VUE logo white

What's New

Artwork by Daniel Respaud

New Features In Release 2023

The 2023 release adds tremendous QoL changes to the Function Editor, shader conversion for Redshift in 3D Studio Max, new nodes, GGX reflections across all material types and feature parity between VUE Creator & Professional / Enterprise.
Newly supported host application versions for the VUE integration plugins are Maya 2023, 3DS Max 2023 and Cinema 4D S26 & 2023. 
Supported render engines are all builds of V-Ray 6 & V-Ray 5, all builds of Arnold, Renderman 24 and all Redshift builds starting from 3.0.46.

Feature Parity In Creator

Creator now includes the same feature set as Professional / Enterprise:
  • Unlimited render size
  • Multipass & G-Buffer rendering
  • Complete export options, including
    • Full scene export with EcoSystems
    • HDRI and panoramic sky export
    • Cloud export as OpenVDB & NanoVDB
    • Material baking
    • Export of any type of mesh object (terrains, rocks, hyperblobs, primitives, splines, plants, EcoSystems)
  • Import and export of camera data / motion tracking information
  • Python console and API
  • Live link to ZBrush through the GoZ bridge
  • All integration plugins for 3DS Max, Maya, CInema 4D and Lightwave with scene creation tools and conversion options for Redshift, Arnold, V-Ray and Renderman
  • Live link to Nvidia Omniverse through the VUE connector and Nucleus

Please note that with this featur parity between versions being in place, anything created with the Creator version is limited to non-commercial use only.

New function graph in VUE 2023

Massive QoL Updates for the Function Editor

This release finalizes the node and graph overhaul we began in the previous release. Search for nodes in the graph, for parameters inside of nodes, used nodes in the graph and highlight node categories of choice. Create graphs faster than ever with new connection handling and drag and drop support for images.

  • Search for nodes with [TAB]
  • Insert nodes into connections with [TAB]
  • New node selector layout
  • Search through node parameters
  • Search through nodes used in graph and get a list of all nodes in the new "Nodes used in graph panel"
  • Highlight specific node types
  • Connect nodes by clicking on inputs / outputs
  • Drag out new nodes with connection lines from inputs / outputs
  • Hold down [CTRL] when dragging out connections to select the desired input for the new node
  • Snap nodes into connection lines while holding down [CTRL]
  • Automatically convert non-matching data types
  • Rewire multiple connections with [SHIFT] while clicking on an output
  • Double-click a connection to delete it
  • Drag and drop image files from the OS file browser into the graph. 
  • Drag and drop image files onto other nodes to automatically connect them and convert the data type (if required).
  • Fade all disconnected nodes & remove all disconnected nodes through the graph menu.
  • Cycle through different node folding states with a hamburger button.
  • Double-click the hamburger button to fold the node, right click to fully unfold the node.
  • Bypass any node in the graph through a right click.
  • Set preview shapes and scales per node.
  • Solo nodes in material graphs for each material channel.
  • Node names are now displayed above minimized nodes.
  • Perform math operations in any numerical field (using the operators + - * / or formulas such as sin, cos etc.)

Artwork by Daniel Respaud

Redshift Logo black and color

Redshift Material Creation for 3ds Max

The VUE integration plugin for 3ds max can now create materials for Redshift 3.0.46 and up. Redshift material creation is supported in 3ds Max 2022 and above.
The plugin offers a choice between materials with a regular alpha channel and materials that utilize Redshift's unique sprite node, which we highly recommend for best rendering performance.
Phong vs GGX

GGX Reflection Model Across All Material Types


Highlights and reflections are now consistent across all material types, atmosphere models and render engines thanks to the new GGX reflection model. 

Especially in photometric atmospheres, this provides drastically improved highlight rendering without the overexposed results with the legacy phong model.

Spectral Clouds Sync to Omniverse and NanoVDB export

VUE will now also sync cloud layers as part of the scene sync with Nvidia Omniverse through Nucleus. 
Additionally, clouds can now be exported as lightweight NanoVDB clouds which run particularly well on GPU.

Find out more about the supported features on our dedicated Omniverse page.

More about Omniverse integration

But Wait, There's More...

  • Improved Filter Editor with clipping options and correct extrapolation
  • New math nodes for spherical projection, distance between two points and more
  • New Wetness index node for driving material distributions on terrains and for fast simulation of erosion shapes in terrain graphs
  • Proper sRGB color space handling for colored texture maps; in previous versions, the sRGB color space was only estimated by setting a gamma value of 2.2 for texture maps that represent colors. 
  • "Apply additional bump" on the displacement tab in the Material Editor applies the displacement function or texture used as an additional bump layer to the material. 
  • Bump mapping can be inverted on the backside of a face (e.g. on leaves), just like normal mapping.
  • Baked procedural textures are now computed with increased baking precision and with optional texture anti-aliasing for smoother color transitions.
  • Two-sided materials can now be converted with the VUE plugin for Cinema 4D standard / physical renderers
  • Support for backlight / translucency conversion with Arnold in all applications.
  • New options in the cloud position input nodes allow switching between local and world coordinates without causing a scale difference of 2000 as before (the old behavior is still available as legacy mode for backwards compatibility).
  • Clearcoat index of refraction is now supported in Substance Materials.
  • Substantial speed-up of the 3D display computation of the Terrain Editor.
  • New quality boost slider for displaced infinite water planes to avoid excessive memory usage.

