DescriptionVue xStream / Infinite offers high-end 3D scenery solutions for natural environments such as wind swept trees / plants, spectral atmospheres and detailed terrains in fully animated scenes. Both Vue xStream and Vue Infinite have the same feature set, however Vue xStream is an integrated solution designed to be used from within host applications: 3ds Max, Cinema 4D, Maya, Lightwave and Softimage. Vue Infinite is a standalone solution, which works with the same host applications, but has a separate interface.
Vue xStream / Infinite New Features
Physically Accurate Sunlight Model
The new photometric sunlight model uses a real-world, physical simulation of sun and atmospheric lighting intensities. This new, scientifically accurate model offers an alternative to the more artistic approach of the existing Spectral model.
Just like your SLR: Because light intensities match their real-world couterparts, you can adjust exposure using the standard shutter speed, film speed (iso) and f-number settings, exactly as if you were taking a picture using a real camera. If you like, these settings can also be handled automatically by Vue.
As a result, your renders will look more photo-real in a subtle way, and HDR renders will preserve all the range of the natural spectrum.
You can easily switch between the new photometric model and the standard spectral model; Vue will make all the required changes automatically.
You can now assign physically accurate values to all light properties, such as color temperature (Incandescent, Halogen, Fluorescent, Tungsten...), light intensity (Lumens or Candelas) and IES Profiles.
IES profiles represent the distribution of light emitted by a given light source in any direction. Using IES profiles, you can recreate exact digital replicas of real-world light sources.
Use one of the many preset IES profiles or load your own using the dedicated IES Viewer.
Vue Infinite 2014 lets you select different tone mapping filters to specify how raw HDR colors are transformed into the final picture. These filters typically simulate the response of the human eye or chemical photographic film:
- The Photographic Exposure filter provides the typical response of photographic film, and gives you control over the response curve (such as Shadows, Mid-tones or Highlights).
- The Linear Exposure filter is the simplest of all: no contrast transformation is performed, the tone curve is flat, and the user can control the steepness of the response.
- The two Reinhard Exposure filters provide control over contrast enhancement, as well as Brightness, Chromatic and Light adaptation.
- The False Colors filter can be used to visualize the HDR range of intensities of the rendered picture.
- The Vue Exposure filter is the legacy response curve, with or without natural film response.
Vue Infinite 2014 introduces a new color production mode called Natural Grain.
This new mode produces natural color variations particularly well suited for terrains, ground, or any natural elements of your scene.
Great results, no brain squash: Ideal for quick results, the Natural Grain option provides high level access to settings such as contrast, balance and roughness, directly from the Material Editor without having to delve into the intricacies of the Function Editor (of course, you can always customize the look further using the Function Editor).
Other Rendering Enhancements:
- Surfaces can easily be made more or less reflective according to angle of incidence.
- Highly optimized flat Area Lights: the rendering of planar area lights of same quality is faster than previous versions.
Improved Workflow and Interoperability
World Point Position (or XYZ) Pass
Vue Infinite 2014 adds a WPP pass to the extensive list of channels that Vue can generate for added compositing flexibility.
The WPP Pass is a common technique used by compositors in multiple ways (re-lighting scenes directly in Nuke or After Effects, creating quick atmospheric effects such as ground fog, etc.).
EcoSystems and Vegetation
In the real world, plants tend to grow close together rather than evenly distributed.
EcoSystem Clumping in Vue Infinite 2014 lets you easily replicate this effect using only two sliders, clumping amount and average clump size.
Gravel and Small Item EcoSystems
Vue Infinite 2014 features highly optimized algorithms to accelerate the rendering of EcoSystems containing many small items, such as gravel or grass blades.
These new algorithms also significantly optimize the memory footprint and are compatible with both Static and Dynamic EcoSystems.
Plant Factory Compatibility
Vue Infinite 2014 natively recognizes Plant Factory content (without requiring ownership of Plant Factory). Animate Health, Seasonality or other published plant parameters directly inside the Vue Timeline.
When using Plant Factory plants in your EcoSystems, a new Quality setting is available in the Population list that lets you define the amount of detail of the plant instances, thus saving memory and reducing render times.
A lot of work went into Vue Infinite 2014 to enhance your workflow and simplify your everyday use of the software:
Redesigned Function Editor
Capitalizing on the Plant Factory interface, the Vue Infinite 2014 Function Editor was redesigned for improved performance on modern computer displays.
