendering Manager, it hands
over control to the NewCow technology. NewCow then dispatches update commands to the
RenderCow so that it can be updated. Because this updating process takes place in the back-
ground, it does not keep up-to-date nodes from beginning their work. The progress of the up-
dating process is displayed in the HyperVUE window. As soon as the obsolete RenderCow is
updated, it will join the other nodes in the rendering fun.
Professional,
RenderNodes En-
treprise...
The RenderNode is a command line version of VUE devoid of any graphical user interface. Ren-
derNodes are ideal for production houses that have a render farm management utility and
wish to integrate VUE rendering into this render farm.
RenderNodes are controlled via the command line and by placing appropriate files at the ap-
propriate location and at the appropriate time. Your render farm management utility will have
to be configured to interact with the RenderNodes (e.g. so that it launches the RenderNodes
with the required command line parameters so as to perform the desired operation).
When launched, a RenderNode parses its command line to find out the operation that needs to
be performed, performs the said operation and then quits automatically once the operation
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is completed. ...Professional,
En-
Some examples of configuration for typical render farm management software are supplied treprise
to help you setup your own system. You will have to adapt these examples to the specificities
of your setup.
You can purchase additional RenderNode seats by contacting our sales department: https:
//info.e-onsoftware.com/sales-support.
Professional,
RenderNode Network Options En-
treprise...
When you instruct VUE to render using the RenderNode Network option, VUE will:
• Save the current scene to a user-specified folder or to its temporary folder, then
• Execute a custom command.
The RenderNode Network Options dialog lets you specify the temporary folder and the com-
mand line that is executed when you launch a network rendering session using a render farm
with RenderNodes. This dialog is accessed by pressing the Edit button alongside the RenderN-
ode option in the Render Options dialog.
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The command line depends on your particular render farm setup. Please consult your render ...Professional,
farm management documentation for the specificities of configuration. En-
treprise
However, if your network manager does not allow attaching a file to a job, VUE will just tell
the network manager where it can find the scene file. Because the network manager sends
the path of the file to the nodes, and not the file itself, the file must exist during the entire
rendering session. Also, the path to that file needs to be a valid network path accessible from
all the computers taking part in the render.
Because the file must exist during the entire rendering session, VUE should not delete the tem-
porary file, so it needs to be stored outside VUE’s standard temporary folder (which is flushed
at regular intervals). In this case, click on the Browse button and select an alternate tempo-
rary folder.
It can also contain some additional information required by the network manager, like the
description of the job, how to handle it, etc.
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If you are using a render farm of Windows computers and the scene files need to be accessed
by their paths, you can either:
• select a folder on a network drive (the letter of the network drive must be the same on
all the render nodes), or
• use the [UNC_FILE_PATH] argument so that any folder path will be automatically con-
verted to UNC (in which case either the folder, one of its parents, or the entire drive must
be shared, lest it won’t be possible for the system to create the UNC path – for obvious
reasons).
Professional,
Sample Setup for BackBurner En-
treprise...
Here is an example of the command to enter for BackBurner:
Note:
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We used both the -numTasks: [NUM_FRAMES] and -job~\%tn options to distribute the ren- ...Professional,
dering on several RenderNodes. Each job sent to a node will correspond to the rendering of En-
one frame of the animation. For this reason, the animation output file can’t be a single file (i.e. treprise
AVI or MOV ), it needs to be a separate file for each frame.
If we want to render the whole animation on one single computer, we can specify -numTasks: 1
in the command line.
In the example above, the workpath (the folder where the RenderNode is installed on the ren-
der node) needs to be the same for all the nodes. This is a limitation of custom jobs with
BackBurner.
BackBurner is used here as an example. The RenderNode system was designed to work with all
the major network managers. It should be simple to configure any custom network manager
to use RenderNodes, provided the application was designed to accept custom jobs.
If, after several attempts, it appears that it’s impossible to use RenderNodes with your network
manager, please get in touch with our tech support to try and find a solution.
Professional,
En-
treprise...
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Installing the RenderNodes is done easily using the VUE product installer. On the screen where
you select to install either Standalone or Integration Plugin, select Network Rendering. On
the next page, select which type of RenderNode you will be installing. And continue with the
rest of the installation program screens.
In order to operate, the RenderNode requires the installation of a RLM License Server (see here).
The first thing the RenderNode does when it is started is attempt to connect to the RLM License
Server and get a license. If it cannot retrieve a valid license (either because no more licenses
are available, or the network connection is not functional), the RenderNode will not start.
Professional,
Controlling RenderNodes via Command Line En-
treprise...
If you want to build your own Network Rendering Manager, or for any other purpose, you can
also control the RenderNodes directly by command line. The following options are available:
• –file '<FILE_PATH>': specifies the scene file that will be loaded and rendered, and
(optionally)
• –frame X: indicates which frame to render if you don’t want to render the entire anima-
tion (if the scene is animated). If you don’t use this command, if the scene is animated,
the entire animation range will be rendered (the part between the start and end frames),
using the Animation Render Options stored in the file. If no animation is defined, the picture
will be rendered using the Render Options stored in the file and the –frame X option will have
no effect.
• -range X Y: indicates the range of frames that will be rendered (from X to Y inclusive).
• -step S: sets the rendered frame increment (e.g., if set to 10, only frame 0, 10, 20… will
be rendered).
• -job N: renders frame N-1 (for compatibility reasons with BackBurner that numbers
jobs starting with 1).
• -output '<FOLDER_PATH>': specifies a path to a folder where all output images should
be saved (it overwrites the output paths set in the scene, and only keeps the base names).
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Professional,
Saving Global Illumination Prepass for Reuse En-
treprise
If you will be rendering over a network using RenderNodes, it is possible to set the RenderNode
to only render the GI prepass and save it in order to reuse it for further render jobs.
Then you add an option to specify where the GI prepass can be found. If the file is found, the
GI prepass will be skipped for this render.
To save the GI prepass file, there are now three new options to be added to the command line.
-gi_output_file <path_to_gi_file>
The rendernode will save the GI prepass to the specified path. You may use the file extension
.dat, but it will have no importance.
-gi_only
The rendernode will stop after the GI prepass is computed and saved using the option gi_output_file
is used. This option shouldn’t be used without the gi_output_file command. In the case of an
animation, by default the RenderNode will save one file per frame (padded like specified in the
Render Animation Options).
If you want to render only one single frame of GI (the first one), you may add this option:
-gi_single_frame
Only the first frame will be computed and the RenderNode will stop.
-gi_input_file <path_to_gi_file>
The RenderNode will try to load the GI info from the given file (which should have been saved
previously with option -gl_input_file). If it succeeds, the prepass phase will be skipped in the
render process.
If rendering an animation, by default, the RenderNode will rebuild a different path for each
frame (depending on padding options), exactly like it does when saving GI files.
If you want to use the same file for all frames (this single file should have been saved with the
-gi_single_frame option as well), the option is:
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-gi_single_frame ...Professional,
En-
This feature can be useful if you have a big image which you want to distribute over a network, treprise
using the -tile option.
• First, render the full prepass on one node, with options -gi_output_file and -gi_
only
• Then, distribute the tiles over the network with the -gi_input_file to all nodes.
Professional,
Integration Plugin Network Rendering En-
treprise
Professional,
Saving Native Scenes for Network Render- En-
treprise
ing
If you want to network render a native scene that includes VUE content, you first need to in-
stall VUE rendernodes on all the computers participating in the network render. You can then
launch the render using your usual network rendering manager. In order for the VUE scene to
be loaded correctly on all the computers, it is suggested that you incorporate the VUE scene
into the native scene, using the VUE Options dialog using the Incorporate VUE scene in native
scene file option.
If you don’t incorporate the VUE scene, it means all plugins will try to load the scene from
its absolute path, so you need to copy the VUE scene on the same exact location on all the
computers, and you also need to check they use the same version of the VUE scene. This is a
little tedious, so this is why it’s generally more convenient to use the incorporate option.
In LightWave, you can use the Relative to LW content folder option and then save the VUE
scene in a subfolder of your LightWave content folder. Then, if all plugins use the same net-
work shared content folder, they will be able to load the VUE scene, without having to incor-
porate the VUE scene in the LightWave native scene.