Full Release Notes

Click to expand the full list of release notes for VUE 2023.

  • [NEW] Feature parity in Creator: full render features, export options and all integration plugins
  • [NEW] Any nodes can be discarded from computation.
  • [NEW] Images can be dropped into the graph. They are automatically converted as projected texture node.
  • [NEW] Images can be dropped on a graph node. If picked node is not an image node, images are automatically converted as projected texture node and connected to picked node input.
  • [NEW] Added auto convert data type while connecting nodes.
  • [NEW] Deleted connection when double clicking on connection start/end.
  • [NEW] Dropping handle connection in graph create a node.
  • [NEW] Improved node description and preview edition.
  • [NEW] Improved node preview in function editor widget panel.
  • [NEW] Node can be snapped on connection as soon as it has a free input and a free output.
  • [NEW] Contextual menu for adding a new node now has search capabilities (direct access to the search widget with tab).
  • [NEW] Nodes can be added directly by clicking on an input or output: in such case, the menu is filtered with compatible nodes.
  • [NEW] A connection can be replaced by a node by selecting it and clicking the search shortcut (tab).
  • [NEW] New panel "nodes used in graph" to easily select/highlight the different nodes currently in use.
  • [NEW] In search dialog, avoid confusion when several nodes have the same name (by adding the category name in brackets).
  • [NEW] Allowed searching for parameters in a node.
  • [NEW] Fixed empty entries in the "search node" field, typically with scenes created in an older version.
  • [NEW] Fixed search node's highlight sometimes remaining active whereas nothing is searched anymore.
  • [NEW] Added MetaNodes / components to the list of categories available for highlight (when the graph contains such nodes).
  • [NEW] When the last node of the currently highlighted category is deleted, make sure we totally reset highlights.
  • [NEW] Added the possibility to change the preview shape and scale on a per node basis, from the contextual menu.
  • [NEW] Fixed "nodes used in graph" panel initially empty when it has just been opened.
  • [NEW] [Search tools] improved look of search fields, by adjusting their background color depending on the current color scheme (important with light interface preset).
  • [NEW] [Search for parameters] fixed the position of widgets sometimes wrong when a group of widgets is made visible again after typing more letters.
  • [NEW] [Search for parameters] when the query matches the name of a group, keep all elements of the group visible (useful for when the user knows the name of the group but not the exact name of the parameter he is looking for).
  • [NEW] Fixed synchronization between the search dialog and the node selector when clicking on an input or an output of an existing node (hide not compatible nodes from the selector).
  • [NEW] In the search dialog (opened when adding a new node), keep the vertical scrollbar as long as the number of results necessitates it.
  • [NEW] Allow soloing a node for preview and ignoring its downstream (only for material graphs).
  • [NEW] Allow defining the material preview scale with a real unit instead of a +/- factor, as done elsewhere.
  • [NEW] Improved out of domain filter evaluation. It was not really defined (it was just what the interpolation polynom happened to be outside of the interpolated areas). Now we keep the same slope as the first / last point.
  • [NEW] Improved edition of filter: can edit the left most point that was not editable (and sometimes not in the right position). And the last point does not have to be in a fixed column.
  • [NEW] Improved edition of filter: added a display of the clipping mode and associated bounds (note they are not always editable, it depends of context).
  • [NEW] Allowed node resize from all sides and corners of the node header.
  • [NEW] Auto unfold nodes when resizing (they get back the state they had before minimization).
  • [NEW] The node name is displayed above the node when minimized or when its width is less than 2 grid units, the category icon is also shown.
  • [NEW] Semi unfolded state is now the default node display state (shows individual connections, but not unconnected slots).
  • [NEW] Stronger node fading effect.
  • [NEW] Nodes can be fully unfolded using a 3rd right click on the burger. (But it only unfolds tabs for vegetation nodes as they can have a lot of parameters).
  • [NEW] Fold and unfold the nodes using the "burger" icon on the right of the nodes. Left click to unfold by successive levels, double click to fully unfold, right click to fully fold.
  • [NEW] Added menu items to fade/delete non connected nodes in graph.
  • [NEW] Added menu items to fold/unfold all nodes in graph.
  • [NEW] Replaced legacy projection node (in category math | vector operations), which was difficult to use, by better defined "polar to x/y/z" and "x/y/z to polar" coordinate conversion nodes.
  • [NEW] Added new nodes "distance between points" and "angle between vectors".
  • [NEW] When dragging a disconnected node we can now drop it on a connection and the node will automatically connect in the middle of the connection if the types are compatible (conversion nodes will automatically appear to convert the datatype if possible). Addi
  • [NEW] Improved connection detection when dragging node. Now the connections will be detected in the entire surface of the node's header.
  • [NEW] Added possibility to move all connections on an output of a node, by holding down the shift key while clicking and dragging the output's handle. The connections can then be dragged all at once and connected to another output or they can be dropped on an e
  • [NEW] Added snapping to available output handles when moving several connections simultaneously.
  • [NEW] Added possibility to disable automatic node connection. The feature is disabled by default and is now enabled by holding down the ctrl key.
  • [NEW] New modulation setting for cloud specific inputs.
  • [NEW] Added a new display option to highlight disconnected nodes in the graph, made corrections to the logic of fade/hide/show.
  • [NEW] Added new versions of "rotation and twist" and "orientation rotation" vector math nodes, with connectable parameters, as well as additional "angle unit" and "rotation order" parameters.