The new Function Editor is shown horizontally with streamlined parameter access.
Vue Infinite 2014 dissociates the concept of render camera (used for filming the final shot) and perspective view, used to freely browse around the scene. A new option is available (enabled by default) that protects the render camera from any unwanted modifications and automatically switches to perspective view whenever you modify the viewport (you can instantly assign the new point of view to the render camera with the push of a button).
You can switch back and forth between Perspective view and Main Camera, and you can create new "Point of view" cameras based on the current Perspective View.
Real-World Sun Position
Vue Infinite 2014 can position the sun exactly as it would be in real-life, based on time of day, date and location on Earth. You can pinpoint the location on a map, select from a set of predefined locations, or indicate the exact coordinates (and store them in the list of presets).
Other Interface Enhancements:
- Foldable EcoPainter: All sections in the EcoPainter and Brush Editor are foldable, letting you customize the dialogs to your needs.
- Names in Render Stack: add titles to the thumbnails of stacked renders.
- Mouse wheel automatically zooms view beneath mouse pointer
- Scroll through scrollable areas using mouse wheel
- Add Camera menu option in the Objects menu
- Menu items show icons or thumbnails for better clarity
- Easily identify Recent scenes and Snapshots (manual or auto-saved) using thumbnails directly in the menu
- Sort Materials by names in the Material tab of the World Browser
- Easily change the height of Infinite procedural terrains in the Terrain Editor
- Change material name and scale directly in the material editor when using layered materials
- Direct access to Wiki or PDF using Help key (set your preference between Wiki and PDF in User Preferences)
FeaturesNatural Scenery Creation
With Release 11, Vue get's particles! But it's not standard particles, it's a new concept of particles:
You can do all the standard stuff that particles are good at, but you can also do a lot more. Rather than creating simple emitters, and having particles grow out of them, we designed a new way of handling particles that is specifically well suited for Digital Nature, EcoParticles!
This new technology is ideal for the creation of animated rain, snow, waterfalls, explosions, fire, smoke, tornadoes, falling leaves, swarm of insects and more.
EcoParticles as EcoSystems
On top of these new physical settings, all of the classic EcoSystem configuration parameters are used for particle instance population.EcoParticles are added to any material like a regular EcoSystem material layer. But with EcoParticles, you get in depth control over the way the particles will evolve over time. You can define the speed, direction, collision properties and duration of life of the particles, as well as subject them to external influences.
Effectors are special objects that will influence the EcoParticles in the scene. Effects like tornadoes, jittering, attraction, etc. are easily created this way.
In Depth EcoParticle Control
Vue 11 xStream offers a rich collection of function nodes to control your EcoParticle behavior. You can combine many nodes to create one "super" particle system.It's possible to make particles create particles (e.g. to create a firework effect, or a rain drop that creates a water splash as soon as it hits the ground), based on the behavior of the root particles.
EcoParticles can fall, collide, bounce and interact with forces and with each other. EcoParticles react to natural phenomena thanks to various physical parameters such as mass, velocity, gravity, collision, wind influence, elasticity, attachement and more...
Perfect for Stills, Better for Animations
Even though the new EcoParticle technology will produce great effects for your still renders, animation is where they really shine!
You can easily setup how your EcoParticles will evolve over time using parameters such as size variation, growth, opacity variation, velocity, flow and more. Additionally, you can specify how your EcoParticles die, setting up their life duration, or even make them turn into another species of EcoParticle.
Each EcoParticle life parameter can be driven by a function graph to precisely control your effects.
Vue 11 xStream ships with a small collection of EcoParticle emitter presets to help you get to grips with this new technology.Automatic Weather Effects - Rain and Snow
These new atmospheric effects enable artists to instantly create anything from gentle spring rain to a tropical storm, a gentle falling snow to a blizzard, with a simple click of the mouse.
The heaviness, shape, drop size, speed and falling angle of the precipitation is user controllable.
Motion blur can be added if desired too.
Weather Effects are available for all types of atmospheres.
The New EcoPainter
You can now create your own brushes using a combination of effectors. For instance, brushes that will resize and align instances at the same time. There are a number of new brush effects to boot, including the ability to lean or rotate instances, raise or lower them, move them around, etc.The EcoSystem Painter (EcoPainter) is completely redesigned to allow even more control and flexibility.
