Vue xStream 2015.2 AVX Build 7679 Incl Activation
VUE xStream provides a unique, unmatched solution for creating and integrating high quality natural scenery into any professional production pipeline, from architectural visualization to broadcast and film.
VUE xStream offers professional CG artists a complete toolset for creating and rendering exceptionally rich and realistic natural environments.
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.
The improvements in VUE 2015 are expansive: from faster rendering, improved overall performance, a new non-photo-realistic renderer, a redesigned interface that users can customize to their liking, a new displacement mapping engine and more.
There are also a number of features making it ideal for all production environments, including easy exchange of data with ZBrush, support for Alembic and Disney’s PTex, and tighter integration with compositing pipelines.
Physically accurate Photometric sunlight model.
NEW! Photometric model optimizations for dramatic increase in rendering speed.
Fast in-depth computation of reciprocal object lighting for accurate indoor lighting.
Radiosity engine optimized for: Indoor or infinite scenery.
Ambient occlusion with user definable occlusion range.
Photometric lighting produces physically plausible HDR outputs.
Image based lighting.
Background and environment mapping.
Sub-Surface Scattering: Absorption.
Sub-Surface Scattering: Multiple Internal Scattering.
NEW! Sub-Surface Scattering depth parameter in the Material Editor.
NEW! Modulate the Sub-Surface Scattering depth using a function graph.
Easy GI single slider Global Illumination render quality setting.
Illumination baking quality adjustable on a global or per object basis (adjustable map resolution and quality boost).
Adjustment of Global light intensity.
Indirect lighting can be ignored on specific objects.
Influence of specific lights can be ignored from the Radiosity solution.
Advanced control over the indirect lighting engine.
Show illumination samples in final render.
Separate map option for background, IBL and global reflection map channels.
Shadow and volumetric light optimization for dramatic increase in rendering speed.
Light gels with realistic projection modes.
Adjustable light shadow density, negative lights.
Enable diffuse and highlight on a per-light basis.
Custom light intensity vs. distance profiles.
Lights can affect specific objects only.
Variable light color based on distance to light.
Area light panel for soft, natural lighting.
Higly optimized unbiased Area Light rendering algorithms minimizes noise.
Light emitting objects.
One-click conversion of objects into light sources.
Fast, fake caustics in the shadows of transparent materials. Caustics realistically depend on the Index of Refraction.
Accurate computation of caustics in the shadows of transparent objects.
Realistic optional “spreading” of the light spectrum in caustics (rainbow-prism effect).
Per-light adjustment of the quality of soft shadows.
Complete lens flare system.
Controllable lens flares per light.
Lens flare editor.
Lens flare reflections editor.
Point light, Quadratic point light, Spotlight, Quadratic spotlight, Directional light.
Turn Point Lights and Spot lights into Photometric lights.
Photometric light color presets, with corresponding color temperature.
Photometric Lights sorted by cathegory: Black body illuminants, Fluorescent lights, Gaseous lights, Non physical lights.
Natural light spectrum for Black body illuminants (such as Candle flame, Halogen, Sunlight etc).
Lens Glare effect simulates internal lens diffusion.
Automatic synchronization of light position, color, orientation and intensity between Vue and host application.
Use host application tools to adjust lights of Vue environment.
Automatic synchronization of all types of lights, including area lights.
Perfect blending of your 3D objects with Vue environment when rendering GI.
Lights can be disabled with a single click.
Accurate accounting of backlight when computing GI.
Improved handling of highlights in GI by better accounting for the interaction of illumination with bumps at the surface of objects.
Use IES distribution profiles on photometric lights.
Included IES profiles: 30.
Load custom IES profiles.
IES profile viewer allows previewing of light distribution.
Light portals help rendering indoor scenes more efficiently.
Create Light Portals from the Object Toolbar.
Vue can automatically place Light Portals on meshes.
Atmosphere presets: Over 160.
Ultra-realistic spectral atmosphere model.
Spectral Atmospheres can use Photometric Lighting.
Photometric Atmosphere lighting intensities match real world.
Included Photometric Atmosphere presets: 4.
Convert any existing Spectral atmosphere into a photometric atmosphere.
Vue automatically adjusts atmospheric settings when switching between non-photometric and photometric models.
Choice of 4 different types of atmosphere models.
Volumetric clouds, lights, materials (visible rays, with optional dust).
Spectral Volume Cloud layers for extremely realistic cloudscapes.
Extremely detailed Spectral 3 cloud system (for cloud layers and MetaClouds).
NEW! Auto-scale clouds with altitude.
NEW! Link Volumetric color of clouds to a function graph.
NEW! Link Ambient color contribution from sun and sky to a function graph.