  • [NEW] Added a choice of procedural shapes to the bounding volume node.
  • [NEW] Improved highlight of connections when dragging a node over them. We now use a more coherent highlight with a flashier color to help the user understand that the nodes can be dragged and dropped on the connections.
  • When extracting parameters from a node, the resulting node is now named with the input parameter name instead of using the default node name.
  • Fixed cyclick noises and cyclick fractals periodicity UI which prevented setting values larger than 32 (useful to make the fractal or noise periodic only along part of the axes, time included, by setting a very large period for the other axes).
  • Fixed fractal's detailing depth (aka octaves) used when there is a blender or combiner node upstream, especially visible with a ratio of 0 or 1. Other cases could negatively affect performance (too many octaves computed). Also fixes lack of fractal detail
  • Fixed render errors or artifacts when a graph evaluation leads to a null frequency being passed to some fractals.
  • Fixed potential crash while editing MetaNode.
  • Stopped removing disconnected nodes in materials graph when reloading a scene or asset.
  • Fixed underlying function not updating when modifying a graph in certain cases where we create an input connection on a node that had a preexisting input. For example dragging a connection handle on a node that already had an input or using the new drag a
  • Fixed connection loops when dragging multiple connections creating errors in cases where they should just cancel the action. Like connecting an input and an output of the same node.
  • Fixed highlights of connections not updating properly when switching node autoconnect on/off while the dragged node was on a connection.
  • Fixed hit area imprecision when too many objects were present in a small area (ie too many connections on a output handle).
  • Fixed wrong connection highlights when trying to autoconnect a node in an invalid slot.
  • Fixed object mode in cloud position options for cloud layers.
  • [NEW] Added the compatibility with 3ds max and Maya 2023.
  • [NEW] Added the compatibility with Cinema 4D 2023.
  • [NEW] Added the compatibility with Cinema 4D s26 (windows and mac).
  • [NEW] [Convert Tools / Redshift] Added the support of Redshift in 3ds max.
  • [NEW] [Convert Tools / V-Ray] Added support for V-Ray 6 for 3ds max, Maya and Cinema 4D
  • [NEW] [Hybrid rendering] Added the compatibility with V-Ray 6 for 3ds max.
  • [NEW] [Hybrid rendering] Added the compatibility with V-Ray 6 for Maya.
  • [NEW] [Convert Tools] Added the ability to bake a map for the backlight of VUE materials.
  • [NEW] [Convert Tools] Added the ability to bake a map for the luminous intensity of VUE materials.
  • [NEW] [Convert Tools] EcoSystem instances can now be created with particle flow for the Redshift/V-Ray/art renderers.
  • [NEW] When the export is restricted to a zone, take the zone into account to restrict the visibility of EcoSystem instances at render time, when previewing export.
  • [NEW] Baked textures can now have anti-aliasing. This also applies to the convert tool in plugins.
  • [NEW] Improved baked texture precision using scale factor.
  • [NEW] PBR maps are now recognized when importing obj files. Materials that have them are automatically set to PBR. Roughness is supposed to be in a map_pr section. Metallic in a map_pm. Metallic/roughness can also be loaded from "refl/map_ns" if a matching file
  • [NEW] The texture anti-aliasing is now correctly applied to objects in EcoSystems with the "bake to texture maps" export mode.
  • [NEW] Exporting clouds in usd for omniverse. (With animation).
  • [NEW] Exporting clouds in usd/c4d support center on 0. (With animation).
  • [NEW] Omniverse synchronization for clouds.
  • [NEW] The baking of materials is now done with a precision adapted to the resolution chosen in the export dialog (previously it was a static value, meaning some functions could produce too blurry or too noised results). This also applies to the convert tool in
  • [NEW] Added a hint regarding legacy content compatibility key when a scene requires some copy-protected cornucopia3d content, and the located file fails to load.
  • [NEW] Improved the export of objects in EcoSystems with the "bake to texture maps" mode and when their materials use the "world/object standard" mapping (the baking now better approximate the actual aspect of the original object, but it can't be perfect since a
  • [NEW] Using an export zone now better works with terrains rotated around the z axis (previously the exported zone could be wrongly located. Rotations around x and y axes are still not supported. Also even if the position and size of the zone are now respected,
  • [NEW] Static clouds and Cloud layers can be exported as NanoVDB files.
  • [NEW] MetaClouds in cloud export zone are now exported (and not those only in object export zone).
  • [NEW] Improved message when scene file references an external asset which checksum has changed. In particular, detect the case of an e-on asset saved with a more recent version of VUE or PlantFactory.
  • [NEW] When dragging and dropping an alembic file containing cameras, or loading the file through python, always import the cameras as well (requires professional / enterprise).
  • [NEW] The back side of VUE/PlantFactory 2-sided materials is now converted for the Cinema 4D standard and physical renderers.
  • [NEW] The backlight of VUE/PlantFactory materials is now converted to arnold materials (useful for leaves).
  • [NEW] Fixed the installer so that it shows the VUE plugin for V-Ray 6 in 3ds max.
  • [NEW] The VUE plugin for V-Ray in 3ds max is now compiled with the sdk from V-Ray 5 update 2.3.
  • [NEW] VUE objects animated in 3ds max are now correctly rendered with V-Ray (previously they were rendered static).
  • [Convert Tools] Cleaned unused materials from the native scene after a conversion in Maya and Cinema 4D (previously it was only done when closing the VUE scene. 3Ds max already cleaned unused materials by itself).
  • [Convert Tools] Fixed the conversion of objects whose name contains characters not supported by Maya.
  • [Convert Tools / Redshift] Fixed the conversion of VUE mixed materials to Redshift materials (the distribution function wasn't taken into account).
