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Vorrei acquistare VUE 10 esprit ma non riesca a capire se ha delle limitazioni sulla qualità del rendering e sulla risoluzione massima delle immagini.rispetto alla versione xstream Qualcuno sa dirmi qualcosa ?

grazie

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Inviata (modificato)

Ne una, ne l'altra. Sono differenti i tool. In Xtream, oltre ad avere accesso in Max e quant'altro, ci sono tools specifici per professionisti ed è completo, mentre esprit è più per "artisti" (molto più leggero e meno tools).

Non sò se già hai letto, ma qui puoi vedere una panoramica di esprit e in dettaglio, vedi la sezione "Rendering" verso la fine della pagina ;) :

http://www.e-onsoftw...interFriendly=1


Modificato da Michele71

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Ne una, ne l'altra. Sono differenti i tool. In Xtream, oltre ad avere accesso in Max e quant'altro, ci sono tools specifici per professionisti ed è completo, mentre esprit è più per "artisti" (molto più leggero e meno tools).

Non sò se già hai letto, ma qui puoi vedere una panoramica di esprit e in dettaglio, vedi la sezione "Rendering" verso la fine della pagina ;) :

http://www.e-onsoftw...interFriendly=1

grazie , ma mi interessa sapere solo la qualità e la risoluzione dell'immagine finale se è uguale a xstream .

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Vedo che hai perso tempo a leggere il link che ti ho postato.... mah....

Tra le altre cose...

Rendering Presets: OpenGL,Preview, final, broadcast,superior, ultra, user settings .

Render size limitation: Limited by memory only.

Custom render size.

Rendering in unlimited color depth.

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Per essere più chiari: XStream:


Advanced radiosity algorithms that dramatically reduce low frequency blotches.

Generate high-quality indoor and outdoor renders.

Bucket rendering for lower memory requirements and improved spatial coherence when rendering.

Indirect lighting calculation can be easily re-used between "tweak" renders.

Option to update the Indirect lighting "on demand" only.

One-click displacement mapping.

Dynamic render-time displacement to handle extremely large "displaced" polygon counts.

Optional dynamic geometry smoothing to avoid sharp polygonal edges.

Automatic camera exposure option compensates for the strong variations in illumination between noon and sunset.

Natural film response.

Post-render exposure control.

Use an image or animation as a backdrop for your renders.

NEW! Option to apply the effect of the atmosphere to the Camera Backdrop.

Rendering Presets: OpenGL, preview, final, broadcast, superior, ultra, user settings.

Render size limitation: Limited by memory only.

HDTV render preset.

Pictures larger than screen resolution can be rendered to screen.

Custom render size.

Option to lock custom aspect ratios when selecting render resolution.

Navigation inside the rendered picture using pan controls.

Alpha and Z depth directly computed during the render process.

Ray-traced depth of field.

Realistic Hybrid 2.5D depth of field.

NEW! FastHybrid depth of field technology.

NEW! FastHybrid depth of field technology allows hidden object become visible through the blur.

Ray-traced [soft] shadows.

Advanced soft shadow computation to produce perfectly smooth soft shadows.

Ray-traced [blurry] reflections and refractions.

Blurry reflection and refraction settings for each material independently.

Fake [blurry] reflections using reflection maps.

AccuShadows shadow mapping technology for faster [soft] shadows.

Multi pass rendering (separates renders into the different rendering components - shadow, diffuse, ambient, etc.

Multi pass rendering components rendered in High Dynamic Range.

Create separate pictures for Diffuse, Specular, Shadows, Ambient, Refractions, Reflections, Background, Indirect Lighting, Post-process.

Per layer, per object or per material multi-pass masks (fully anti-aliased): Color and alpha.

NEW! Velocity pass in rendering buffer.

Create a separate color and alpha mask of clouds.

Generate color and alpha masks for Global EcoSystem instances.

Create layers for additional render information such as Z depth, object ID, material ID, global alpha mask, normal vectors.

Export all channels and masks into a convenient Photoshop PSD multi-channel, multi-mask file.

Export multi-pass renders as a EXR 32 bit files with each pass stored in high dynamic range format.