Professional,
En-
treprise...
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In order to install a rendernode version of VUE on your computers, you need to launch the VUE
installer, and select the VUE RenderNode option on the first screen. This will actually install
the full VUE application, but will edit the RenderNode.cfg file in the application folder, so that
when a plugin initializes, it will search for a RenderNode license on your network (RenderNode
licenses are floating only, so you need to install them on your RLM License Server.
Professional,
Setting-up Your Workstation for a Network En-
treprise
Render
If you own one or several RenderNode licenses in your RLM License Server, you can configure
your regular workstation so that it will take part in the network rendering process. To do this,
we recommend that you edit the RenderNode.cfg file and change the license to a RenderNode
one (use any basic Text Editor to do that – the file is commented to show where you need to
make changes).
If your workstation is using a node-locked license, the plugin – when launched as a RenderN-
ode – will continue to use this node-locked license, to avoid taking up a RenderNode license
on the network. It is suggested to switch to a RenderNode so that the plugin will know it
should not ask for any user interaction (all warnings, information messages and dialogs will
be skipped). Depending on how the network rendering manager operates, the plugin may
detect that it is participating in a network render and do the switch dynamically, but it’s not
always the case. This is why it’s better you switch it manually.
Professional,
Behavior without License En-
treprise...
Another option for RenderNode licenses that you can find in the RenderNode.cfg file is the
default behavior when no license can be retrieved. There are three options:
• Wait: use this option if you want the plugin to wait indefinitely for a floating license. It’s
useful in a render farm because plugins not getting a license won’t interfere with others.
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• Black: use this option if you want the plugin to render a black frame if no license is found. ...Professional,
Beware that in a render farm, setting this option can lead to undesired effects: a slave En-
with this option will render black frames very quickly and will therefore be sent most of treprise
the jobs. You will therefore end up having all your frames black. Use this option only if
your rendering manager can detect black frames.
• Error: use this option if you want the plugin to trigger an error (a crash of the host ap-
plication) when no license is found. It is generally not possible for a plugin to abort a
network render or to tell the renderer that it should stop rendering, so this option can
be useful. Generally, the network rendering manager will be informed of the error, and
will stop contacting this node (or do whatever you told it to do in this case).
If no option is selected in the file (which is the case when you install VUE), the default option
is Wait.
Note:
This option has no effect when the plugin is not configured as a RenderNode. In this case, the
plugin will display an Activation dialog or a License Server Connection dialog if no license can
be found. If the Activation dialog is skipped, the plugin will render watermarked frames.
Professional,
Rendering with Mental Ray Satellites En-
treprise...
In order to be able to use VUE Integration Plugin with Mental Ray satellite rendering (also
known as “distributed bucket rendering”), you need to have the VUE scene on all the comput-
ers involved in the rendering. As long as you don’t edit the VUE part of the scene, you won’t
need to update the scene on your network. But, if you move or rotate a VUE object proxy, or
edit the VUE atmosphere, etc. you’ll need to save your scene and copy the file to the other
computers. Due to limitations of services (Mental Ray satellite is a service), it’s not possible to
put the scene file on a network shared location.
In order to use DBR with Mental Ray, you need to dissociate the VUE “scene file” from the main
scene file, and copy it on each satellite (to a similar location on all of the nodes). To dissociate
the VUE scene from the main host file, go to VUE options (menu [Files | Options...]) and untick
the option Incorporate VUE scene in 3DS Max scene file. Close the Options dialog. You will
have to choose a path for your VUE scene. Once this is done, save the 3DS Max scene too, and
copy the .vue file you have just chosen to all nodes before starting the DBR render.
Additional note: you should NOT save the VUE scene to the desktop or “My Documents” di-
rectory, as the corresponding absolute path would depend on current user account and OS –
for instance, if you save your scene on such a place under Windows, Integration Plugins would
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not be able to find the matching scene on another machine, because those places are inter- ...Professional,
preted differently; instead, choose a basic path such as C:/IntegrationPlugin_scenes/ En-
my_scene_001.vue. treprise
We suggest you use the Mental Ray satellite option only when rendering large scenes or ani-
mations. Because the Mental Ray satellites have to initialize the VUE plugin, and then read the
VUE scene, they will suffer a 30s-1min. delay before really starting to render. The local Mental
Ray is already loaded into memory, and the VUE scene is already opened, which means it will
start rendering a lot faster. It means that for a preview render, the local Mental Ray plugin will
have already finished rendering all its tiles before the satellites even begins to render one tile.
If you animate one of the VUE proxy objects in the native interface, the animation is not stored
in the VUE scene, it’s only stored in the native scene. Because the VUE object proxies are not
rendered by Mental Ray, the native application is not sending the animation information on
these objects to the Mental Ray satellites, which means your VUE objects won’t be animated as
they should. In order to get the proper animation, you’ll need to export the animation of the
VUE object proxies to the VUE scene. You can do this through the Export Animation to VUE
Scene menu command. Following is the complete process of a render with Plugin Integration
and mental ray satellite involving animation:
• When your scene is ready to be rendered, select the File | Export Animation To VUE
Scene menu item.
• In the Export Animation dialog, enter the frame start and end of your animation. Then
click OK. The plugin will retrieve the animation of all the VUE object proxies and will set
corresponding keyframes in the VUE scene.
• Then, save the VUE scene, by choosing either File | Save or File | Save As.... The VUE
scene you’ve just saved now contains the animation you set in the native application.
• In your file explorer, browse to the folder where you saved the scene. Copy this scene
file to each of the computers you want to use during the rendering. Please note that the
path of the file must be the same on every computer.
• Enable Mental Ray bucket rendering option in the Mental Ray Render Options.
• Start the render.
• If you then want to adjust Mental Ray render settings, you don’t have to go through all
the above process. Simply make your changes and relaunch the render.
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Python Scripting
Python is the industry standard, cross-platform, object-oriented application scripting language. Professional,
It is both sufficiently easy to use and powerful to let you develop complex scripts and expand En-
the capabilities of the VUE Pro versions. treprise
Included in the VUE application folder is a selection of sample Python scripts that demonstrate
typical effects that can be achieved with Python. These scripts are fully documented and we
recommend that you take a look at the way they are written for a good example of Python
scripting. You can find them in the Python/Scripts folder of the Application.
There are many online documents and tutorials about Python on the internet. If you are not fa-
miliar with Python scripting, we recommend that you read general documentation on Python
before delving into the intricacies of VUE Python implementation. Please read below for de-
tails on the Python Console and interpreting Python commands.
In the Python Foundation homepage, you will find documentation, tutorial and links to more
Python-related websites.
Note:
Because VUE features its own Python interpreter, you do not need to install any additional
software in order to create and run Python scripts in VUE.
Professional,
Python Scripts En-
treprise...
Python scripts are text files that contain a list of Python statements and function calls. These
files usually carry the extension .PY. You can find sample Python scripts in the Python/Scripts
folder of your Application files.
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The first type of function is typically used in “helper” scripts that could be written to automate ...Professional,
certain tasks, such as e.g. generating a patch of grass. The callback functions are used to really En-
“customize” the behavior of VUE and create entirely new rendering geometries and effects. treprise
Professional,
Running Python Scripts En-
treprise
To run an existing Python script, simply select the menu command Python | Run Python
Script in VUE. This will open a Standard File Browser letting you browse to the Python script
that you would like to run. By default, the File Browser is opened on the Python/Scripts sub-
folder of your VUE folder.
The first time you run a script, it will be compiled on the fly by the Python interpreter and a
compiled Python script will be generated and executed. This is to make sure that the script can
be executed with maximum performance. Compiled Python scripts carry the extension .PYC.
Please note that although the script is compiled and Python performance is very good con-
sidering that it is an interpreted script, performance is in no way comparable to hard-coded
effects.
The most recently used scripts are listed at the bottom of the Python menu. To re-run a re-
cently used script, simply select it from this list.
Professional,
Startup Scripts En-
treprise...
Startup scripts are script files that are loaded and executed whenever a given scene is loaded.
These startup scripts usually setup callback functions, but they could be used for any purpose.
For instance, you could easily write a script that creates a new sphere each time a scene is
loaded!