  • [Convert Tools / RenderMan] Fixed a potential bug preventing the conversion to RenderMan materials (when the Maya lookdevkit plugin wasn't loaded).
  • [Convert Tools / Redshift] Fixed the conversion of some VUE materials (mixed or layered) to Redshift materials with the "bake to texture maps" mode (the Redshift material graph contained unneeded nodes).
  • [Convert Tools / Redshift] Fixed the conversion of VUE highlights for Redshift in Maya (with the "bake to texture maps" mode).
  • [Convert Tools] Fixed a freeze in Cinema 4D after converting an object whose 2-sided material was still used by a non-converted object in the scene.
  • [Convert Tools] Fixed the clearcoat color (the green component was copied in the blue one).
  • [Convert Tools / Redshift] Fixed a possible crash when closing Cinema 4D after converting a VUE object to Redshift on windows (the c4d process kept running in the background).
  • Fixed normal mapping export of baked material.
  • Fixed issue with exported texture naming.
  • Fixed memory leak in c4d export.
  • Fixed potential inconsistencies in imported mesh when the option to replace pivot at the center of the object is activated.
  • Fixed a bug when exporting VUE materials containing several layers: the resulting single-layer material could have an incorrect scale and bump depth (it also applies to the export preview mode).
  • Avoided the baking of plant/rock variations that aren't instantiated in EcoSystems (it can reduce the export duration in some scenes with small populations).
  • Fixed the naming of exported VUE materials (mixed or layered) with the "bake to texture maps" (the name of the root material is now used instead of a sub material).
  • Fixed problems with the export preview mode: VUE primitives using procedural materials and that were manually baked, as well as non-baked VUE planes were not correctly rendered.
  • Fixed the export of procedural terrains whose material uses an "object standard" mapping (or a position input node with this mapping in the material graph). The generated texture maps could be very different from the original material depending on the ter
  • Fixed a potential crash or wrong export when using a zone on a procedural terrain (division by zero).
  • Fixed problems with the "export billboard" option: exporting individual objects holding EcoSystems produced billboards for instances without any texture; and exporting the entire scene produced no billboard at all.
  • Fixed potential error when exporting usd without geometry.
  • Fixed the export preview of ground/water planes, by taking the export zone into account.
  • Fixed the export of heightfield terrain when the scene has just been loaded and the terrain's altitudes were not read from the file.
  • Fixed huge slowness of alembic's entire scene import, when the file contains instances.
  • Fixed the conversion of VUE/PlantFactory materials using the mirror tiling mode (the generated native materials were not repeated).
  • Fixed warning and (non-blocking) error messages in Maya when converting VUE/PlantFactory materials to Redshift materials.
  • Partially fixed the display of Redshift 2-sided materials in Maya (they now appear with their color texture map, but still without alpha).
  • Fixed the ability to hide the 3ds max layer containing the VUE scene (EcoSystems reappeared after saving the 3ds max scene).
  • Avoided the addition of a new VUE shader node for V-Ray each time a scene was loaded in Maya (and also cleaned the nodes that were left in the scene when closing it).
  • Fixed the deletion of groups from the VUE World Browser, which could leave orphan groups in the 3ds max scene.
  • Fixed a crash in 3ds max that could happen with scenes containing EcoSystems.
  • Fixed a regression in Maya: some VUE objects like plants or meshes could have materials not correctly assigned (this affected both the display and the convert tool).
  • Fixed a possible freeze followed by a crash when closing the material editor (with mixed or volumetric materials).
  • Fixed a possible crash when closing Cinema 4D after saving a scene with VUE content.
  • Avoided the possible deletion of 3ds max objects after reopening a scene (if the scene contained a mesh whose parent was a 3ds max shape or editable spline).
  • Fixed potential inconsistencies in the visibility of instances in the host rendering, in case of complex material hierarchies.
  • Fixed missing refresh of the object properties panel when changing the selection from the World Browser.
  • Discarded color layer (was 100% black) when saving multipass as a multi-layered picture (.exr or .psd) in the context of plugins.
  • Avoid useless request on GPU memory in the RenderNode context: it could produce untimely errors in logs.
  • [NEW] Upgraded to python 3.11.
  • [NEW] Added 2 python functions to prompt a path from a script: promptfilepath and promptdirectorypath.
  • [NEW] Improved functions selectbymaterial, selectbymaterial and selectbypreviewcolor regarding groups: make it consistent with what the corresponding menu commands do, ie. Recurse in groups and select *all* children matching the criterion.
  • [NEW] Added functions gettexturemappathfortype, settexturemappathfortype in class eonmaterial (more convenient than the ones working by index).
  • [NEW] Handled displacement and normal mapping in functions manipulating texture maps in class eonmaterial.
  • [NEW] Added the possibility to export a terrain as a picture (heightmap) through python - type setexportoption("terrain_heightmap", true) before "exportobject").
  • Fixed multiple skinVUE issues.
  • Fixed crashes when capturing screenshots of OpenGL views on macOS (e-on python function "takescreenshot").
  • When modifying a material through python, invalidate it for interactive Path Tracer and usd synchro.
  • [NEW] Speed-up denoiser strength setting processing a bit with intel and AMD denoiser.
  • [NEW] Added a proper setting for srgb pictures. It should be used instead of gamma 2.2, which was only an approximation.
  • Made sure z-depth is always computed when we render an animation and explicitly check the channel in the animation options.
  • Fixed the saving of some multipass layers (object and material id) as 16-bit or 32-bit exr: they were 100% black.
  • Fixed support for absolute photometric ies profiles.
  • Fixed black tiles or stripes when using depth of field (except "fast hybrid 2.5d") or camera blur.