Full support of G-Buffer compositing information.

Store all anti-aliasing and rendering channel samples on separate G-Buffer layers.

Render occluded objects (on a per object or global basis) to render hidden parts of the scene.

Render export as RLA or RPF for advanced compositing options.

Exclude ground from Alpha map option.

Objects can be easily hidden from render.

Hide objects from render and disable lights by clicking their icon in World Browser: Optional.

NEW! Hide objects from render through Python callbacks.

Global and per-material reflection maps.

Rendering in unlimited color depth.

Optional details in render information panel.

Panoramic rendering with adjustable rotation angle.

Spherical panoramic rendering.

Multi-processor panoramic rendering: In standalone mode.

Rendering in all views (including orthogonal rendering).

Render in views can be set to a different quality than normal rendering.

Stand alone renderer handles rendering while you work on the scene.

Network rendering of animations.

Network rendering of pictures.

Rendering across hybrid network of computers (OS X and Windows).

Fail-safe HyperVue network rendering.

Interactive Network Rendering.

Advanced Caching technology to optimize responsiveness of network rendering.

Number of render nodes (RenderCow) licenses included in product: 5.

Maximum number of render nodes: Unlimited (through RenderCow pack expansions).

SmartCow automatic node detection and activation.

Hotplug render nodes to add/remove nodes during render: MacOS X and Windows.

NewCow automatic updating of render nodes.

NEW! Rendercows can be paused directly from the tray icon.

Customizable command-line render launching sequence.

RenderNode optional stand alone renderer for integration in large render farms.

RenderCows can be configured to use any number of cores.

NEW! Rendercow CPU affinity is automatically synchronized with the Windows task manager.

Render area can be temporarily disabled.

You can lock the render area to avoid accidental modifications.

Render blow-up option.

Geometry anti-aliasing.

User definable geometry anti-aliasing: Up to 1024 rays/pixel.

HyperMipMap material anti-aliasing (including procedural materials).

User definable anti-aliasing strategies to optimize speed vs. Smoothness.

NEW! GPU anti-aliasing accelerates AA of thin polygon meshes.

Advanced render memory management algorithms to allow the rendering of very large images.

Post processing to adjust color, contrast, saturation, gamma.

Ability to load/save independent post-processing settings.

Create custom render effects using user-defined python callbacks.

Ability to resume an interrupted render.

Control the rendering of Vue environments using the render settings of your 3D application.

Render Vue content inside your 3D application.

Render millions of EcoSystem plants or objects directly inside your 3D application.

Perfect blending of the objects of your 3D application with the Vue environment.

Mutual shadow casting of Vue objects on the objects of your 3D application, and vice-versa.

Vue objects reflect the objects of your 3D application, and vice-versa.

Perfect handling of transparency and refraction for the objects of your 3D application and Vue objects.

Rendering compatible with V-Ray: 3ds max and Maya.

Rendering compatible with MentalRay standalone render nodes.

Rendering compatible with MentalRay Distributed Bucket Rendering.

Generate detailed network rendering logs.

Real-life camera aberrations (cushioning and barreling).

Abort rendering on mouse-click in render area: Optional.

Render in all compatible renderers with a single license.

Option to disable the rendering of Vue sky and/or atmosphere (e.g. when using mr Sun&Sky).

Option to easily include/remove the Vue scene from a host application render.

Render Vue atmosphere and elements alongside other host application volumetric plug-ins.

Compatible with mr Daylight, mr Sun&Sky and mr Photographic Exposure.

Compatible with V-Ray Sun and Sky.

Easy-to-use camera mapping for retro projection of renders onto simplified geometry.

The total amount of RAM allocated to displacement mapping is adjustable.

Images can be saved to disk at regular (user definable) intervals during render.

Dual destination render option (e.g. display to screen while rendering to disk).

Generate detailed log files during network rendering.

Host application render settings can be automatically adjusted to match those of Vue.

Generate render diagnosis buffers to optimize your renders and avoid bottlenecks: Optional.

Display per-pixel render time, number of sub-rays, anti-aliasing samples, shadow rays, recursion, final gather samples, etc.

Render displacement on arbitrarily large terrains.