Customizable EcoPainter Brushes
Like the brushes in the Terrain Editor, each EcoPainter brush now has its own dialog that displays all of the parameters that can be adjusted.
If you want to display a specific brush parameter directly in the main EcoPainter dialog, you can do so with a click on the corresponding Publish icon.
Integrated Selection Tool
The EcoSystem Selection tool is now part of the EcoPainter. You can now use the selection function to define the instances to work with, directly in the EcoSystem Painter dialog.
EcoSystem Instance Selection is now also available in xStream for 3ds Max, Cinema4D and Softimage.EcoSystem Technology Enhancements
EcoSystem Fast Population
A new population mode is available in the General tab of the Material Editor, called "Fast population mode". Each parameter modification (e.g. instance density, scale or orientation) is instantly applied to the population and refreshed in the viewport.
Once you are happy with the look of your population, you can optionally press the "Accuratly reposition on surface" to precisely place your instances on your geometry.
EcoSystem 360° Population
Vue can now automatically populate EcoSystems from all directions including below objects. This feature works on any kind of object from basic spheres to complex geometry such as rocks, cars, houses... and all applicable EcoSystem settings are supported.
New handling of materials in the terrain editor combines the power of procedural materials with the ability to manually paint details (this is also compatible with procedural terrain zones).
Painting using procedural alpha
Alpha Channel Previsualization
The presence of materials layers (alpha channel) can be previewed in the terrain editor and used as a painting mask.
Dual UV Channel
To precisely control UV perturbation, a second UV Channel is now available for 3D sculpted terrains.Shared Material Layers
You can share material layers throughout your scene. Once shared, the material layer can be easily associated to any other material in the scene.
Any changes to that layer will carry over to all materials that share that layer, so you can, for instance, add a layer of snow to multiple materials, and tweak the snow on all materials simultaneously.
Faster Rendering Significant internal optimizations made to the Vue rendering engine result in dramatically accelerated rendering especially on very dense EcoSystem scenes. You will enjoy speed boosts of up to 30%.
Illumination Caching This new feature dramatically enhances the speed and quality of rendering of architectural projects.
Instead of computing indirect lighting for each frame, the lighting is calculated once at the beginning, re-used in subsequent frames, and dynamically refined as new parts of the scene are uncovered. This results in a higher quality, more stable indirect lighting solution.
Nitrous Support in 3ds Max
On top of OpenGL and DirectX technologies, Vue 11 xStream now also supports the 3ds Max Nitrous Display driver for increased interactivity on large scenes.
Autodesk 2013 and Cinema4D R14 Support
Vue 11 xStream adds support for all the latest releases of 3ds Max, Maya, Softimage, Cinema 4D and LightWave, including Autodesk 2013 products and Cinema4D R14.
See the Requirements page for a detailed list of supported application and renderers.Spline and Road Tools Vue 10 includes a comprehensive spline toolkit that can be used for EcoSystems, terrain effects, building roads or creating objects. An automatic Path-finding algorithm can also be used to build realistic roads at the surface of terrains. Dynamic Rocks Vue 10 features a library of dynamic rock templates that can be used to instantly create single rocks, groups of rocks, or use them in EcoSystems. Each time the user creates a rock from a template, a new and unique variation will be generated. Water Shading Engine and Physical Transparency Physical water adds absorption and scattering parameters to allow for realistic light absorption in the body of water. Ocean waves now accurately affect incident light to produce realistic underwater caustics. Render Comparison The new render display dialog now lets the user stack and compare previous renders. Users can overlay and compare 2 renders (including multi-pass layers) and use HDR difference tools for in depth analysis. Lightweight render clones can be created to test various postprocessing effects, without altering the original render. EcoSystem Phase and Lean-out Control Vue 10 lets the user individually control the phase (animation offset) of animated elements inside EcoSystem populations for creating more natural animations. Phase is totally user-controllable on a per instance basis, using the function graph. EcoSystem Lean-out Control lets the user define how the EcoSystem instances lean out towards zones of lower density. Terrain Editing Improvements Users can now precisely preview the active zones when painting with a brush that has Environment Constraints applied. A new Custom 3D terrain brush is added to the brush collection. Mask rotation can also be enabled/disabled when painting in the terrain editor. Material painting in the terrain editor is markedly improved. A new Strata3D node is added for the creation of realistic canyon walls and stratified rock formations. And much more! Edge-based Anti-Aliasing A new edge-based anti-aliasing algorithm is added to complement the previous color-based anti-aliasing strategy. Both AA settings can be configured independently. Improved Depth of Field and Motion Blur Up to 30% Faster Rendering Speed Significant internal optimizations made to Vue 10’s rendering engine will result in dramatically accelerated rendering. Natural Scenery Creation
- Camera backdrop option that lets you apply the effect of the atmosphere to the backdrop.