Setting up callbacks using a startup script is very useful as it avoids having to set them up
manually each time the scene is loaded. For instance, if you look at the scripts in the Python/
Scripts/Filters folder of your Application CD, you will notice that these scripts setup call-
back functions to post-process the pictures as they are rendered. But if you save the scene
and open it later, you’ll have to run the script again, so that it restores the callbacks. This is
where setting a startup script becomes useful:
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Now take a look at the scripts in the Python/Scripts/Quartic folder of your Application ...Professional,
CD. There are two scripts in this folder, one called Quartic_Builder.py, the other Quartic_ En-
Startup.py. If you examine the code in the Builder, you will see that it creates a Python object, treprise
and then runs the Startup script. The Startup script sets up several call backs, and then sets
itself as the startup script by calling the SetPythonStartupScriptPath() function. That
way, the next time you load this scene, the Python object won’t be created again, but the call
backs will be properly setup.
Professional,
Running Python from Command Line En-
treprise
You can run Python scripts from the command line using the -p command. VUE will immedi-
ately load and run the indicated Python script after starting up. For instance, you could write
a Python script that loads a scene and then renders it before closing. To run a Python script
at startup, run VUE from the command line with the option -p<Name of Python script>
(note: there should be no space between -p and the file name; you should add quotes (’)
around the file name if it contains spaces).
For example, to run myscript.py at startup, browse to the VUE application folder and enter
(on Windows systems):
On Mac OS X system, open a terminal window, go to the VUE application folder and enter:
VUE.app/Contents/MacOS/VUE -p'/Applications/VUE/python/scripts/myscript.py'
Professional,
En-
treprise...
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To create or modify a Python script, all you need is a Text Editor. Open the Text Editor and start
entering a list of Python commands.
Don’t forget to save your script with the .PY extension, or it won’t be listed in the File Browser
when you try to run it in VUE. You can check that the script performs as expected by running
it on regular occasions.
Professional,
Python Console En-
treprise
The Python Console can be accessed by selecting the menu command Python | Display Con-
sole. This console provides feedback on the success of running Python commands or scripts.
It is a Python interpreter that can also be used by advanced users to enter commands directly,
rather than creating stand-alone Python script files.
You can enter Python statements and function calls at the >>> prompt. For instance, enter-
ing VUEInterface::AddSphere() at the prompt and pressing enter will add a sphere to the
current scene.
Professional,
Python Documentation En-
treprise
You can access the VUE-Python documentation using the Help | Python Documentation menu
command. This documentation provides a detailed list of all the Python structures and func-
tions used in VUE.
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SkinVue
SkinVue™ is a Python-powered plug-in designed to automate the process of generating high
quality Poser and DAZ character renderings using VUE. It was previously available on Cornu-
copia3D™ store. It is now directly installed within VUE, but as a legacy tool: no technical sup-
port will be provided. If you purchased the tool previously, please make sure that you use the
new version, which contains some important patches compared to the former version from
Cornucopia3D™.
Through a specially developed interactive Python program in combination with VUE’s advanced
function editor, SkinVue™ transforms imported character models into vivid, highly realistic
characters in seconds. SkinVue composite materials contain a base skin texture (either pro-
cedural or texture map driven) enhanced with greenish/blue veins, reddish imperfections, skin
noise, a Fresnel light ramp that reddens skin in the shadows and skin modifiers such as dirt
and wetness. There are three base skin texture options to choose from including Procedural
(procedurally generated skin material using no texture maps), Toon (for cartoon style renders)
and Enhanced (enhancing an existing texture map to achieve photo-realism).
A custom eye shader is also included which provides fully adjustable parameters for eye warmth,
eye noise, luminance, and reflection strength. In addition, SkinVue™ provides a number of at-
mospheres and scene files which have been optimized for skin rendering.
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Read about all the possibilities offered in SkinVue™’s dedicated user guide which you can open
from the SkinVue™ window help menu.
SkinVue™ is now installed within VUE, and directly available from the Automation > Additional
Tools menu.
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Hot Tips
Resuming Render
If you want to interrupt a render, and be able to resume rendering it in a future session, you
must make sure that the Generate Resume Render option is selected before starting the render
(using the Options dialog, or the Picture menu). When you stop the render, VUE will generate
the required information to resume rendering later. If you save the scene now, you can reload it
later and resume rendering exactly where it stopped by selecting the menu command Render
| Resume Render.
When you build a complex scene, it is good practice to place objects in different layers, each
layer corresponding to one part of the picture (e.g. one layer for fuzzy cloud spheres, one layer
for plants, etc.). This enables you to lock or hide parts of the scene without affecting render
(provided the Render everything option is selected in the Render options dialog). Locking lay-
ers lets you work on other layers without being hindered by the locked ones and keeping them
visible for reference. Hiding layers will seriously improve the display speed, and avoid visual
clutter. You can also accelerate display by representing complex objects (such as plants) by
boxes.
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You can stop rendering an animation anytime, and resume it later without any loss of process-
ing time: Just press the Resume Rendering Animation button in the Animation Render Options
dialog to restart rendering the animation from where you stopped! This button becomes auto-
matically enabled when it is possible to resume rendering.
You can use motion blur in still pictures to achieve dramatic effects, giving a sense of life and
speed to a scene that would otherwise look… still. Objects with motion blur will leave some
sort of trail behind them. The blurred cars in the Bridge sample scene are a good example of
using motion blurring in a still picture.
To achieve this effect, you must first define a motion for the objects that you want to be blurred.
To be noticeable, you will probably need to give these objects a very high speed.
Select the object you want to blur and move the Current time slider to 1 second. Now slightly
move the object in the direction of the motion blur. You shouldn’t move the object too much,
if not its position will be modified when you do the final render. Now press the key to reset
the Current time to 0. Do a test render to get an idea of the size of the blur trail. You can adjust
this trail by dragging the keyframe you just created to the right to reduce the length of the trail,
or to the left to increase it.
Broadcast preset render quality may not be sufficient to get perfectly smooth motion blurring
in a still picture (read here). You may want to switch to Superior or even Ultra (beware the
render times…) or increase the number of rays per pixel in the anti-aliasing setting (read here).
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When you plot the path of an object using the Animation Wizard, the altitude of the object is
automatically processed to avoid collisions with other objects in the scene. This can sometimes
be a problem (e.g. when you want to fly an object through a tunnel).
To avoid the detection of certain objects in your scene, just place them in a Hidden layer. Ob-
jects that are not visible are ignored by the Wizard.
When you create a scene that contains no animation, apart from time dependent materials, the
Render Animation Preview icon ( ) only renders one single frame, because it is unable to
determine what duration of animation you want to preview (e.g. when solely animating water).
The solution is to define a duration of animation: press the Render Animation icon ( ) and
select Render sequence. Enter the desired start and end of animation, then press Close. The
Start of animation and End of animation handles ( and ) are now displayed in the
Timeline. You can drag them to adapt the duration of the animation. Pressing Render anima-
tion preview will now preview the selected duration of animation.
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Rendering animations is a very processor intensive activity. When you are rendering an anima-
tion, you may have to trade off some of the render quality for improved rendering speed. Keep
in mind that the frames in the animation will only be visible for a fraction of a second, so the
trade off may not even be noticeable. The better results some render features produce may not
even be noticeable in the animation. You can probably accelerate the rendering by keeping the
following in mind:
• Global illumination and global radiosity are definitely a no-go if you want animations that
render quickly,
• Volumetric lights, especially volumetric sunlights are very long to render. Use them only
if you have to. Disabling shadows in the volumetric lights will accelerate the rendering
quite a bit.
• Avoid depth of field, soft shadows and blurred reflections/transparency as they will in-
crease render times by an order of magnitude. They will also probably add a fair amount
of flickering if you don’t increase the render quality.
You can seriously reduce rendering time if you are ready to accept some amount of flickering in
the animation. Do this by reducing the quality of the anti-aliasing. The flickering is particularly
noticeable with highly detailed materials or tiny objects. Keeping the Flicker reduction option
set helps reduce this effect.
Compressing Video
Since there usually are many frames in an animation, the size of animations on disk can rapidly
become daunting. Also, because the files are very large, your computer may experience diffi-
culties reading and displaying the animation smoothly.