Improved rendering of indirect lighting in preview mode.

Automatic adjustment of render buckets to optimize rendering of small images on multi-core systems.

Full input, output and display gamma control.

Customize input gamma on a per-texture basis.

Easily override default output gamma.

Quick calibration tool to easily adjust the display gamma setting.

Anti-aliased Z-depth buffer: Optional.

Accurate accounting of cloud radiosity in indirect illumination.

Relighting technology allows real-time adjustment of lights after rendering.

Adjust contribution of sunlight without re-rendering.

NEW! Adjust contribution of the Atmosphere without re-rendering.

Advanced adaptive precision computation for the rendering of skymaps.

Render algorithms for thin translucent and backlit materials with realistic shadows.

Advanced flicker reduction algorithms.

Advanced shadowing algorithms help remove undesired shadow artifacts on terrains and meshes.

Advanced bicubic interpolation algorithms produce smooth gradients.

Efficient Pause and Resume Render options with the stand alone Batch Renderer.

NEW! Optional addition of an information strip under the rendered picture.

NEW! Frame labeling can display information such as scene file name, render time, author, etc.

NEW! Mixed materials alpha channel can be edited.

NEW! Edge-based anti-aliasing to complement the previous color-based anti-aliasing scheme.

NEW! Edge-based anti-aliasing can be individually used and fine tuned using its Quality slider.

NEW! Dramatic changes in the structure of internal scene processing allows for faster rendering: Up to 30% faster.

NEW! Improved statistical samples distribution allows for a quicker Depth of Field and Motion Blur computation.

NEW! Physical Water shading engine.

NEW! Set absorption and scattering parameters for body of water.

NEW! Physical water shader produces photoreal underwater caustics.

NEW! Underwater caustics focus can be adjusted to make them appear at maximum sharpness at specific depth.

NEW! Easily create visible shafts for underwater lights.

NEW! Physical transparency model that accurately reproduces how light interacts with particles of matter inside transparent materials.

NEW! When rendering in radiosity, Vue warns you if there are luminous materials in the scene.

NEW! Point lights can create dark shadows even in Environment Mapping mode.

NEW! Load a video or an image sequence to the environment map control in the Atmosphere editor.

NEW! Shadow parameters (cast shadows, receive shadows, only shadow, etc ...) can be controlled per-object.

Esprit:

Advanced radiosity algorithms that dramatically reduce low frequency blotches.

Generate high-quality indoor and outdoor renders.

Bucket rendering for lower memory requirements and improved spatial coherence when rendering.

Indirect lighting calculation can be easily re-used between "tweak" renders.

Option to update the Indirect lighting "on demand" only.

One-click displacement mapping.

Dynamic render-time displacement to handle extremely large "displaced" polygon counts.

Optional dynamic geometry smoothing to avoid sharp polygonal edges.

Automatic camera exposure option compensates for the strong variations in illumination between noon and sunset.

Natural film response.

Post-render exposure control.

Use an image or animation as a backdrop for your renders: With KronosFX.

Rendering Presets: OpenGL,Preview, final, broadcast,superior, ultra, user settings .

Render size limitation: Limited by memory only.

HDTV render preset.

Pictures larger than screen resolution can be rendered to screen.

Custom render size.

Option to lock custom aspect ratios when selecting render resolution.

Navigation inside the rendered picture using pan controls.

Alpha and Z depth directly computed during the render process.

Ray-traced depth of field.

Realistic Hybrid 2.5D depth of field.

NEW! FastHybrid depth of field technology.

NEW! FastHybrid depth of field technology allows hidden object become visible through the blur.

Ray-traced [soft] shadows.

Advanced soft shadow computation to produce perfectly smooth soft shadows.

Ray-traced [blurry] reflections and refractions.

Blurry reflection and refraction settings for each material independently.

Fake [blurry] reflections using reflection maps.

AccuShadows shadow mapping technology for faster [soft] shadows: With LightTune.

Exclude ground from Alpha map option.

Objects can be easily hidden from render: With DeepAccess.

Hide objects from render and disable lights by clicking their icon in World Browser: Optional.

Global and per-material reflection maps.