  • Work around crash of HyperVUE on macOS11 "bigsur" only: the module goz (zbrush import) will not be loaded by HyperVUE on this platform. VUE and the network rerenderers are not affected. Note that upgrading to macOS12 "monterey" fixes the problem.
  • Fixed memory misuse and leak when using some npr options.
  • Warn the user if the memory needed to render a displaced water surface (or an infinite procedural terrain) would exceed the available resources (in such cases, decreasing the water/terrain quality will be needed).
  • [NEW] More accurate tone mapping functions for the interactive Path Tracer (especially for low intensities).
  • [NEW] Added to the standalone renderer a command line option to override sample count per pixel set up in a scene file to be rendered with the Path Tracer.
  • [NEW] Reduced the memory footprint of procedural terrains and speed up their preparation for the Path Tracer.
  • Fixed relighting and multipass options not available when "optimize last render pass" is checked in user settings.
  • Disabled GPU antialiasing and deterministic indirect lighting options when switching to the Path Tracer, as they are irrelevant (tooltips now explain that).
  • Hidden denoising modes which are not supported on current platform/architecture, instead of displaying a confusing error message.
  • Fixed a potential crash when aborting the render very soon.
  • Do not save output pictures when the Path Tracer render is aborted.
  • Fixed diverging lighting when mapping bright environment maps onto objects, and potential mismatch between mapped geometry and sky when light balance is set to full ambient (image based lighting setup).
  • Fixed wrong tone mapping for the interactive Path Tracer, and added support for camera post processing gamma tweak.
  • Fixed EcoSystem instances potentially hidden from render in animated scenes, due to motion blur feature (not relevant for path-tracing) not correctly deactivated.
  • Fixed PlantFactory EcoSystem instances randomly changing their positions in the interactive Path Tracer, when the render scene preview is running. Only occurred with "procedural" specimen quality.
  • Added a warning when the EcoSystem population is incompatible with Path Tracer (due to optimized mode for ultra small instances).
  • Fixed frames not saved at the location chosen by the user, when rendering an animation with HyperVUE or standalone renderer, if the scene has never been saved.
  • Fixed potential crashes when manipulating key-frames in the timeline.
  • Fixed dialog asking the user if they want to animate the camera even though they didn't change any post processing options.
  • [NEW] Added new PBR ggx highlight model for generic materials (keep old model by default internally).
  • [NEW] [SUBSTANCE] Added support of clearcoat index of refraction.
  • [NEW] Added an option to invert bump on back impacts, which can produce more realistic results with leaves, typically.
  • [NEW] Made the "natural grain" color channel mode randomizable (and thus the default material as well).
  • [NEW] Added "quality boost" option to displaced water surface objects to work around huge memory usage when rendering at high resolutions.
  • [NEW] Improved material displacement on PlantFactory plant (improved quality, added support of uniform subdivision).
  • Fixed material editor losing the presence settings on mixed materials used as layers.
  • Fixed material name labels and render status buttons not properly updated when reordering layers in the material editor.
  • Fixed graph UI (specifically, the vector seed values) not updated when randomizing a material from the material editor button.
  • Fixed a crash when enabling a PBR channel in the basic material editor.
  • Fixed a bug in the basic editor of PBR materials which removed the clearcoat normal map (accessible in the advanced editor).
  • [NEW] Improved displacement: new option to apply "post bump" (bump based on displacement function). "Affect material distribution" option is taken into account for bump and normal computation.
  • [NEW] Improved additional bump in the case of the plane primitive.
  • [NEW] Improved displacement for the torus primitive.
  • In the scene preview, avoid recomputing groups containing displaced objects if no change has occurred.
  • [NEW] Add option to limit the memory dedicated to the extraction of instances as unique objects near the camera when in theory each instance should be unique because of position-dependent modifiers like wind/ventilators, world-based displacement mapping, etc.
  • Fixed a crash when changing the quality of a plant in an EcoSystem projected from a spline on several objects.
  • Fixed potential render issues when changing the quality of a PlantFactory species in an EcoSystem.
  • Fixed difficulty typing the full quality radius with more than 1 digit.
  • Fixed potential crashes when painting with a custom eco-brush having more than one specimen.
  • Fixed duplication of EcoSystem materials, for PlantFactory species used with "static mesh" quality mode, if the selected species was already used as EcoSystem in another scene, and thus cached to disk.
  • Fixed inconsistent results (instances disappearing from render, missing ventilator influence...) When a same EcoSystem is influenced by several effects requiring the extraction of close instances.
  • Fixed broken animation of instances if auto-keyframing is disabled during the creation of the (animated) specimen (from a .vob file or an object copied from current scene).
  • Fixed inconsistent behavior when activating the flat coloring mode on an EcoSystem layer: the variable density, if any, was totally ignored, and evaluated as zero everywhere.
  • Fixed inconsistent EcoSystem visibility status in the scene preview, when switching from visible / hidden / flat coloring (instances remaining hidden whereas they should not, typically).
  • Fixed lost flat coloring option for EcoSystem layers upon reloading of a scene.
  • Fixed potential artefacts when rendering an EcoSystem using dynamic population over an infinite terrain.
  • Fixed the 'hide from render' icon not working in the EcoSystem painter (for global EcoSystems).
  • Fixed the auto-save and fast-save (.fsVUE format) of ultra large EcoSystem populations (more than 20 million instances).
  • Fixed fatal error on invalid specimen index read for EcoSystem instance, now error is non-fatal and default index is used.
  • [NEW] Inverted cloud layer setting.