Video compression is the solution to these problems. It is available directly in VUE through AVI,
QuickTime and Mpeg 1 & 2 compression Codecs. To choose a compression Codec, open the
Advanced Animation Options dialog, select compressed file format and press the File format
options button to display a standard system dialog that lets you select the Codec to be used
for compression. When you render the animation, it will automatically be compressed using
the Codec you selected.
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You can open VUE with a loaded object using the command line. Here are a list of the command
options.
• -software-gl: Start VUE with the software OpenGL mode
• -disable-msg-boxes: Always skip message boxes dialogs and take the saved (or the de-
fault) options instead.
• -autoconf-gl: Force the openGL configurator to (re)run.
• -r/-R: Launch a render
• -q/-Q: Set render quality ( -q100 set render quality to 100%)
• -x/-X: Set X resolution ( -x1024 image will be 1024 pixel width)
• -y/-Y: Set Y resolution (-y2048 image will be 2048 pixel height)
• -s/-S: Set first animation frame rendered (-s12 start animation render on frame 12)
• -e/-E: Set last animation frame rendered (-e18 end animation render on frame 18)
• -f/-F: Fullscreen (image size will have the same size than the screen)
• -m/-M: Resume render
• -a/-A: Render animation
• -o/-O: Set still image name (-oRendu.png will save render output to Rendu.png)
• -n/-N: Set animation image name (-nRendu.png will save animation render output to
Render_<frame number>.png)
• -p/-P: Launch python script
• <file>: Load the specified file. Can be .vue or any supported object format (.obj, .abc,
.3ds, ...).
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Troubleshooting
The first part of this second appendix gives a list of common problems you may have using the
software. The second part may help you find what is wrong in a picture that, for some unknown
reason, doesn’t look quite right.
You must keep in mind that some of the effects created by VUE are extremely long to render. If
you find that your scene is taking too long to render, go through it and check out for any of the
following effects that are not absolutely required (listed by order of importance):
• Global Illumination and Radiosity.
• Volumetric lights (especially directional lights such as the sun, and point lights), godrays.
If you absolutely need the volumetric effect, make sure the Quality boost setting isn’t
exaggerated. Check if you can remove the Cast shadows in volume option,
• Depth of field (this requires a large amount of anti-aliasing to produce smooth results),
• Displacement mapped materials seen from up close,
• Subsurface materials with low average depth settings,
• Camera is placed in the middle of spectral clouds,
• Mixed materials that mix several transparent materials together,
• Glowing materials (slightly glowing materials that don’t show up in the final render),
• Volumetric materials used on large objects (can you use fuzzy materials instead?), volu-
metric atmospheres,
• Blurred reflections and refractions, soft shadows (even if the blurring/softness amount is
very low, it’s still going to slow down the render dramatically). Do you need soft shadows
on all lights?
• Shadows (do all lights/materials have to cast shadows, do all materials have to receive
shadows?), etc.
A good understanding of all the advanced rendering features of VUE is required if you want to
keep render times optimal. By getting rid of unnecessary effects you can easily accelerate the
rendering speed by an order of magnitude.
Last, you should keep in mind that the rendering technique used by VUE (i.e. ray-tracing) is an
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inherently slow technique. This technique was preferred over other techniques because of its
vastly superior quality. Since VUE was first released we never stopped optimizing its render en-
gine to make it ever faster, producing one of the fastest ray-tracing engines currently available.
If you notice the camera changes position for no apparent reason, check that the height of the
camera above ground is not set to be locked (see the Lock Height option in the camera’s Object
Properties panel, see here). This may cause the camera to move following changes in the scene.
Sometimes, when rendering with radiosity, it may happen that you see bright areas of light
appear in corners or near the floor where there shouldn’t be any. This phenomenon is known
as “light leak” and is an artifact caused by the photon rendering technology.
This problem occurs when the photon gathering radius is greater than the thickness of the walls.
To correct this problem, either increase the Lighting model Quality boost, make your walls
thicker, or reduce the Maximum gathering radius using the Photon Maps tab of the Advanced
Effects Options dialog.
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You may notice that the render time estimation displayed at the beginning of rendering certain
scenes is extremely pessimistic. The reason for this is that, in order to avoid useless computa-
tion, a lot of preparation tasks are fragmented in such a way that only those fragments that are
indeed required are computed (e.g. displacement mapping, subsurface scattering, etc.). The
usefulness of each fragment is determined at render time: each time the renderer needs an un-
computed fragment, it is computed dynamically. This typically happens during the early stages
of rendering, when none of the fragments are yet computed. This is especially the case when
rendering in preview mode, where the entire surface of the image is evaluated at the first render
pass. The render time estimation should rapidly converge to a more realistic evaluation.
Certain effects, such as radiosity, are “global” to the scene (an object that is not visible in the fi-
nal image may nonetheless have an influence on the lighting of the scene). Such effects require
the same amount of preparation, whatever the portion of the final image that is rendered. That
is why this preparation time is not reduced by reducing the rendered area.
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If you are experiencing frequent random crashes when working with VUE, chances are some-
thing is wrong with your video board driver.
Obviously, you might want to enable Compatibility Mode (see here), but before doing this, visit
the website of your video board manufacturer and check if there are any recent driver updates
available. Depending on the manufacturer, OpenGL drivers in particular will tend to be updated
and fixed for a while after the board is released. Also, because VUE uses several threads of
OpenGL rendering, it can happen that some drivers that perform well with other applications
will not perform correctly with VUE. Obviously, you should point this out to the manufacturer
so they can fix the problem.
In the mean time, here are a number of steps that you can take to improve compatibility (listed
by order of importance):
• In the Options dialog, uncheck the Enable background draw thread option to stop multi-
threaded OpenGL.
• Switch to the software implementation of OpenGL by selecting the OpenGL (software)
option. You will have to restart VUE. The next time you restart the program, the 3D Views
will be drawn using a custom, in-house preview technology.
You should try these options until you find the configuration that works best for your system.
The reason for this is exactly the same as for getting noise in the sky: the Preview render setting
is optimized for speed and only produces a rough fake of what the result will finally be. Although
you can increase the Quality boost setting for the volumetric lights and materials, switching
to Final render quality (or better) is generally enough.
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When you have finished designing your scene (in Preview render quality) and switch to Final
quality, you may notice that the colors of the atmosphere change slightly. Generally, this isn’t
noticeable, but it may be a problem in certain occasions. The reason is that, just like the noise
problem discussed above, the Preview render quality isn’t optimized the same as the Final (or
better) render quality. As you switch to Final, VUE automatically refines the processing of the
atmosphere, resulting in the slight changes you may have noticed.
If colors of the atmosphere are an important issue, you should switch to Final render quality
before you start fine-tuning it.
If you have unwanted lens flares appearing on your lights (sun, spotlights), double-click on the
light in the World Browser and uncheck the setting.
The default for this setting – on or off – can be set on this panel.
Missing Details
Some parts of the picture don’t look as detailed as they should. It seems as if some fine
details are missing.
This is due to the render quality setting you are using. For speedy renders, Preview quality
optimizes the last render pass, sometimes skipping very fine details.
Preview is fine when you are working on the picture, just to make sure you’re going the right
way. But for final renderings of a picture, you have to use Final render quality.
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When loading vector graphics data, it may happen that nothing is loaded (the text preview re-
mains blank). This typically happens when the Postscript processor was unable to process the
vector graphics file. You should use a simpler version of Postscript that doesn’t make reference
to any external libraries (sometimes the case with Adobe Illustrator documents).
Invisible Objects
Although some objects appear correctly when rendered, they are not visible in the 3D
views.
These objects are most certainly placed inside a Hidden layer, or have the Hidden attribute. To
show all objects inside the scene, select Show All Layers from the popup menu of the World
Browser. Alternately, you can use the layer status control to activate the hidden layers. You can
reset the Hidden attribute of the object by using the popup menu of the Preview Options in
the Object Properties panel.
Objects that are placed inside a Locked layer, or have the Locked attribute, cannot be selected
using the 3D Views. These objects are displayed in gray. Toggle the layer status back to Active,
or use the World Browser to select them. You can reset the Locked attribute of the object by
using the popup menu of the Preview Options in the Object Properties panel.