- Vector-quantization node to create procedural terrains with terraces.
- With the new texture placement tool, you can interactively position, rotate and scale the texture maps that are applied to your objects.
FastHybrid Depth of Field
- Vue features a new method for rendering depth of field swiftly while optimizing visual accuracy.
- This new technique represents a good alternative to blurring the picture in post, as it replicates depth of fields effects that cannot be achieved this way (such as hidden objects becoming visible through the blur).
- Load custom “deep space” maps as an alternative to the standard Vue stars.
- You can even load images of distant constellations
- On top of the ability to move cloud layers around interactively using the gizmos, Vue lets you "extract" portions of your cloud layers.
- If you like a specific part of a cloud layer, you can easily isolate it and get rid of the rest . You can even move these extracted portions around to another location!
- In order to grant you better control over the shape and look of your clouds, new outputs have been added to the function graph.
- Among other options, these new outputs let you control the altitude of the cloud layers (for instance, so that they appear to "go over" certain objects).
- On top of the general relighting options Vue also has the ability to control post-render relighting of the atmosphere.
- The material painting tool lets you paint distribution maps with any arbitrary number of materials. Easily add new materials to create extremely detailed distributions.
- Toggle material masks to constrain painting of other materials inside existing distribution maps.
- Material masks are now handled independently from the rest of the material, so you can rescale materials or use any type of coordinates without affecting the distribution.
- The Pinch brush brings the terrain features closer together, while the Flatten, Plateau and UniSlope brushes let you accurately control the slope of your terrains.
- Extract a specific area of a procedural terrain with just one click. Select a zone and convert it to a separate procedural terrain.
- This is ideal to create customized textures on specific areas.
- Apply a bitmap to a terrain, and then view this bitmap inside the Terrain Editor as you sculpt the terrain.
- This feature is particularly useful when recreating a terrain based on real world photo references.
- Define animated maps to control the density of your cloud layers on a planetary scale.
- Using animated density maps, recreate such effects as the swirling hurricane opposite.
- A new material mapping option, “Relative to sea”, is now available for material altitudes. With this new option you can create materials that appear at certain altitudes, either relative to the sea, or absolute in world coordinates.
- A new input node, “Sea level”, is also directly accessible from the Function Graphs.
- The External Dependency nodes of the Function Graph can express object positions and dimensions in user-definable real-world units (meters, feet, etc). This is also the case for other nodes that express real world dimensions, such as Distance to object below, distance from camera, etc.
- Also, real world dimensions can now be fed into the Position and Size outputs of the object graphs.
- In Vue, cloud layers can be handled like regular objects. They appear in the World Brower, and you can move, rotate or resize them interactively using the standard manipulation gizmos.
- You can also use Vue's standard animation tools to control the movement/velocity of the clouds!
- The new Motion Browser lets you visually select new poses or motions for your rigged meshes. The Motion Browser lets you interactively preview poses/motions on your rigged mesh, before applying them.
- Typical poses/motions are also listed directly in the Skeleton Editor, to further facilitate the selection of poses for rigged meshes.
- Multi-materials let you change in one single operation all the materials of any given object. Multi-materials can be saved for future use. They can also be copy-pasted or drag-dropped between the different objects of your scenes.
- The Color Map and Filter editors are significantly improved, with the ability to move groups of keypoints, change the color, hue, saturation and luminosity values of groups of keypoints or the entire color map. You can also invert filters and color maps, copy-paste groups of keypoints, etc.
- Camera exposure is now automatically reflected in the OpenGL views to provide a more accurate preview of the scene (shader engine only). This option can be disabled.
- The rendering of shaded EcoSystem billboards is improved to provide a more accurate coloring and reduce flickering when moving around the scene.
