What's new in 11.5
- EcoCollision: The revolutionary EcoParticle technology can now make EcoParticles collide with EcoSystem instances. This also works with Vue 11's Rain and Snow weather effects.
- Render Stack Improvements: Many improvements have been added to the Render Stack such as flipping renders horizontally, merging render areas, reloading camera settings or setting stacks per scene.
- Improved Material Management: The material summary was redesigned for improved display and manipulations of all materials in the scene. Material management from the World Browser also received several productivity enhancements.
- Color Input/Ouput Function in the Post Render Options: A new Color Channel Editor (Color curves) is available from the Post Render Options, allowing direct and precise color adjustment directly in Vue.
- World Browser Improvements: Many productivity enhancements were added to the world browser such as massive responsiveness gain thanks to internal optimization and new display options for materials, objects and layers.
- Camera Management Improvements: Camera attributes can be frozen to avoid any unwanted modification to camera animation paths. Camera can also be saved and reloaded as Vue objects files.
- RenderNode GI Prepass-only Rendering: The Vue 11.5 RenderNodes can be set to only render the GI pre-pass and save it for future use allowing major gain in network rendering time.
Revolutionary 3D Terrain Sculpting Editor
Powerful 3D Sculpting Brushes
The Vue Terrain Editor is vastly improved with the addition of powerful 3D sculpting features for carving and molding terrain features and shapes. Paint overhangs, caves, and reliefs with the power and ease of 3D brush strokes.
The 3D sculpting brush contains several types of brush behaviors including the ability to sculpt, inflate, extrude, free form, invert, and smooth.
The intensity and tip profile of the 3D sculpting brushes can be adjusted by using falloff filters and bitmaps can be used to customize the shape and influence of the brush.
Localized Infinite and Procedural Terrain Scultping
Combine the best of both worlds with the ability to locally sculpt features on finite and infinite procedural terrains.
Let Vue automatically generate infinitely detailed expanses of terrain, then fine tune or completely rework localized areas of the terrain to suit your requirements. Touch up zones can be nested to provide unlimited artistic control.
Sculpt in roads, paths, and caverns while perserving the procedural details around the localized features.
Revolutionary Smart Subdivision Technology
Using innovative dynamic refinement techniques, sculpting actions refine the terrain mesh based on the localized application of the 3D sculpting brush, automatically adding polygons only where they are needed, thereby optimizing the mesh density and increasing overall performance.
Paint freely at any level of detail, the smart subdivision technology automatically selects the appropriate LOD for you. Paint with brushes that are the equivalent of millions of polygons in real-time!
Scene Context Sculpting
The terrain editor now supports sculpting in context of the entire scene, allowing terrains to be edited and shaped around scene elements.
For example, the terrain mesh can be sculpted to add reliefs around architectural elements and scene objects that are located in and around the terrain.
Large Amplitude Micro Displacement Engine
Separate Bump and Displacement Channels
Displacement can now be manipulated independently of the bump channel which delivers greater performance and more refined artistic control.
Displacement depth and scale is now accessible directly from the material editor and can use any procedural or texture map function as its input.
The historical Vue method of using the bump channel to drive displacement is also preserved for those who wish to use this simplified but powerful displacement method.
Cloned displacement combines the bump noise into a composite noise to drive the bump and displacement output in a unified fashion.
Displacement in any Direction
Displacement can be adjusted to move in any user defined direction - horizontal, vertical, along the normal, or any combination. In addition, the displacement magnitude is adjustable in all three X, Y, and Z dimensions.
Vue 8 now supports the use of RGB normal maps to drive the bump channel. Normal maps can produce very finely detailed surface features and is widely used in CG and game applications.
High frequency artifacts can now be removed from displacement using displacement smoothing. The level of smoothing is fully range adjustable.