If you are trying to select an object that is placed behind another one, you can either use another
view, or the World Browser to select it. Alternately, you can select all the objects under the
cursor by clicking and pressing the U key (the Select All Under Mouse trigger modifier), and then
walking through the selection using Tab until the requested object is selected.
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Some objects that appear in the 3D views are not visible when rendered.
Make sure these objects aren’t made from a totally transparent material. Maybe they are so
fuzzy that you can’t see them. Or they are black and Additive together, which yields invisible
results.
Alternately, make sure the Render everything option is selected in the Render Options dialog.
Color steps appear when a material made from a mapped picture is seen from close, and when
no interpolation has been specified. The pixels of the mapped picture are creating this effect.
Open the Material Editor by double clicking on the preview of the material that you want to
modify (or select Edit Material from the preview’s popup menu ). Go to the Colors tab, and
select a Bilinear, Bicubic or Normalized interpolation method.
When you animate an object with the Look ahead property, the orientation of the object is
automatically processed to make it point in the direction of travel. However, depending on the
initial orientation of the object, you may find out that your object is in fact pointing at right
angles with the direction of travel. This is because the Main axis of the object is not correct.
Use the Main axis drop down list in the Animation Properties panel to select the correct axis.
If none of the available options proves satisfactory, this means that the initial orientation of
your object is not aligned with one of the axes of VUE. This happens when you import objects.
You must align the object with one of the axes. First try zeroing all rotations in the Rotation
sub-tab of the Numeric Properties panel. If the object is still not aligned, then rotate it manually
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until it is aligned. Now ungroup the object and regroup it. You will have to rename it to its old
name. The object is now ready for Look ahead animation (if the object is not a group/Boolean
object, it is necessarily an imported object. You will have to align it in the application that was
used to create the object).
The algorithms used by VUE to compute the reaction of objects to motion are based on physical
rules. While this ensures the most realistic motion, it has the drawback of being sensitive to
the scale of your scene (because the speed at which objects travel depends on the scale of the
scene).
You will notice this when objects don’t seem to react naturally to their motion. You can fix the
problem by modifying the sensitivity of objects using the Motion Options dialog (press Options
in the Animation Toolbox). Read more on this dialog here.
If you notice that the material of an animated object isn’t following the object, then it is prob-
ably because you are using a World space material. To ensure that the material follows the
objects, you should always select an Object based space mapping in the Material Editor (read
here). If the material is mixed and is sensitive to the environment, you should also check the
Object orientation option in the Influence of environment tab.
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If you modify a non animated object at a different time than the time it was created at, it au-
tomatically becomes animated. To avoid this problem, you should always modify objects at
the time they were created at, or at zero time. All objects can be modified at zero time without
becoming animated.
You can remove object animation by selecting Not animated from the Motion type drop-down
list in the Animation tab, or by selecting the object in the Timeline and pressing Delete.
You can definitively prevent an object from becoming animated by selecting the Forbid anima-
tion option in the Animation tab of the Object Properties panel.
Animations Flicker
If you notice that rendered animations tend to flicker when played back, check the following:
• First of all, please make sure that the problem is not caused by the playback software
or video compression options you have selected. Also, if no compression was used, you
might want to check that your computer has sufficient bandwidth to playback the anima-
tion smoothly.
• In the Advanced Animation Options dialog, check the Flicker reduction options and make
sure the frame rate is adequate.
• Avoid using high frequency procedural textures, that is textures that have very fine details.
The fine details probably won’t be visible in the animation anyway...
• Turn on texture anti-aliasing.
• Avoid using soft shadows and blurred effects.
• Increase the render quality by using the User settings should be your last resort. In the
Animation Render Options dialog, make sure that you are rendering at a sufficiently high
render quality setting (Broadcast render quality is designed for acceptable quality). If
render quality isn’t sufficient in Broadcast, you’ll probably want to switch to User set-
tings and select a very high anti-aliasing quality (25 rays per pixel). Make sure the Motion
blur option is checked.
Keep in mind that there is no limit to the quality of the animations generated, except the time
allocated for rendering. If you increase the quality, the rendering time will increase accordingly.
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Texture Filtering
Texture Filtering is an essential render setting to reduce noise and flickering that can arise be-
cause of high frequency textures (components of materials that exhibit very fine detail, usually
finer than the size of a pixel). When used properly, it will lower the needs for strong object
anti-aliasing (thus speeding up the render), and greatly reduce texture flickering.
Texture Filtering can be accessed via the anti-aliasing options dialog, just above texture anti-
aliasing options. Its value is editable through a slider that ranges from 0 to 100%.
How It Works
This value corresponds to the size of the filter applied over textures during render. Ideally, this
filter should always have the size of a pixel, so that all texture detail contained in each pixel
is properly taken into account during texture evaluation. This corresponds to a value of 50%
for Texture Filtering. If you specify a lower value, textures will be sharper but with more noise
and/or flickering. If you specify a higher value, noise will be smoothed out but textures will
appear blurred.
In Practice
You should tweak the value regarding your specific needs. In practice, the smallest value that
yields good enough results should be used. From our own experience, a default value of 33%
usually does the trick.
Bitmaps: for each bitmap used in materials, if you edit its Texture Map node via the Function
Graph, you will see a flag named Allow mip-mapping, which is checked by default. When this
flag is checked, and if Texture Filtering has a non-zero value, corresponding bitmaps will be
pre-filtered just before rendering. Thus, at render time, distant bitmaps won’t exhibit any noise
or flickering. This is particularly useful when rendering animated plants, especially for distant
ones. You will enjoy much smoother results, and a great reduction in flickering. As specified
above, a value for Texture Filtering of 33% will generally produce the best results.
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Generic texture anti-aliasing: when Texture anti-aliasing is enabled, the Texture Filtering
value will drive the size of the filter used by the texture anti-aliasing process, just like for bitmaps.
This is very important because if texture anti-aliasing is enabled but Texture Filtering is set to
0%, you won’t notice any improvement. Just like for bitmaps, a value of 33% is generally ideal
for Texture Filtering used along with Texture anti-aliasing.
Animations Pulsate
This happens when rendering global illumination or radiosity; it is caused by the way rendering
of these effects is optimized and is a common problem to all renderers. Unfortunately, the only
way to reduce this effect is to increase the quality boost setting of the global illumination render.
This is probably an indication that the terrain with the problem doesn’t have a high enough res-
olution. To correct it, double-click on the faulty terrain to open the Terrain Editor, and press the
x2 button once. This doubles terrain resolution. Now go to the Erosion tab, select a medium to
low rock hardness, and press Diffusive erosion once to round off the angles in the terrain. This
should solve the problem. If it is not the case, try adding more diffusive erosion. If the problem
still remains, and especially if the terrain spreads out over a large area, you’ll probably need to
split it up into smaller terrains.
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If you have different items in your scene that somehow don’t seem to fit together correctly, it
may be that you have a problem with material scales. It is important that the objects of a scene
look in proportion to one another (this doesn’t mean the Scale control of the material has to
be the same...).
This problem often occurs with water (see picture to the right): the scale of the waves on the
surface of the water doesn’t fit with the scale of the rest of your scene, so particular attention
should go into getting this right.
When rendering soft shadows, depth of field or blurred transparencies and reflections, the
lower preset render qualities (OpenGL and Preview) approximate the effect by adding noise.
This enables you to get an idea of the final result, while not slowing down render.
To render all of these effects properly, super-sampling is needed. This is why they render cor-
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When you import a set of 3D VUE objects (.VOB) it may happen that the relative positions of
the different objects get lost. This is because VUE automatically centers objects that you load,
so that they fit snugly into the viewports. To get rid of this option, open the Options dialog
(by selecting the menu command File | Options) and uncheck the option called Center VUE
objects when loading. A similar option is also available when importing objects created with
other 3D applications.
Load all the models one after the other by using the menu command File | Load Object. Each
object will now be positioned as it was when it was saved. If the objects appear too small or
too large, select them all (using extended selection) and move/resize them together.
If, after having setup and launched a RenderCow on a remote computer, you cannot manage to
add it in the HyperVUE Network Rendering Manager, you should check the following:
• Check that no Firewall is blocking access to the RenderCow either on the remote host, or
on the computer running HyperVUE. If you are not sure, contact your system administra-
tor for help.