  • Fixed slight discrepancy between self shadowing of MetaClouds and cloud layers.
  • [NEW] New "topographic wetness index" node (= measure of the drained area), for heightfield altitude graphs only. The node allows to identify the areas of a terrain where the most rain flows and/or accumulates. The result is similar to some of the erosion secon
  • [NEW] Allow dropping several heightmap files together into a viewport (for import as terrains).
  • [NEW] Improved reactivity of the circular progress hint showing in the heightfield terrain editor's 3d display.
  • [NEW] Substantial speed-up of the data preparation phase for the 3d display of the terrain editor, improving responsiveness to changes (700ms gained for a 2k terrain).
  • [NEW] Reduced memory footprint and render preparation time for heightfield terrains using normal mapping and no displacement mapping.
  • Fixed flattened terrain when doing "reset all 2d/3d sculpting" on a heightfield terrain which has 3d sculpting but no user touch-up node.
  • Fixed spline material effect sometimes not applying after sculpting or smooth remap, for example on a terrain created after the spline effect was already configured.
  • Fixed wrong brush radius (depending on terrain resolution) in the heightfields terrain editor.
  • Fixed heightfield terrain update issues with some graph topologies (especially involving multiple connections to shared nodes' outputs).
  • Fix vocabulary inconsistencies among brush panel, brush editor, and trigger names in the options|operations tab ("radius" / "brush radius" / "brush size").
  • Fix erosion preset button behavior (on left-click) which contradicted the tooltip hint.
  • Fix current brush changing its brushing mode behind one's back when toggling force2d.
  • Prevented heightfield 3d sculpting deltas from being rescaled vertically when changing the terrain resolution.
  • Fixed a potential crash with a procedural terrain, when selecting it in the views after several renders.
  • [NEW] Improve handling of all kinds of composite objects (groups, csg, metaballs etc.) By the material or EcoSystem projection effect, with some limitations for EcoSystem population (nested object's ratio not accounted for, except for simple groups, and populat
  • When using EcoSystem or material effects and checking "only selected objects", fix incorrect EcoSystem population of text letters (except the first of each kind) and problems storing influence ratio percentage for them.
  • Fix overlap between influenced object/EcoSystem name and "action" column in the spline editor's material effect tab.
  • Do not create spline control points onto hidden objects.
  • Fixed possible crashes when using spline tools (population, proximity node, etc.).
  • Fixed handling of effects when the spline is inside a group.
  • Fixed the visibility status of splines not considered when projecting their material (except possible EcoSystem layers) onto other objects.
  • Fixed per-object spline material influences on displaced objects.
  • Fixed spline material effects totally ignoring displacement when the objects under the spline are displaced.
  • [NEW] Improved the speed of decimation algorithm for large meshes originated from PlantFactory vegetations (its slowness made it totally unusable).
  • [NEW] Improved speed of file scanning for the browser.
  • Fixed possible duplication of images in memory when loading several times the same image for different use cases.
  • Fixed crash of Path Tracer at the end of rendering.
  • Fixed crashes when using the stereoscopic render mode.
  • Fixed a potential crash when trying to replace a node in the function editor, when the operation necessitates to break existing connections and the user agrees to it.
  • Fix rare crash when adding a new EcoSystem specimen in a population.
  • Fixed rare crashes when rendering SolidGrowth plants.
  • Fixed rare crashes rendering subsurface scattering.
  • Fixed a potential crash when applying loop (turbo smooth) subdivision to a mesh originated from a PlantFactory vegetation.
  • Fixed potential crashes when moving the camera or objects holding EcoSystem instances, when the EcoSystem uses dynamic population and the render scene preview is running.
  • Fixed a potential crash when painting instances on a hyperblob, using the EcoSystem painter.
  • Fixed a potential crash in the timeline after destroying the animation of the selected object.
  • Fixed a potential crash when moving a MetaCloud, when a camera uses the option "lock height above ground".
  • Fixed a potential crash in the terrain editor, when modifying the graph quickly and multiple times (typically when changing a parameter through an up-down edit control, by clicking one of its arrows and using mouse dragging).
  • [NEW] Materials with identical names are automatically renamed with a |n tag. That avoids ending up with a lot of material that have the same exact name because of automatic material duplication on edit.
  • [NEW] The main window title bar now displays the absolute file path of the current scene instead of only the base name.
  • [NEW] Improved reflection map edition.
  • [NEW] Added support of mathematical operation in edit field.
  • [NEW] Added support of mathematical operation in edit field with units.
  • [NEW] Changed the look of node selector panel in function editor.
  • [NEW] In the object aspect panel's contextual menu, "edit all materials" now uses the "current" material in the selection as a basis for edition.
  • [NEW] Accept undo redo keyboard shortcuts in function graph editors.
  • Fixed overlapping letters when creating 3d text on macOS using a hidpi (aka. Retina) monitor.
  • Fixed escape and suppr behavior in the 2d filter editor (escape key will cancel edition, suppr key will remove the selected points).
  • Editable combox now enter edit mode when clicked (instead of showing the list first and needing a second click, list opens with the button). Non editable combo box are unaffected.
  • Graph background grid colors can be set from the general color settings.
  • Better visibility of menu items with state (on windows).
  • Fixed hi-dpi cursors that were too small.
  • Added a warning when texture files could be too long for your OS.
  • Fixed problems in the rare case when a message box needs to be displayed before the main window has even shown up (during the splashscreen for example).
  • Fixed image name not copiable in the "locate missing picture" open panel.