- You can now change the display quality of EcoSystem instances on individual population elements (e.g. hide grass instances but show trees).
- You can also decide which population elements will appear in full 3D near the camera (Full Quality Near Camera option).
- You can also instantly limit the display quality of all EcoSystem instances in your scene using a single menu command or keyboard shortcut, for swifter navigation inside complex projects.
- You can refresh dynamic EcoSystem previews anytime by clicking the Preview button in the EcoSystem material.
- With Vue, you can now drag multiple objects or plants from a browser into the EcoSystem population list, making the preparation of complex EcoSystems a lot quicker.
- You can easily populate your global EcoSystem by dragging objects from the World Browser directly into the EcoPainter list.
- The intensity of the color changes applied to EcoSystem populations can be controlled through the use of a new material setting. This setting can also be controlled using a function graph.
- When painting EcoSystems, you can paint with the underlying EcoSystem material rules applied, so that, for instance, the influence of slope and altitude or the coloring rules are taken into account when painting instances.
- When painting in the Global EcoSystem, you can accurately control the way instances are added by directly accessing the underlying material and customizing all the population rules.
- Customizable “Lock camera above” behavior (above terrains, above other objects, etc.)
- OpenGL preview displays normal mapped surfaces
- You can assign colors to your graph nodes to make your graphs easier to understand
- You can lock the render area to avoid accidental modifications.
- You can also lock browser collections.
- Planes are now visible from all sides.
- Accurate OpenGL previewing of materials mapped in World coordinates.
- GPU resources can be displayed in the status bar.
- It is now possible to hide all the layers in the World Browser
- You can copy paste objects to hidden or locked layers
- When deleting all objects from a layer, the layer is no longer deleted. You need to explicitly delete the layer
- When installing the application, you can now easily restore the default installation folder
- In order to easily detect rendering bottlenecks and optimize your render times, Vue now features the ability to generate diagnosis information on your renders.
- This diagnosis information is available in separate render passes that can be viewed directly in the render output window. You can switch between the Color, Alpha, Z-Depth and Diagnosis passes instantly using the icons in the render output window.
- Diagnosis passes are generated on demand (they add a slight overhead to the rendering process). They are a very valuable asset to better understand the overall rendering process.
- The rendering of displacement on standard terrains is greatly improved and no longer contingent upon the resolution of the terrain
- The quality of indirect lighting is increased in Preview mode
- The behavior of the Full Quality Near Camera option is optimized to allow faster high quality previewing
- The size of the render buckets is automatically adjusted to maximize use of all cores on small renders
- You can configure the RenderCows to use any number of processors (e.g. if a multi-core workstation is used for design, you could setup a RenderCow to use a maximum of one or two cores, so as to limit the impact on overall system performance)
- The speed of handling of complicated group hierarchies is significantly increased
- Default views are automatically resized to adjust according to internal units
- Vue has the ability to fully control the gamma of your workflow. Internally, Vue uses a linear workflow (gamma=1), but other elements in your pipeline may not use this (cameras and monitors typically use a gamma of 2.2).
- The ability to fully control the gamma in Vue ensures perfect coherence all along your pipeline and will result in much higher fidelity of color and light in your final images.
- You can define default input and output gamma settings as well as the gamma used for displaying textures and colors. These settings will be used for all imported texture maps as well as the color channel of exported renders.
- You can also easily customize the input gamma on a per texture basis (the gamma values of your texture maps may differ depending on their source), and you can override the output gamma at the time of saving a picture.
- Vue also features a quick calibration tool to let you easily adjust the display gamma to best match your monitor.
- The Z-Depth buffer can now be (optionally) anti-aliased
- Max->Vue Exporter: convert unrigged objects to standard meshes
- Improved terrain exports
- RenderCows allow the network rendering of Vue scenes only.
- By default, Vue Infinite and Vue xStream ship with the ability to render on 5 RenderCows. On top of this, additional RenderCows can be purchased separately from the main application, in packs of 5 or 25.
- RenderCows are managed using HyperVue, Vue’s internal network rendering manager. They cannot be managed by any other kind of network rendering manager (such as Qube, BackBurner. You need RenderNodes for this, see below).