NEW! Modulate Spectral clouds sharpness global setting with a user-defined function.
NEW! Use local coordinates on cloud modulation.
NEW! Easily Load/Add Cloud Layers using a single button.
Realistic cloud shadowing on objects as well as internal shadowing.
Automatic detail refining for very close-up clouds.
Cloud anisotropy setting for advanced control of internal light scattering.
Fast indirect lighting in Spectral clouds.
Create spherical cloud layers at the surface of your planets.
Import real-world cloud density data to recreate existing cloudscapes.
Add tornadoes using your favorite paint tool.
Use animated planetary cloud density maps.
God rays in clouds.
Fly through clouds.
Cloud layers near ground simulate fog.
Realistic “peaking” of mountains through clouds.
Create multiple layers of overlapping clouds.
Efficient model for cross-shadowing of objects on clouds.
MetaClouds individual cloud formations.
Library of MetaCloud models.
Predefined cloud shapes: Over 140.
Unlimited cloud layers.
Customize the shape of MetaClouds.
Customize the shape an look of full cloud layers through outputs in the Function Editor.
Control cloud layers altitude to make them “go over” or circle certain objects.
Stars, rainbows, ice rings.
Custom “deep space” star maps.
Load images of distant constellations.
Individual lights can illuminate spectral cloud layers and MetaClouds.
Edit the Vue atmosphere directly from the interface of the host application.
Render host application scenes inside Vue atmospheres – including spectral atmospheres.
Position, scale and rotate cloud layers using the standard manipulation gizmos.
Extract cloud layers portions.
Extracted cloud portions can be moved to different locations in the scene uisng standard manipulation gizmos.
Extracted cloud portions can be saved for future use.
Extracted cloud portions are accessible in the host application.
Button to randomize cloud patterns.
Support for planets with arbitrarily large atmospheres.
Cloud layer dummies can be groupped to facilitate cloud manipulation.
Add or modify cloud layers through Python callbacks.
Automatic Rain atmospheric effect.
Automatic Snow atmospheric effect.
The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable.
Rain and snow impacts can control materials for water or snow coverage.
Motion blur can be added on weather effects.
Weather Effects are available for all types of atmospheres.
EcoSystem patented technology to easily distribute millions of objects in scenes.
Use preset EcoSystem materials to automatically populate your scenes with millions of objects.
Create EcoSystems from multiple objects.
Create entire forests of trees.
Create forests of trees blowing in the wind.
Scatter millions of animated objects.
Mix EcoSystems with standard materials.
Mix several EcoSystems together depending on environment (slope, altitude.
Automatic placement of EcoSystem population according to a user defined SmartGraph density function (that can depend on position, altitude, slope.
Advanced coloring control to vary the colors of the population over the EcoSystem.
Accurate control over the orientation of the EcoSystem population.
Accurate control over the size and variation in size of the EcoSystem population.
Automatic decay of EcoSystem density near foreign objects.
Optional size reduction and color decay at low EcoSystem densities.
EcoPainter technology: paint instances directly onto objects.
Add, remove and resize EcoSystem instances interactively.
Select individual instances or groups of instances and move/rotate/resize them interactively.
Paint size, color or density of EcoSystems using a pressure sensitive tablet.
Convert EcoSystem instances to real objects for editing, move them back to the EcoSystem later.
Paint EcoSystems as individual material layers or on a global basis.
Paint EcoSystems using standard EcoSystem population rules.
Adjust the population rules of the Global EcoSystem: Optional.
Layered EcoSystems to control individual EcoSystem populations.
Control “affinity” between EcoSystem layers.
View EcoSystem instances directly inside the host application viewports: Billboards, bounding boxes or full geometry.
Refresh dynamic EcoSystem population previews anytime with Preview button.
Paint EcoSystems from all sides, in any view.
Dynamic EcoSystem population technology for potentially unlimited populations.
Dynamic EcoSystem density adjustments for improved control of density on slopes.
Easily control the intensity of the coloring applied to EcoSystem populations.
Control the intensity of the EcoSystem coloring through the function graph.
Multi-processor EcoSystem population.
Ability to drag multiple objects from a browser into the EcoSystem population.
EcoSystem 4 technology.
Advanced flicker reduction algorithms.
Advanced memory management algorithmsfor large dynamic EcoSystem populations.
Render animated dynamic EcoSystem populations with smooth density variations.
Individually control the phase (animation offset) of animated elements in your EcoSystem populations.
Automatic addition of variations of animation phase to SoliGrowth based EcoSystems.
Control the animation phase of any type of animated object, including pre-animated meshes.
Control animation phase on a per SolidGrowth instance basis through the function graph.