  • Fixed the "picture save" file chooser panel not modal when launched from the pop-up menu of the render stack.
  • Fixed glitches in material line.
  • Improved numerical precision when using internal unit different from display unit.
  • Fixed filter editor closing while editing filter parameter.
  • When dragging and dropping a file in the application, select the newly loaded object, if any.
  • Fixed potential artifacts in the zoomed material preview, depending on the window size.
  • When a render to active view is stacked, automatically select it the next time the user opens the render stack.
  • Make sure message boxes are always on top (avoid them being hidden behind the render display dialog, typically).
  • Fixed a potential issue when a scene requires another file, and the one located by the user does not match the expected asset: in some cases, the file browser would pop up again and again without explanation.
  • Fixed potential artefacts after hovering the category menubox in the function editor.
  • Fixed inconsistencies in the selection of channels in the g-buffer render options: it was taken into account by the render engine, but did not stay when re-opening the dialog (requires professional or enterprise).
  • Fixed unwanted closure of the function editor when typing enter key in an edit field (such as the ones used to edit the selected node's title).
  • Fixed wrong position of the some button background when they are highlighted (browser search / clear search button, for instance).
  • Fixed bad colors in fixed pipeline mode.
  • Fixed a potential slowness of the UI with large scenes due to the update of the hidden links tab (for images and imported objects). As long as the links tab isn't shown, the UI is now more responsive after some actions like loading scenes/atmospheres and
  • EcoSystems projected from splines can now be exported (or converted from integration plugins) by only selecting the objects receiving the instances (previously it only worked if the splines were selected which could be disturbing).
  • Fixed a regression on mac preventing to enter values in numerical inputs for the position/scale/rotation of an object.
  • Fixed browser previews of images sometimes not updating. (In case of new files).
  • Cloud layer profile filter no longer allows below zero values on y axis.
  • Fixed potential color overflow on menu separator. .
  • Fixed some assets (pictures and animations) missing from the "World Browser - links" (aka "images") tab, or that would not be linked to their referencing object when selecting the asset line or the object line in the corresponding World Browser tabs.
  • In the terrain and EcoPainter brush editors, fixed inversion of the picture loaded as brush mask.
  • Dual-ended sliders now show a different mouse cursor when dragging the whole range vs. Dragging a single boundary.
  • Minor timeline navigation improvements, especially when using a 3dconnexion space mouse or mouse sharing software.
  • Reduce options panel height to better fit on smaller laptop monitors.
  • Fixed misplaced bounding box when using old gizmos on a hidpi monitor on macOS.
  • Shown text hints in the status bar when hovering/operating gizmos.
  • Fixed multi-selection with shift+arrow keys in list boxes.
  • No longer lose the known auto-exposure (used in scene previews and 3d viewports) when opening the options, hiding/displaying the scene preview, or doing 'purge memory'.
  • Fixed viewport display of object groups used as EcoSystem specimen, when using the "master object edition" option from the "World Browser - library" tab.
  • Fixed "snapping grid position" and "sea level altitude" options improperly converted when changing the scene's internal unit in the options panel.
  • Scene navigation: fixed orbiting around selected punctual objects, like lights, fans, etc.
  • Fixed the 3d viewport's "scale helper" (ruler) text using a tiny and aliased font on magnified monitors.
  • Fixed possible issues when selecting in real-time viewports "dimensionless" objects like lights, cameras and fans.
  • Remove animation formats from the list of available file formats when importing models (picture formats are present though, because images can be imported as terrain heightmaps, whereas it does not work for animations).
  • Fixed glitch in object export options dialog.
  • Fixed a missing reset of the shared material layers when creating a new project (could lead to inconsistencies).
  • Fixed inconsistent behavior when a shared layer is used inside a mixed material: it was not updated when the shared layer is modified.
  • Fixed wrong range of altitude influence slider in layered material editor: way too huge when the scene contains one or several global EcoSystems.
  • When selecting a global EcoSystem, do not show any material in the object properties.
  • Disable the "bake displacement mapping" checkbox when baking an hyperblob: in this case, the displacement can only be baked in a second pass.
  • [NEW] Maximum texture resolution used in the real-time (OpenGL) viewports is now configurable, with a default of 1024 like former versions of VUE.
  • Fixed random textures displayed on camera backdrops when opening the backdrop dialog.
  • Fixed backdrop displayed as all black in the preview when a scene that contained a camera with a backdrop was loaded.
  • [NEW] New platform-independent crash reporting tool.
  • [NEW] Improved the handling of processor affinity on windows platform (take the affinity into account to adapt the number of rendering threads, typically).
  • [NEW] Improved the baking of boolean operations to polygons when the objects' geometries do not intersect, by preserving UVs, if any (can be useful to crop a sub-part of a complex mesh).
  • [macOS] Fixed untimely error messages when launching the application with a command line on mac.
  • No longer lock the scene's internal unit and spherical options in the application options panel when the scene contains geographical objects like terrains imported from geographical formats or from the RealWorld terrain import dialog.
  • [NEW] [Plugins] new installation mode for Maya, no longer installing anything in Maya's directories.
  • Fixed setup processes running forever in background when the user refuses to grant admin rights.
  • In silent installation mode, if the -lang option is not supplied, select English as language instead of failing.