• Check that no other application is using the same port number on the remote host, or on
the computer running HyperVUE. If so, change port number.
• Check that communication on the selected port number is allowed on your network.
Professional,
En-
treprise...
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If you are unable to export an object it may be because the object has been forbidden from
export. This is often the case with polygon mesh objects, and particularly with all objects
imported into earlier versions of VUE, and all Poser objects imported as PZ3. When you try
to export such an object, a message will appear informing you that the object cannot be ex-
ported.
To forbid exporting a polygon mesh, double-click on it to open the Polygon Mesh Options di-
alog and click the Forbid Export button. Be advised, however, that you cannot remove the
Forbid from export tag once it has been set.
Professional,
Maya Mental Ray Renders Black En-
treprise
This probably means that VUE was not properly linked to the Mental Ray renderer. Try reload-
ing the VUE scene to re-initialize VUE for Mental Ray.
To avoid this problem, please ensure that the Mental Ray for Maya plug-in (Mayatomr.mll) is
loaded before you use VUE, lest VUE won’t be correctly linked to Mental Ray when creating the
scene. We suggest that you setup Maya to automatically load the Mental Ray extension upon
startup (from Maya’s Plug-in manager). You can check that Mental Ray has finished loading by
waiting for the Output Window to be displayed (it will display the Mental Ray version). Mental
Ray state is also displayed in the Maya Script Editor.
Professional,
En-
treprise...
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This is probably caused by a low ray-tracing depth in either the renderer settings or in the
shader settings. You need to set the ray-tracing depth to a value greater than 1 to allow VUE-
to-Native and Native-to-VUE reflections and refractions.
For Maya Software, you can increase the Reflections slider in the Render Global Settings dialog
(Raytracing Quality tab).
For Mental Ray (Maya and 3DS Max), you can increase it in the Mental Ray Settings dialog.
Professional,
Volumetric Plugin Conflict En-
treprise
VUE is considered by V-Ray to be a volumetric plugin. Therefore, if using VUW with another
V-Ray volumetric plugin, there may be conflicts. For example, if using a VUE sky in the same
scene with a hair creating plugin, the hair may take on the color of the sky. It is probably best to
limit the use of other plugins when using VUE, or, just be aware of the possibility of problems
and strange effects.
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License Agreement
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tomatically at the conclusion of the then term for another thirty day term, at the then current
subscription fee , unless either party cancels this EULA in writing no later than thirty (30) days
prior to the next renewal, unless terminated earlier pursuant to the terms herein.
(c) Use of the Software after expiration of the Term is not allowed and will constitute a copyright
violation.
5.2. Termination. If User breaches the terms and conditions of this EULA, E-ON may terminate
this EULA without prejudicing any of its other rights. In such event User must destroy and re-
move all copies of the Software from User’s Device(s). Sections 1, 3, 6, 15, 23, 24, 26, 29, 30, 31,
32, 33, 34. 38 and 42 specifically survive termination.
5.3. Consequences of Termination. Upon the termination of this EULA for any reason, all of
the rights and licenses granted to User in this EULA shall terminate immediately.
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6. PAYMENT TERMS.
(a) Fees. All fees are as set forth in the Order (the “License Fee”).
(b) Monthly Subscription Payment. After payment of initial Monthly Term License Fee, User
shall pay each monthly License Fee in advance (“Renewal License Fee”). User authorizes E-ON
to charge the applicable monthly Renewal License Fee in advance of the applicable Monthly
Term to the credit card User places on file with E-ON (or a third-party credit card processor,
selected by E-ON in its sole discretion). It is User’s responsibility to maintain on file with E-ON
a valid credit card. E-ON shall have no liability for User’s failure to maintain a valid credit card
on file and User shall be liable to E-ON for any additional charges incurred by E-ON due to an
invalid credit card. If payment in full is not received by E-ON prior to the applicable Monthly
Term, E-ON reserves the right to suspend User’s right of Use under this EULA. E-ON reserves the
right to suspend User’s rights or terminate this EULA, if E-ON, in its sole discretion, allows User
use of the Software beyond the renewal date without receipt of payment; and E-ON may, in its
sole discretion, require payment from User for usage during said period prior to User renewing
for a future Monthly Term or entering into a new license agreement. Nothing under this Section
prohibits E-ON’s right to terminate this EULA and the license granted therein at any time, upon
User’s failure to timely pay an Renewal License Fee.
8. “MULTIPLEXING” OR POOLING.
Unless User purchased an Enterprise Solution License, Use of software or hardware that re-
duces the number of electronic devices directly monitored or managed by the Software or di-
rectly accessing or utilizing the Software (sometimes called “multiplexing” or “pooling” soft-
ware or hardware) does not reduce the number of licenses required; the number of licenses re-
quired would equal the number of distinct inputs to the multiplexing or pooling hardware/software
“front end.”
For Enterprise Solution Licenses, E-ON hereby grants to User a limited non-transferable non-
exclusive right to use the Software for Production Use only on multi-user computer networks,
and to install the licensed Software on more than one computer or hard disk. User shall allow
the management and monitoring of pooled licensing usage by E-ON. User acknowledges that
the continuing operation of the Software under pooled licensing is predicated upon Usage Data
communications between the Software and E-ON in a manner determined in the sole discretion
of E-ON. User hereby agrees not to interfere with the transmission to E-On of accurate Usage
Data by the Software. E-ON shall establish time intervals and measure the number of unique
Devices on which User Uses the Software per Site per interval (“Pooled Usage”). The interval
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over which Pooled Usage is measured is subject to change, as well as other criteria.
User agrees and acknowledges that E-ON will from time to time collect Usage Data and that all
Usage Data shall be owned by E-ON and deemed E-ON Proprietary Information. User agrees
not to alter or interfere with the collection by E-ON of accurate Usage Data.
9. Records; Audit.
User shall maintain complete and accurate records of Software licenses acquired and use of
Software hereunder to permit E-ON to determine whether User has complied with its obliga-
tions hereunder. These records shall include the location and identification of the User hard-
ware on which User uses each copy of the Software and identify the Users. If E-ON suspects Us-
age Data is incomplete, inaccurate or indicative of non-compliance with User’s granted rights,
E-ON may request, and User shall, upon seven (7) days advance written notice by E-ON, permit,
reasonable inspection and copying of such records by E-ON or a third-party auditor retained by
E-ON.
10. COPYRIGHT.
The Software is owned by E-ON and is protected by U.S. copyright law as well as by international
intellectual property conventions. Any reproduction, sale, transfer, transcription, storage in a
retrieval system, translation into any language in any form or distribution by any means whatso-
ever of the Software, in part or in full, without the prior written permission from E-ON is strictly
forbidden. Any such act shall constitute a copyright violation and shall be prosecuted to the
fullest extent of the law.
Any portion of the Software merged into or used in conjunction with another program will con-
tinue to be the property of E-ON and subject to the terms and conditions of this EULA. User
shall reproduce and include all copyright notices and proprietary legends of E-ON, or its licen-
sors as they appear in or on the original media containing the Software supplied by E-ON on
any portion merged in or used in conjunction with another program.
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When such transfer is on a permanent basis, User may not keep any copies of the Software, and
must remove it from User’s hard drive(s). E-On must be notified by User in writing of the transfer,
including the name, permanent address, phone number and email address of the person to
whom User transfers the software.
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component (including ASP) where: (i) multiple User requests from different Users are queued
for processing; or (ii) multiple requests from one User are queued for processing but acting
against content created or edited by other Users. Examples which would violate this Section 18
include but are not limited to use as a plot server, file translator, print server or other applica-
tions using or employing similar methods.
(b) User shall maintain the confidentiality of all Proprietary Information. User shall not repro-
duce or copy Proprietary Information except as permitted in this EULA or as may be expressly
authorized in writing in advance by E-ON. All such copies shall be marked by User as proprietary
and confidential information.
(c) User shall only use Proprietary Information in furtherance of this EULA and may disclose
Proprietary Information only to those employees required to have knowledge of same to per-
form their duties pursuant to this EULA. User shall not disclose or make Proprietary Information
available to any third party at any time.
(d) User shall treat Proprietary Information with the same degree of care as it uses to protect its
own confidential information, and in no case less than a reasonable degree of care.