- RenderCows can be used with both Vue Infinite and Vue xStream, however, in the case of Vue xStream, the RenderCows will not be able to render integrated Vue scenes (xStream scenes). They will only render Vue content.
- If you need to render integrated xStream scenes (.max, .ma or .mb, .c4d, .lws, .scn), you will have to use Vue xStream RenderNode instead.
Vue Infinite RenderNodes
- Vue Infinite RenderNodes supersede the Vue Infinite RenderBull.
- The Vue Infinite RenderNode license will enable you to use a 3rd party network rendering application to manage and distribute the rendering of Vue scene files (.vue) over a network of computers.
- The Vue Infinite product does not include any RenderNode nodes. Vue Infinite RenderNode nodes can be purchased individually or in bulk. The price for one node of Vue Infinite RenderNode is $99.
- You should contact our sales department for any order above 5 nodes to benefit from a large quantity discount.
- Vue Infinite RenderNode licenses require the use of the e-on License Server - $495 (this is mandatory). If you have already purchased the e-on License Server with your Vue license, there is no need to purchase it again.
- RenderNodes are sold on a “per workstation” basis (i.e., one per machine, and not one per cpu).
- Example: for a network of 50 Quad core computers, you will need to get one 50 node license.
Vue xStream RenderNodes
- The Vue xStream RenderNode license will enable you to use a 3rd party network rendering application to manage and distribute the rendering of both Vue scene files (.vue) AND xStream scenes (.max, .ma or .mb, .c4d, .lws, .scn) over a network of computers.
- Whereas previous versions of Vue xStream required the purchase of 1 license of RenderNode per renderer, the new Vue xStream RenderNode is now able to render with all renderers with one single license (3ds Max Mental Ray, VRay for 3ds Max, Maya software, Maya Mental Ray, VRay for Maya, Softimage Mental Ray, LightWave software, Cinema4D software, Mental Ray standalone – other renderers are under consideration).
- The Vue xStream product does not include any RenderNode nodes. Vue xStream RenderNode licenses can be purchased individually or in bulk.
- You should contact our sales department for any order above 5 nodes to benefit from large quantity discounts
- Vue xStream RenderNode licenses require the use of the e-on License Server - (this is mandatory). If you already purchased the e-on License Server with your Vue license, you don’t need to purchase it again.
- Example: for a network of 50 Quad core computers, you will need to get one a 50 node license.
Specifications & Licensing
Minimum System Requirements
Vue is a 32 & 64 bits application, designed for the Windows® 32/64 bits XP, Vista, Windows 7 and Windows 8 and Intel Mac OS X platforms.
- Mac OS X v10.6+ 32/64,
- 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 XP/Vista/Windows 7/Windows 8 32/64,
- 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).
Note: Vue Esprit 2014 installed on a multi-core CPU computer will use a maximum of respectively 4/8 CPUs on 32/64 bit OS.
Recommended System Specs
- Windows 64 bit (XP, Vista, Windows 7 or Windows 8), Mac OS X v10.6
- Multi-core CPU (Intel QuadCore, Core I7, or Mac Pro),
- 4GB+ of RAM,
- 4GB+ of free Hard Disk space (on the drive hosting the OS),
- An OpenGL accelerated video board (see below for optimal compatibility)
Supported Video Boards
Vue Esprit 2014 now includes an automatic configuration tool that will set all OpenGL options just after install, for optimized previewing on your video board / driver.
The following boards/chips will perform using the new Shader engine:
|Brand||Model||Required Driver Version||Supported OS||Limitations|
|nVidia||geforce 8800GT||ForceWare 190.38 + (3)||Windows only|
|nVidia||geforce 9800GT||ForceWare 190.38 + (3)||Shaded Billboards not supported on Mac|
|nVidia||GTX 260 -> 280||ForceWare 190.38 + (3)||Shaded Billboards not supported on Mac|
|nVidia||GTX 460 -> 480||ForceWare 190.38 + (3)||Shaded Billboards not supported on Mac|
|nVidia||GTX 500 Series||ForceWare 190.38 + (3)||Shaded Billboards not supported on Mac|
|nVidia||Quadro FX 1800 -> 5800||ForceWare 190.38 + (3)||Shaded Billboards not supported on Mac|
|nVidia||Quadro 4000 -> 6000||ForceWare 190.38 + (3)||Shaded Billboards not supported on Mac|
|nVidia||Quadro 600 & 2000 (GF100 based)||Any||Windows only|
|ATI||Radeon HD 26xx||Any||Mac only|
|ATI||Radeon 48xx||Catalyst 9-3, 9-4, 9-5 & 10.12(1)||Shaded Billboards not supported on Mac|
|ATI||Radeon (HD) 5700 -> 58xx||Catalyst 9.12 +||May display some minor glitches, Shaded Billboards not supported on Mac (2)|
|ATI||Radeon 6000 Series||Any||May display some minor glitches, Shaded Billboards not supported on Mac (2)|
|ATI||FirePro V8700||Catalyst 9-3, 9-4 & 9-5||Windows only|
|ATI||FirePro V4800/5800/7800/8800||Any||Windows only. May display some minor glitches (2)|
(1) Requires a Vue 9 build superior to 9005724. Resizing editors, or really heavy scenes may generate some instability.