Older Versions

Learn more about new features that were added to VUE across past releases.
  • Clearcoat channel for PBR materials
  • Redesigned nodes & node workflows:
    • New node design
    • New previes
    • Auto-panning when dragging connections
    • Node navigator / minimap
    • Indicators for overlapping & disabled nodes
    • Better connection highlighting
    • Background grid with snapping
    • Reordering of published parameters
    • Customizable graph colors
  • Redshift material conversion in Maya & Cinema 4D (from Redshift 3.0.46 and up)
  • Renderman material conversion in Maya (from Renderman 24.1 and up)
  • Live sync to Omniverse
  • Altitude & position nodes for clouds
  • Addition of AMD denoiser for the path tracer
  • New math nodes
  • Baking of PBR materials
  • Terrain rendering performance boost of up to 30%
  • Various baking improvements
  • New nodes: Normal input, RGB composer & decomposer
  • NPR support for the path tracer
  • Faster cloud rendering
  • Rewritten *.c4d export
  • SVG support for splien import
  • PlantFactory plugin for Cinema 4D
  • Material creation for Arnold & V-Ray in Cinema 4D, Maya and 3DS Max (V-Ray was already supported in Maya & 3DS Max before)
  • Arnold procedurals / proxy support in the convert tool
  • Real-world displacement intensities (following the rewritten displacement in the previous release)
  • USD export
  • Two-sided materials are supported for exports in *.c4d format
  • Incorporation of the Substance GPU engine for computing Substance materials
  • 300 new content items
  • Satellite map import for real-world terrains
  • Automatic PBR-channel tagging & import
  • New scaling & rotation controls for Substance materials
  • PBR-compliant viewport with customizable skies and realistic ambient lighting
  • Material morphing support for cloud morphing
  • Material creation for Arnold & V-Ray Next in 3DS Max and Maya
  • Intel Open Image & Nvidia OptiX denoisers for PlantFactory's path tracer
  • Rewritten material displacement with uniform and dynamic subdivision strategies
  • The VUE Python API is now based on Python 3.8
  • Automatic shadow terminator handling
  • 350 new content items
  • Real-world terrain import from satellite data
  • Cloud morphing for metaclouds
  • Animated OpenVDB export
  • Ambient occlusion baking (geometry only, material only, both)
  • Support of animated & multi-graph substances
  • Multipass rendering for the path tracer
  • 250 new content items
  • Compatibility with V-Ray Next
  • Orthogonal camera projection
  • Increased Function Editor performance
  • 350 new content items
  • Loading objects from scenes into EcoSystems
  • Cloud modulation functions for metaclouds
  • New path tracer features: backlighting, displacement, camera backdrops, colored highlights, two-sided materials and emissive materials
  • New filter editor
  • New interface
  • Improved performance
  • Fully linear workflow
  • Support for PBR materials
  • Substance material support in *.sbsar format
  • OpenVDB export for cloud layers and metaclouds
  • OpenVDB import as metaclouds
  • Converting meshes into metaclouds
  • HiDPI support
More about VUE