(e) Upon the termination of this EULA, User shall return to E-ON or, if so requested, destroy all
Proprietary Information in its possession.
(f) User shall have no obligation of confidentiality with respect to any Proprietary Information
that (i) has entered the public domain other than through a breach of this EULA, (ii) has been
rightfully obtained by User from a third party with no obligation of confidentiality, or (iii) is
previously known by User as demonstrated by clear and convincing evidence.
(g) User shall promptly inform E-ON upon knowledge of any actual or potential unauthorized
use or disclosure of the Proprietary Information.
20. No Benchmarks.
User may not disclose the results of any Software testing, including but not limited to bench-
marks, to any third party without first obtaining E-ON’s written consent to do so.
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(b) E-ON shall provide Technical Support services to User, which includes electronic mail, and
Internet based support to assist Users regarding the use of the Software and reasonable efforts
to respond to technical inquiries within two Business Days (“Business Days means Monday
through Friday, except for National Holidays observed in France).
(c) E-ON shall have no obligation to provide a response or other service hereunder if User’s tech-
nical inquiry is caused by: (1) incorporation or attachment of a feature, program, or device to a
Software not approved or supplied by E-ON; (2) any nonconformance caused by accident, trans-
portation, neglect, misuse, alteration, modification, or enhancement of a Software; (3) failure
to provide a suitable installation environment; (4) use of the Software other than as described
in its Documentation or as authorized under this EULA; or (5) failure to incorporate any Update
previously released by E-ON. E-ON shall offer support services for a given version of a Software
for at least twelve months.
(d) If User experiences a Software-stopping anomaly, E-ON will use good faith efforts to create
an appropriate solution and deliver it electronically, or through such other means as E-ON may
choose in its sole discretion.
(e) User agrees that E-ON may collect and utilize technical information gathered as part of Soft-
ware support services that may be provided to User. Data capture in this form will only be
used to improve E-ON’s Software and/or provide customized services to User and will not be
disclosed or disseminated to third parties except in an aggregated form.
(f) User agrees that in order to qualify for any technical or customer support, including any
replacement of any component of the Software under the terms of this EULA, Software must
be registered with E-ON.
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and that defects in hardware or software may prevent User from gaining access to the Soft-
ware. This limited warranty is offered by E-ON alone and is not extended to any software code
that may be contributed to the Software by our Suppliers. Any supplements or updates to the
Software (including but not limited to fixes, work in progress builds, or subsequent updates)
provided to User after the expiration of the Limited Warranty period above are not covered by
any warranty or condition, express, implied or statutory.
Any replacement Software or Documentation will be warranted for the remainder of the original
warranty period or thirty (30) days, whichever is longer.
23. DISCLAIMER.
THE FOREGOING LIMITED WARRANTY STATES THE SOLE AND EXCLUSIVE REMEDIES FOR E-ON’S
OR ITS SUPPLIER’S BREACH OF WARRANTY. EXCEPT FOR THE LIMITED WARRANTY AND TO THE
MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, E-ON AND ITS SUPPLIERS PROVIDE THE
SOFTWARE AS IS AND WITH ALL FAULTS, AND TO THE MAXIMUM EXTENT PERMITTED BY AP-
PLICABLE LAW IN USER’S JURISDICTION, E-ON AND ITS SUPPLIERS DISCLAIM ANY AND ALL
OTHER WARRANTIES, FOR ITSELF AND FOR ALL SUPPLIERS, EITHER STATUTORY, EXPRESSED
OR IMPLIED, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF GOOD TITLE, WARRANTIES
AGAINST INFRINGEMENT, AND THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
FOR A PARTICULAR PURPOSE. THIS LIMITED WARRANTY GIVES USER SPECIFIC RIGHTS; USER
MAY HAVE OTHER RIGHTS, WHICH VARY AMONG JURISDICTIONS.
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how to operate the Software so as to achieve the functionality described in the documentation.
USER AGREE THAT THE FOREGOING CONSTITUTES USER’S SOLE AND EXCLUSIVE REMEDY FOR
BREACH BY E-ON OF THE LIMITED WARRANTY MADE IN THIS EULA.
(b) E-ON shall also have the right, at its expense, either to procure the right for User to continue
to use the Software or to replace or modify such Software so that it becomes non-infringing.
If neither of the foregoing alternatives is available on terms that E-ON, in its sole discretion,
deems desirable, User shall, upon written request from E-ON, return to E-ON the allegedly in-
fringing Software, in which event E-ON shall refund to User the prorated unused portion of the
price paid by User for each copy of such returned Software. In no event shall E-ON’s liability un-
der this sub-section (b) to User exceed the License Fees paid by User for the allegedly infringing
Software.
(c) E-ON shall have no liability and this indemnity shall not apply if the alleged infringement is
contained in Software which is not developed or owned by E-ON or is due to modification of
the Software by User or the combination, operation or use of the Software with other software
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that does not originate from E-ON or if User is in breach of this EULA. E-ON shall also have no
liability, and this indemnity shall not apply, for the portion of any claim of infringement based
on use of a superseded or altered release of a Software if the infringement would have been
avoided by the use of a current, unaltered release of the Software.
This Section 28 sets forth User’s sole remedy for intellectual property infringement.
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32. Amendments.
Except as otherwise contemplated herein this EULA may only be amended or modified by a
writing duly executed by authorized representatives of the parties, provided, however, that any
additional or different terms or conditions appearing on a purchase order, even if required to
be acknowledged by E-ON, shall not be binding on the parties.
34. Arbitration.
In the event of any dispute, controversy or claim between the parties arising under this EULA,
the parties shall submit to binding arbitration before a single arbitrator in Philadelphia, Penn-
sylvania in accordance with the Commercial Arbitration Rules of the American Arbitration As-
sociation. The decision of the arbitrator shall be final and binding on the parties, and the judg-
ment upon the award rendered by the arbitrator shall be enforceable in any court of competent
jurisdiction. Each party shall bear its own attorney’s fees, costs, and expenses incurred in such
arbitration.
37. Headings.
The headings in this EULA are intended solely for convenience of reference and shall not affect
the meaning or interpretation of this EULA.
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38. SEVERABILITY.
The provisions of this EULA shall be deemed to be separable and the invalidity of any provision
hereof shall not affect the validity of the remainder of this EULA.
40. Waiver.
The failure of either party to insist upon any of its rights under this EULA upon one or more
occasions, or to exercise any of its rights, shall not be deemed a waiver of such rights on any
subsequent occasions.
41. Marketing.
User hereby grants permission to E-ON the right to use User’s individual or company name and
logo in E-ON’s list of customers provided on E-ON’s website or in its marketing materials. User
can revoke the license granted in this Section 41, after providing thirty (30) days written notice
to E-ON.
42. NOTICES.
Please send all notices under this EULA to E-ON Software, Sarl c/o Bentley Systems Incorpo-
rated, Attn: Legal Department, 685 Stockton Drive, Exton, PA 19341-0678.
43. QUESTIONS.
Should User have any questions regarding this EULA, please contact in writing: E-ON Software,
Sarl care of Bentley Systems, Incorporated, Legal Department, 685 Stockton Drive, Exton, PA
19341-0678.
This Article details the installation, use and licensing of Server Software and associated CALs.
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the Server).
1.2. “Per Processor” is a Server Software licensing mode where User are licensed to utilize the
Server Software on one or more physical or virtual processors within a designated Server.
1.3. “Per Server” is a Server Software licensing mode where User are licensed to utilize the
Server Software on all processors physically contained within the designated Server.
1.4. “Per User” or “Per Device” are licensing modes that require User to license a separate CAL
for each unique User or Device respectively that accesses or utilizes the Server Software.
1.5. “Server” means any one of User’s computers that can run Server Software.
1.6. “Server Software” means Software that provides services or functionality to User’s Server(s).
1.7. “Server/CAL” is a licensing mode where the maximum number of Users (or Devices, if appli-
cable) which may access or utilize the Server Software at a given interval is less than or equal to
the number of CALs that User have acquired and designated for use exclusively with that Server
Software.
2. LICENSING MODES.
2.1. Servers. E-ON licenses Server Software on a Server/CAL basis with either Device or User
CALs and/or on a Per Processor basis. Server Software may be limited, even in Server/CAL li-
censing mode, as to the total number of Devices and/or Users that may access a designated
Server Software. ’Unless explicitly specified in the documentation accompanying the Server
Software, the default licensing mode for all Server Software is Server/CAL with User CALs’.
