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Vue xStream 2016

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Vue xStream 2016
Grafisch, Multimedia Artikel nr.C-Vue xStream 2016

VUE xStream offers professional CG artists a complete toolset for creating, rendering and exporting exceptionally rich and realistic natural environments in 3ds Max, Maya, LightWave, Cinema 4D and Softimage.

  • E-on Software
  • Windows, Mac


Vue 2016 xStream offers professional CG artists a complete toolset for creating and rendering exceptionally rich and realistic natural environments in 3ds Max, Maya, LightWave, Cinema 4D and Softimage.

Access all the power of the world's leading 3D Digital Nature solution directly from within your favorite application. Create and edit beautifully detailed natural environments using your application's standard manipulators.

Render everything together inside 3ds Max, Maya, LightWave, Cinema 4D or Softimage, with full interaction between Vue and native elements, including 2-way mutual shadow casting, reflection, refraction and GI.


Vue xStream 2016 works with:


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.

Cloned Displacement

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.


Normal Mapping

Vue xStream 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.

Displacement Smoothing

High frequency artifacts can now be removed from displacement using displacement smoothing. The level of smoothing is fully range adjustable.

Atmospheres and Terrains


Spectral 3 Atmospheres

Vue xtream extends the realism of clouds and atmospheres with the introduction of Spectral 3 atmospheres.

Spectral 3 improves the quality and realism of internal cloud shadows, shadows projected on clouds, shadows projected onto objects, as well as the quality of godrays.



New Stratified Terrain Fractals

The addition of new Recursive Strata Terrain fractals optimize the creation of richly detailed stratified, terrain features.

These fractals are fully user adjustable and can be applied in combination with any Vue noise function to produce a wide variety of appearances.

Precise Artistic Control and Ease of Use Features 


Re-Pose and Animate Rigged Meshes

Rigged and pre-animated mesh objects can now be re-posed and animated directly inside of Vue.

Users can create their own custom poses and movements directly inside of Vue with meshes that are converted to Vue's Rigged Mesh format (import fully rigged and animated meshes using Collada or use the MaxToVue exporter plug-in to export directly from 3ds Max). Vue pre-animated meshes are directly supported. 


Improved Open GL Engine and Viewport Display

Thanks to the addition of a new shader-based OpenGL engine, Vue now takes advantage of higher-end graphics cards to produce better visual quality and performance.

This includes normal mapped display of EcoSystem instances, specular highlighting and improved camera mapping previews. Renders can now be displayed in the background of all views improving the ability to visualize scenery objects in context. 


EcoSystem Display Improvements

Dynamic EcoSystems can be seen in previews by setting the number of instances to be displayed near the camera.

Additionally, the Global Ecosystem is now available as an proxy object in the World Browser, with the ability to hide and show the global EcoSystem instances using a mouse click. Through the use of this proxy object, individual color and alpha masks of the Global EcoSystem can now be generated.

Other Artistic Control Improvements

  • Direct access to the alpha channel from the material editor
  • When saving an image, format options are accessible via a button, and not prompted for each time
  • Material-specific control of anti-aliasing and sub-ray quality parameters
  • Improved object drop accuracy
  • Added a Python node to the function graph for creating user programmable functions
  • New planetary mapping node with ability to set the location of origin (latitude & longitude) including “global origin” in Options panel. Cloud maps are correctly centered and aligned according to this setting.
  • New reference system for more precise control of parent-child object relationships
  • Default to ease-in ease-out for orientation keyframes
  • Added adjustable separator in animation timeline window to change the width of the animated items list
  • Material preview terrain option which displays a material mapped onto a small terrain object
  • Name of loaded atmosphere appears on Atmosphere Editor caption
  • Name of edited function added to Function Editor caption

Improved Performance

Faster Rendering

Thanks to massive improvements in the rendering architecture and memory handling, overall rendering performance has been increased by up to 20%, especially when rendering refractive materials and boolean/metablob operations*. 

Displacement Rendering

The new displacement engine delivers speed improvements ranging from 50% to 150% faster. LOD subdivision calculations have now been normalized across all lighting models (both direct and indirect) reducing the memory requirements and increasing performance dramatically when rendering displaced objects.

The total amount of memory allocated to displacement mapping can be set in the options panel.