Rendering in unlimited color depth.

Optional details in render information panel.

Panoramic rendering with adjustable rotation angle.

Spherical panoramic rendering.

Multi-processor panoramic rendering.

Rendering in all views (including orthogonal rendering).

Render in views can be set to a different quality than normal rendering.

Stand alone renderer handles rendering while you work on the scene.

Network rendering of animations: With HyperVue.

Network rendering of pictures: With HyperVue.

Rendering across hybrid network of computers (OS X and Windows): With HyperVue.

Fail-safe HyperVue network rendering: With HyperVue.

Interactive Network Rendering: With HyperVue.

Advanced Caching technology to optimize responsiveness of network rendering: With HyperVue.

Number of render nodes (RenderCow) licenses included in product: 5 with HyperVue.

Maximum number of render nodes: Up to 5 with HyperVue.

SmartCow automatic node detection and activation: With HyperVue.

Hotplug render nodes to add/remove nodes during render: With HyperVue, on MacOS X and Windows.

NewCow automatic updating of render nodes: With HyperVue.

Render area can be temporarily disabled.

You can lock the render area to avoid accidental modifications.

Render blow-up option.

Geometry anti-aliasing.

User definable geometry anti-aliasing: Up to 64 rays/pixel.

HyperMipMap material anti-aliasing (including procedural materials).

User definable anti-aliasing strategies to optimize speed vs. Smoothness.

Advanced render memory management algorithms to allow the rendering of very large images.

Post processing to adjust color, contrast, saturation, gamma.

Ability to load/save independent post-processing settings.

Ability to resume an interrupted render.

Abort rendering on mouse-click in render area: Optional.

The total amount of RAM allocated to displacement mapping is adjustable.

Images can be saved to disk at regular (user definable) intervals during render.

Dual destination render option (e.g. display to screen while rendering to disk).

Render displacement on arbitrarily large terrains.

Improved rendering of indirect lighting in preview mode.

Automatic adjustment of render buckets to optimize rendering of small images on multi-core systems.

Customize input gamma on a per-texture basis: Set input gamma to 1 or 2,2.

Anti-aliased Z-depth buffer: Optional.

Accurate accounting of cloud radiosity in indirect illumination.

Relighting technology allows real-time adjustment of lights after rendering.

Adjust contribution of sunlight without re-rendering.

NEW! Adjust contribution of the Atmosphere without re-rendering.

Advanced adaptive precision computation for the rendering of skymaps.

Render algorithms for thin translucent and backlit materials with realistic shadows.

Advanced flicker reduction algorithms.

Advanced shadowing algorithms help remove undesired shadow artifacts on terrains and meshes.

Advanced bicubic interpolation algorithms produce smooth gradients.

Efficient Pause and Resume Render options with the stand alone Batch Renderer.

NEW! Mixed materials alpha channel can be edited.

NEW! Edge-based anti-aliasing to complement the previous color-based anti-aliasing scheme.

NEW! Edge-based anti-aliasing can be individually used and fine tuned using its Quality slider.

NEW! Dramatic changes in the structure of internal scene processing allows for faster rendering: Up to 30% faster.

NEW! Improved statistical samples distribution allows for a quicker Depth of Field and Motion Blur computation.

NEW! Physical Water shading engine.

NEW! Set absorption and scattering parameters for body of water.

NEW! Physical water shader produces photoreal underwater caustics.

NEW! Underwater caustics focus can be adjusted to make them appear at maximum sharpness at specific depth.

NEW! Easily create visible shafts for underwater lights.

NEW! Physical transparency model that accurately reproduces how light interacts with particles of matter inside transparent materials.

NEW! When rendering in radiosity, Vue warns you if there are luminous materials in the scene.

NEW! Point lights can create dark shadows even in Environment Mapping mode.

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Vedo che hai perso tempo a leggere il link che ti ho postato.... mah....

Tra le altre cose...

Rendering Presets: OpenGL,Preview, final, broadcast,superior, ultra, user settings .

Render size limitation: Limited by memory only.

Custom render size.

Rendering in unlimited color depth.

Grazie mille Michele71 , ora è tutto chiaro :Clap03:

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