2.2. CALs. CALs are licensed by E-ON on a per Server, per Device or per User basis. A User CAL
permits one User (using any Device) to access or use the Server Software. A Device CAL permits
one Device to access or use the Server Software.
(a) Server Software. User may install and use one copy of the Server Software for Production
Use on a single Server. User may also use the documentation that accompanies the Server
Software for internal, non-commercial reference purposes only.
(b) Client Software. User may install and use the Client Software on the aggregate total number
of Devices to which User have dedicated a CAL for such usage.
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(c) CALs. A separate CAL is required for each User or Device that accesses or uses Server Soft-
ware on any of User’s Servers. A CAL grants a User (using any Device) or a Device the right to
access or otherwise utilize the Server Software User have deployed on User’s Server. The max-
imum number of Users or Devices that may access or use Server Software installed on a partic-
ular Server at a given interval equals the number of CALs (of either type) that User acquire and
designate for use exclusively with that Server. CALs cannot be pooled among internal Users or
Devices and are tied to one Server Software installation.
(d) Passive Fail-Over Server. If the Server Software is used in a clustered environment, User
may use the Server Software on a temporary basis on a Server that is employed only and exclu-
sively for fail-over support.
(a) Server Software. User may install and use one copy of the Server Software for Production
Use on a single Server . User may also use the documentation that accompanies the Server
Software for internal, non-commercial reference purposes only. In Per Server licensing mode,
the E-ON default is that User may use the Server Software on all processors physically con-
tained within that one Server. If the Server Software is licensed in Per Processor mode, User
may only use the Software on the authorized and licensed number of processors (physical or
virtual) within that Server.
(b) Client Software. In Per Server licensing mode, unless E-ON licenses the Server Software
with a limitation on the maximum number of Devices or Users that may access it, User may
install the Client Software on any Device in support of any number of Users so long as the Client
Software is being used only in conjunction with the Server Software.
(c) CALs. In Per Server licensing mode, unless E-ON licenses the Server Software with a limita-
tion on the maximum number of Users or Devices that may access it, an unlimited number of
Users or Devices may access and use the Server Software. CALs are not required for individual
Users or Devices in the Per Server licensing mode.
(d) Passive Fail-Over Server. If the Server Software is used in a clustered environment, User
may use the Server Software on a temporary basis on a Server that is employed only and exclu-
sively for fail-over support.
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(b) Upon User’s acceptance of the EULA by clicking “I accept” or by downloading the Test Soft-
ware, E-ON does hereby grant Evaluator at no charge a non-exclusive, non-transferable right
to use the Test Software for evaluation purposes only. This right shall terminate on the date
E-ON determines in its sole discretion which E-ON no longer has a need for Evaluator informa-
tion from the Evaluator regarding the Test Software; or E-ON has learned that the terms of this
EULA have been breached by Evaluator.
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(b) The release of confidential information to Evaluator does not constitute a commercializa-
tion of the Test Software, but rather is a release for testing purposes ONLY. Evaluator shall not
disclose to any third party the terms of this EULA nor the results of any Evaluator evaluation
hereunder except with the written consent of E-ON. Evaluator shall, upon E-ON’s request, cer-
tify in writing as to the return or destruction of all such confidential information.
(c) For purposes of this EULA, “Confidential and Proprietary Information” shall include, but
not be limited to, the Test Software, including its functionality, performance, business purpose,
specifications, Documentation, and the like, test results obtained by Evaluator through use of
the Test Software, any material data relating to use of the Test Software by Evaluator, including,
but not limited to defects, deficiencies, errors, omissions, work-arounds, features, enhance-
ments, updates, upgrades, and other information typically relating to unreleased version(s) of
computer programs, and any and all information, either written or oral, relating to the Test
Software, including plans, business and financial information, which may, from time-to-time,
be disclosed by E-ON to Evaluator during the term of this EULA. It is understood by both par-
ties that ANY information provided by E-ON during the term to Evaluator relating to the Test
Software is E-ON’s Confidential and Proprietary Information.
(d) The parties shall use such Confidential and Proprietary Information only for the purpose set
forth in Section 1 above. Evaluator shall make no other use of the Confidential and Proprietary
Information, in whole or in part, without the specific prior written consent of E-ON. Accordingly,
Evaluator agrees not to make any commercial use of Confidential and Proprietary Information,
and Evaluator shall not translate, copy, disassemble, reverse engineer, or decompile any Test
Software, nor shall Evaluator make copies or translations of any Documentation. Furthermore,
Evaluator will not make any pre-release reports or give pre-release interviews concerning the
Test Software or the Confidential and Proprietary Information without E-ON’s prior written con-
sent.
(e) Evaluator shall maintain E-ON’s Confidential and Proprietary Information in strict confidence,
shall limit internal disclosure of Confidential and Proprietary Information to employees hav-
ing a legitimate need to know, and shall exercise the same degree of care in protecting E-ON’s
Confidential and Proprietary Information as it exercises in protecting its own confidential and
proprietary information. Evaluator may make copies of the Test Software only to the extent nec-
essary for the purpose of this EULA, provided that Evaluator shall also reproduce and include
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E-ON’s trade secret, copyright, or other intellectual property rights notices on each such copy
and include the legend “Test Software –Do Not Copy or Distribute.”
(f) Any other related materials supplied by E-ON, including Documentation, may not be repro-
duced in any manner by Evaluator. The original and all copies of Confidential and Proprietary
Information shall remain the property of E-ON and shall be returned to E-ON upon demand.
4. Disclaimer of Warranty.
(a) Evaluator acknowledges that the Test Software has not been completely tested and will con-
tain defects or deficiencies which cannot or may not be corrected. Evaluator further acknowl-
edges that use of the Test Software may involve the transmission, upload, download, transla-
tion or transfer of its data to a server or computer platform outside of Evaluator’s control, and
some errors in the data may occur while transferring, transmitting or translating data while
using the Test Software. E-ON cautions Evaluator to determine for itself the suitability of the
use of the Test Software for any purpose. E-ON further cautions Evaluator not to use the Test
Software in a Production environment.
(b) Evaluator acknowledges that E-ON has no express or implied obligation to announce or to
introduce the Test Software or any similar or compatible Software. Evaluator acknowledges
that all use, testing, research and development performed by it pursuant to this EULA are done
entirely at its own risk. ACCORDINGLY, E-ON MAKES NO REPRESENTATIONS OR WARRANTIES,
EXPRESS OR IMPLIED, REGARDING THE USE OR PERFORMANCE OF THE TEST SOFTWARE,
INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE.
(c) EVALUATOR ACCEPTS THE TEST SOFTWARE IN “AS-IS” CONDITION, AND E-ON SHALL NOT
BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, CONSEQUENTIAL, OR PUNITIVE
DAMAGES, REGARDLESS OF THE NATURE OF THE CLAIM, INCLUDING WITHOUT LIMITATION
LOST PROFITS, COSTS OF DELAY, ANY FAILURE OF DELIVERY, COSTS OF LOST OR DAMAGED DATA
OR DOCUMENTATION OR LIABILITIES TO THIRD PARTIES ARISING FROM ANY SOURCE, EVEN IF
E-ON HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
5. Consequences of Breach.
(a) Evaluator acknowledges that:
i. Irreparable injury and damage to E-ON will result from unauthorized disclosure of the Test
Software, Confidential Information and Proprietary Information gleaned by Evaluator through
use of the Test Software, and from uses of the Test Software other than as contemplated herein;
ii. Monetary damages may not be sufficient remedy for unauthorized disclosure of the Test
Software;
iii. E-ON shall be entitled, without waiving any additional rights or remedies available to it at
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law, in equity, or by statute, to such injunctive or equitable relief as may be deemed proper by
a court of competent jurisdiction; and
(b) Evaluator’s breach of this EULA shall result in immediate termination of this EULA and may
be cause for exclusion in other E-ON sponsored Test Software programs, among other remedies
available to E-ON at law or equity.
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Glossary
Substance
PBR
Acronym which stands for Physically Based Rendering. Read more information about PBR
here.
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