Other Performance Improvements

  • Added dual destination render option - display to screen while rendering to disk
  • When rendering to disk, image can be saved at user defined intervals
  • Added the ability to generate a detailed log file for network renders

Deeper Immersive Interoperability

Integrated xStream Interface

Vue features are now directly accessible using icons within the host application interface (Max, Maya, Softimage, and Cinema 4D).

Most Vue dialogs are now non-modal which allows access to the host application even with the Vue dialogs open. This is particularly useful e.g. when painting EcoSystems.

Support for V-Ray in Max and Maya

Vue xStream is compatible with the popular renderer V-Ray from chaos group, both inside of 3ds Max and Maya.

xStream for Max and Maya handles cross-shadowing, reflections, refractions and global illumination with V-Ray just as it does with Mental Ray.


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Nieuw in deze versie


VUE xStream 2016 now lets you export almost every single assets of your scenes: Plants, Rocks, Terrains, EcoSystem populations and even full scenes, in a wide variety of file formats, such as FBX, Alembic, 3ds, Collada and more.

As every software imports assets differently, VUE xStream 2016 includes many custom tailored export presets depending on where you're exporting to, e.g to 3ds Max, Maya, Unity, Cinema4D and more. Of course you can also fine tune your exports settings to your specific needs.

EcoSystem and Full Scene Export

EcoSystem populations can now be exported as FBX and Alembic. You can set VUE to export all texture maps to a sepearate folder, to re-texture your assets in your host application with ease.

Exported scenes in Alembic or FBX include all EcoSystem populations, FBX also allows exporting the sky as a cube map.

Export Preview

VUE xStream 2016 allows you to preview your exports (in OpenGL) to check how your geometry/materials will look like in your target application, without leaving the VUE interface. A precious time saver!

You can preview only selected assets or the full scene at once

xStream Convert Tool - Render With Any Renderer

With the Conversion tool in VUE xStream 2016, VUE scenes can be rendered with any non-natively supported renderer such as RenderMan, Arnold, Octane, VRayRT, etc.

VUE xStream 2016 enables you to convert your entire scenes to native assets*. This process bakes the entire scene and converts all EcoSystem instances to the appropriate native format. You can then freely share your scenes, and render them with any renderer, without requiring VUE xStream 2016 to be installed.

This is particularly useful when you don't render with any of the natively supported renderers, or want to use an outsourced renderfarm that does not currently support VUE xStream 2016.

Any VUE asset that was converted can be reverted to its VUE original form at any time.

Other Import and Export Improvements:

  • Set specific export quality for all assets in your scene independantly or globally, including EcoSystem populations
  • Export textured assets as FBX
  • Export textured assets as Collada
  • Choose to export all texture maps when exporting to Alembic
  • Import all objects included in an Alembic File, including instantiated objects
  • VUE will automatically detect and apply a global scale factor when importing scenes or assets coming from other software
  • Export your meshes' original maps with their UVs


Minimum System Requirements

VUE is a 64 bit application, designed for the Windows® 64 bits XP, Vista, Windows 7, Windows 8 and Windows 10 and Intel Mac OS X platforms.

Like all 3D packages, it is highly demanding in terms of computer power. Although the application 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.

Please note that using VUE on a system carrying the below specification may result in slow response time and longer render times!

Please read further on for recommended minimal specification for an optimal VUE experience.


  • Mac OS X v10.6+ 64bit,
  • 2GHz Intel processor or faster,
  • 1GB of free RAM,
  • 200 MB of free Hard Disk space,
  • 1200x768 in 65K colors/16 bits (24+ bits recommended).


  • Windows 7/Windows 8/Windows 10 64bit,
  • 2GHz Pentium IV or better processor,
  • 1GB of free RAM,
  • 200 MB of free Hard Disk space,
  • 1200x768 in 65K colors/16 bits (24+ bits recommended).

Recommended System Specs

  • Windows 64 bit (Windows 7, Windows 8 or Windows 10), Mac OS X v10.12
  • Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro), AVX compliant (windows)
  • 8GB+ of RAM,
  • 4GB+ of free Hard Disk space (on the drive hosting the OS),
  • An OpenGL accelerated video board (see below for optimal compatibility)
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