(2) Support for Shaded Billboards on Windows requires a Vue 9 build superior to 9005724.
(3) Warning! Do not install Nvidia Drivers 270.61. These drivers weren't certified with Vue and may present severe OpenGL issues!
Other boards (such as the nVidia GeForce 210/220/240, 300 and 300M series, 6000 and 7000 series...) may not perform using the Shader engine, but will perform using the older fixed-pipeline one.
Older boards such as Voodoo, Rage Pro, Radeon 8000 up until Geforce FX chips included, all Intel video boards, and all unrecognized boards will run in software OpenGL mode only.
Due to recent changes in the Mac OS 10.6 OpenGL implementation, which resulted in a massive slowdown of OpenGL intensive applications, Shaded Billboards are not supported at all on Mac.
In any case, Vue can perform in software OpenGL regardless of the video board.
Boards that are not on this list may work with Vue, but haven't been extensively tested. If you run into any OpenGL issues, try disabling background draw and antialiasing in the Options panel. Worst case scenario: you can always run Vue insoftware OpenGL mode.
Warning: Laptops using Nvidia's Optimus or ATI's BinaryGFX technologies may present severe OpenGl problems. We recommend that users deactivate this option when running Vue!
Media and activation keys are delivered via Mail/UPS/Fedex. The Media box contains (2) DVD's
- Vue Software
- Extras DVD containing Content, training and resources
Activation Keys may arrive via Email or inside DVD package depending on the urgency of delivery.
Software is NOT downloadable
E-on License Server is available for Network and Render licenses. However, if you use a Vue Network license, you have to use a Render network license. E-on license server must be purchased separately but includes free upgrades to future license server versions.
Upgrades / Resources
e-on offers the following upgrades and maintenance options:
This is an annual maintenance contract that includes a number of benefits:
- Free upgrades during the subscription period, including free upgrades to all .5 and full versions,
- Unlimited, priority web-based technical support,
- Access to EEF releases (Expedited Engineering Fix),
- Access to “Maintenance Only” forums.
Requires that all your licenses be under Premium Maintenance. Unused priority support incidents expire with the maintenance plan.
- All of the Standard Maintenance benefits from above
- Your own private ftp on our servers, where you can upload issue-related content,
- Four priority support incidents per product (see above),
- Priority Problem Resolution: if it is determined by our support technician that the cause of a priority support incident is a bug in our software, we will assign at least one developer to the resolution of this bug within 24 business hours following identification of the bug. This does not apply to feature requests or improvements.
- Custom Development: if you need a modification in the software, or are lacking a feature that would greatly benefit one of your projects, you can contact e-on software support technicians with a detailed specification of the requested changes. The e-on software development team will promptly analyze your specifications and respond with a quote for the development of a customized version of the product implementing the requested changes.
- Upgrades to current versions
- Sidegrade between Vue xStream and Vue Infinite
- Render Cow Upgrades
- Upgrade from Node-locked to Floating
RFX is available for all your support needs.
e-on provides the following support options
Per-Incident Priority Support
Flexible, pay-per-incident priority telephone support from e-on software. You only pay for the support you need. Each support incident includes:
- One telephone incident, with guaranteed call-back time under 4 business hours,
- Direct one-to-one communication with qualified e-on software support technicians,
- Efficient resolution of system-specific issues through remote diagnosis (if you agree),
- Follow-up support until the incident is resolved.