When loading an EcoSystem layer, the layer is automatically added to the underlying material instead of being loaded with a transparent sub-material.
EcoSystems can be populated along a spline.
Areas defined by Splines can be populated with EcoSystems.
Splines can be used as EcoSystem masks.
EcoSystem instances can be aligned dynamically along the spline direction.
Control EcoSystem spline instances’ orientation and variability.
EcoSystem instances can be controlled based on the EcoSystem density so that instances can automatically lean out on low density areas.
Stack EcoSystem instances on top of each other.
EcoSystem stacking is accessible from the material editor.
EcoSystem stacking is accessible from the EcoPainter.
Maximum number of stacked instances is user definable.
Invert the EcoSystem selection by a simple click of a button.
Objects can be dropped onto EcoSystem instances using the Drop or Smart Drop options.
EcoPainter settings (brush size, flow etc…) can be set on a per material basis.
Instances color can be reverted directly from the EcoPainter dialog.
VOB files created from a Dynamic Rock or a SolidGrowth plant will automatically generate variations when used in an EcoSystem.
All standard EcoSystem configuration parameters can be used for particle instance population.
Create your own EcoPainter brushes using a combination of Effectors.
EcoSystem effectors brush collection (lean, rotate, raise, lower, move etc.
Standalone EcoPainter brush editor dialog.
Publish specific EcoPainter brush parameters directly to the main EcoPainter dialog.
EcoSystem Selection tool directly available in the EcoPainter tool.
EcoSystem instance selection tool in the host application: in 3ds Max, Cinema4D and Softimage.
EcoSystem Fast population technology to interactively edit EcoSystem populations.
360° EcoSystems: EcoSystems can be populated from all directions including below objects.
All standard population settings are applicable to 360° populations.
EcoSystem Clumping lets you easily control how plants from the same species grow close to one-another.
Amount slider lets you set the global intensity of the EcoSystem clumping effect.
Size slider lets you set the global size of EcoSystem clumps.
Small Item EcoSystem algorithms efficiently create and render vast EcoSystems of very small items (e.g. Gravel, grass.
Small items EcoSystems algorithms improves both computation of Static and Dynamic EcoSystems.
Quality setting in the EcoSystem Painter when using Plant Factory vegetation.
Quality setting in the EcoSystem material editor when using Plant Factory vegetation.
Integrated Plant Factory quality setting helps optimize rendering time and system memory resources.
Add/Remove/Clear EcoSystem populations through Python callbacks.
Access global EcoSystem through Python callbacks.
NEW! Multi-threaded render initializations for EcoSystems.
Complete particle system custom tailored for Digital Nature.
EcoParticles can be added to any material (like a regular EcoSystem).
Speed, direction, collision properties and duration of life of the particles can be easily configured.
EcoParticles can be influenced by external influences (wind, gravity etc.
Effector objects can be added to influence EcoParticles locally or globally (e.g. to create effects such as tornadoes, jittering, attraction etc.
Rich collection of function nodes to control EcoParticle behaviors.
Control physical properties of particles, such as mass, velocity, gravity, collision, wind influence, elasticity, attachment forces and more.
Make particles fall, collide, bounce and interact with external forces.
Automatic collision maps allow the creation of material and particle effects that depend on collision history.
Sub-particles can be emitted over the lifespan of each particle, upon collision or upon death of the particle.
Animation specific EcoParticle parameters such as size variation, growth, opacity variation, velocity, flow and more.
EcoParticle emitter presets.
EcoParticles can be set to collide with Static EcoSystem instances.
Ultra-realistic SolidGrowth vegetation: 175+ species.
Compatible with modified plant species.
Easy-to-Use Plant Editor for plant customization.
Resizable Plant Editor.
Instantly create variations of existing plants.
Plant Editor and Leaf Editor let you modify existing plants or create entirely new plant species.
Create and save new plant species as stand-alone files for future use in your scenes.
Support for SolidGrowth HD extremely detailed plant species.
Native support for Plant Factory .tpf plant species.
Edit Plant Factory plants published parameters directly within the Plant Editor.
Open Plant Factory directly from the Plant Editor to fine tune your tpf specie.
Plant Factory plants imported in .tpf automatically create variations.
Health and Seasonality parameters for Plant Factory vegetation are animatable directly within the Plant Editor.
Changing Health and Seasonality on TPF plants automatically creates Keyframes in the animation timeline.
Advanced pre-computing of Global Illumination on Plant Factory billboard plants speeds up rendering by up to 20x.
Improved Normal Mapping algorithms on Plant Factory vegetation dramatically boost overall plant rendering quality.
Compatibility with Plant Factory lightweight preset technology.
Access TPF Mesh resolution directly from the Plant Editor.