Vue
From Poserpedia
Vue 7 Infinite - The Standalone Solution
Vue 7 is the most efficient and advanced solution for creating, animating and rendering natural 3D environments.
It offers a high-end 3D scenery solution for SFX studios, animators, illustrators, architects, matte painters and CG professionals. It is strongly focused on power, productivity and inter-operability with existing toolkits.
Vue 7 naturally integrates and extends all major 3D applications to provide a complete, professional natural 3D studio.
Specifically designed for professionals, it combines a multitude of cutting-edge features that easily integrate with your workflow.
With its intuitive, production-oriented layout, you will quickly enhance your production with rich EcoSystems™ of wind-swept trees and plants, Spectral atmospheres and detailed terrains in fully animated scenes.
EcoSystem Generation III
The EcoSystem™ revolution has redefined the way CG artists create landscape images. What seemed utterly impossible became easily feasible. Nightmarish tasks became a pleasant ride.
With this third generation of EcoSystem, this ground-breaking technology has been improved again: the revolution marches on!
EcoSystem Technology
Real world natural environments are extremely complex. Just think of the millions of plants, trees and rocks that make up the landscape around you. Creating such highly detailed scenes in 3D is an exhausting task, both in terms of hard work and computer resources. Most 3D programs, in fact, are unable to deal with the huge polygon count required to create, say, a realistic forest scene with millions of trees.
With e-on’s patented EcoSystem™ technology, you can easily populate your scenes with millions of plants, trees, stones and other objects, to achieve a totally new level of natural complexity and detail.
Select a SolidGrowth™ plant species (e-on's acclaimed plant growth technology) and EcoSystem will populate your scene with numerous variations of that plant, not just “hard copies”. These plants are automatically animated with breeze. Of course, an EcoSystem can contain more than one plant type: add an unlimited number of plants, rocks and other objects to the population list, and control each item’s relative presence and size within the EcoSystem.
EcoSystems are designed to handle millions of objects, billions of polygons, yet keep Vue’s performance and display running smoothly.
Automated Smart Scattering
The EcoSystem does not merely scatter the objects randomly across the surface, but actually decides where to place them according to the relief of the terrain. Click to follow link
So just like in nature, more trees will grow on flat areas than on steep slopes, and no objects will be placed where they are likely to “fall down”. You can control the influence of this effect easily.
In addition, Vue will automatically recognize foreign objects, and reduce the presence of EcoSystem items around them.
Dynamic EcoSystem Population
The Dynamic Population Technology featured in Vue 7 lets you create dense EcoSystems that extend way beyond the horizon, without concern over the number of instances!
This revolutionary technology is capable of handling the near-infinite number of instances required to populate terrains in the far distance. To maximize efficiency, it will also dynamically populate areas of your scene, only as they become visible to the camera.
The EcoSystem Painter
The EcoSystem painter lets you interactively paint Ecosystems over any surface (or group of surfaces). It can be used for editing EcoSystem materials, or as a stand-alone tool. The latter option means you can paint EcoSystems on the fly, without the need to create an EcoSystem material first. Painting can be performed with a mouse or with a tablet, which gives you the ability to control additional parameters through pressure.
You can paint over any number of selected objects, even the entire scene. While you paint in any view, the instances are automatically dropped and aligned to the surface. You can paint a mix of all the items in your population list, or paint any single item separately. Brush strokes can be undone at any time, or you can clear the whole EcoSystem for a fresh start.
The EcoSystem painter features 4 different painting tools:
- The single instance tool
This tool turbo-charges the process of placing individual plants, rocks or other objects in your scene. There’s no more need to add a tree to the scene, move it to the desired place, then drop it to the ground. Simply point and click, and a new tree is created in that spot, and is automatically dropped to the surface. Of course, when using SolidGrowth plants, each new click generates a different instance.
- The brush tool
The brush tool lets you paint complete EcoSystems over the surface, in an intuitive and precise way. You can set the brush radius, size and density parameters, or use a pressure-sensitive tablet to control them as you paint (e.g. press harder to create larger instances). The brush tool can also be used in paintbrush mode (holding the mouse button down adds more instances).
- The eraser tool
Exactly the opposite of the brush tool, the eraser tool lets you paint-remove instances to create forest or jungle clearings, or to modify the placement of instances. You can choose to erase instances of a specific item from the population list, leaving the other items intact.
- The coloring/scaling tool
Use this tool to interactively modify the size and/or colors of an EcoSystem. Like the brush and eraser tools, you can choose to affect only specific items or everything together. All changes you make are updated in real time in the display windows.
Layered EcoSystem Materials
EcoSystems behave just like regular materials. You can save them as a material and create a whole library of EcoSystems, which can be used later for other scenes and objects.
The fact that the EcoSystem is treated like a material means that you can take advantage of Vue’s powerful function editor to control almost every aspect. For example, use a fractal noise generator to control the distribution of EcoSystem objects, or use a bitmap to limit distribution to specific areas. You can add color variations to the EcoSystem for even greater detail and realism.
It also means that, just like mixed or layered materials, you can mix or layer two or more EcoSystems, with environment influences such as altitude, slope and orientation!
A single EcoSystem material can have any number of layers, each layer with its own population list and full set of controls.
This means you can effectively mix different EcoSystems together, and still have complete independent control over each part of the EcoSystem. In addition, each layer can have its own independent reaction to altitude, slope and orientation.
Layered EcoSystem materials give you precise control over the EcoSystem’s characteristics, and let you use functions or bitmaps to define any parameter, from density and size to color variations.
In addition, all the tools available in the EcoSystem painter and the instance selector can be used to interactively paint and modify layers inside an EcoSystem material.
Affinity and repulsion
Layers in an EcoSystem material can also influence one another. By using the affinity and repulsion parameters, it’s possible to define a relationship between two layers. For instance, using affinity, trees in the first layer can affect the distribution of grass in the second layer, so that the grass grows only around the trees.
Enhanced EcoSystem Display
EcoSystems can be displayed in seven different modes (none, billboard, wireframe box, filled box, wireframe, flat shaded and full, smooth shaded display), plus a camera controlled dynamic level of detail option. This gives you the flexibility to optimize your workflow, whatever your hardware resources and project requirements are.
Display quality can be linked to the camera. Instances in a user-defined radius around the camera will be displayed at full quality, while the rest will fall back to the specified display mode. The camera-controlled LOD automatically updates as the camera is moved around, making camera placement inside EcoSystems much easier.
Atmosphere Engine
Lighting
Rendering
Animation
Plants, Terrains & Water
Materials
Compositing
Import & Export
Production
Interface & Workflow
Summary
Feature List
Requirements
References
None at this time.