If it is determined by the support technician that the issue is caused by a bug, and the support technician is unable to provide a reasonable workaround, we will credit a new, replacement per-incident support ticket to your account free of charge.
Enhance your Vue pipeline with the following products:
- Autodesk Maya
- Autodesk 3ds Max
- Autodesk Softimage
- Maxon Cinema 4D
- Newtek Lightwave
Vue also support the following file formats for importing and exporting data between other 3d products.
3D Import Filters
3DS: 3D Studio™ object file format, Conversion of Max animated objects to Vue format (using the included plugins)
3DMF: 3D Metafile object file format.
COB: TrueSpace™ object file format.
DAE: Collada animated object file format.
DEM: USGS Digital Elevation Model. Terrains are placed according to information in the file (ideal for importing multi-part DEMs).
DXF: AutoCad™ object file format.
LWO, LWO2: LightWave™ object file format.
OBJ: Wavefront™ object file format (with automatic MTL library conversion).
PZ3, PZZ: Smith Micro™ Poser® static/animated scene import (requires Poser 4, 5, 6, 7 or Pro).
RAW: Raw geometry file format.
SHD: Shade™ 6 object file format.
SKP: SketchUp™ object file format (up to v7, Win32 only).
TGA: 16 bit RG encoded Targa altitude map.
WML: VRML object file format.
3D Export Filters
3DS: 3D Studio™ object file format.
C4D: Cinema 4D™ object file format.
COB: TrueSpace™ object file format.
DXF: AutoCad™ object file format.
LWO, MOT, LWS: LightWave™ file formats.
OBJ: Wavefront™ object file format.
SHD: Shade™ object file format.
Note: entire scenes can be exported as 3DS or LightWave LWS files only. Object animation
information (motion, scale and orientation) can be exported as 3DS or LightWave MOT/LWS files.
2D Import/Export Filters
BMP: standard Windows bitmap, uncompressed.
EXR: 32 bit floating point EXR image format
PICT: standard Macintosh picture file format.
JPG: Jpeg compressed picture file format.
TGA: Targa picture file format.
TIFF: Tagged Image File Format.
GIF: Compuserve GIF color mapped bitmap.
BUM: Poser bump map.
DEM: USGS/SDTS Digital Elevation Model.
IFF: Image File Format.
PCX: PCX picture file format.
PNG: Portable Network Graphics file format.
PSD: Photoshop Image File Format (Multi-layer PSD when used for multi-pass renders).
QTVR: QuickTime VR panorama.
RLA: Run Length encoded version file format (stores partial G-Buffer information).
RPF: Rich Pixel Format file format (stores all G-Buffer information).
HDR: High Dynamic Range image format.
OpenEXR: ILM's high dynamic range format.
EPX: Piranesi EPix file format.
VIM: Vue image file format.
Vue skies can be exported as HDR sky-spheres or sky-cubes for use in other applications.
Vector Data Import
EPS: Encapsulated Postscript.
AI: Adobe Illustrator 3.2
Animation Export Filters
MOV: QuickTime movie format. (Note: Not supported by Windows 64 bit Editions)
AVI: Audio Video Interleaved animation format.
MA: Camera animation export (e.g. to After Effects).
Mpeg1: moving picture expert group, Ver.1 animation format.
Mpeg2: moving picture expert group, Ver.2 animation format.
Independent Frame animation in all supported picture file formats.
Animated Texture Map Import Filters
MOV: QuickTime movie format (Macintosh only).
AVI: Audio Video Interleaved animation format (Windows only).
Personal Learning Edition
The Personal Learning Edition (PLE) is a fully functional version of Vue xStream/Infinite (selection of xStream or Infinite is done during installation). With the PLE, you can:
- Create complete projects, save your work and export to other applications,
- Render stills and animations without size/length limit,
- Experience Vue’s power directly inside Max/Maya/LightWave/Cinema4D/Softimage,
- Learn at your own pace (the PLE never expires)!
The Vue Personal Learning Editions perform under all versions of Windows XP, Vista and Windows 7 (32 and 64 bit), and are Mac Intel 32bit only for MacOSX (10.5 and 10.6).
The PLE is for personal, non-commercial use only, files cannot be exchanged with other PLE users and are not compatible with other versions of Vue, network rendering is disabled, renders may be watermarked and carry a logo.