Modules for VUE 2016 - DeepAccess
Advanced scene and asset management
As your proficiency and experience grow, so do your scenes. And as your scenes become more complex, you need more advanced options to efficiently manage all the scene’s assets: objects, materials, texture maps, duplicate objects, EcoSystems...
The DeepAccess module is an optional module for VUE Pioneer and VUE Esprit 2016. It is part of VUE Studio 2016 and VUE Complete 2016.
Enhanced World Browser
VUE's world browser becomes a powerful control center with DeepAccess. The new enhanced browser is divided into four main tabs:
DeepAccess adds the option to sort objects by name, by type, by size or by layer. It also lets you add an unlimited number of layers. Layers can be activated, locked or hidden.
The materials tab offers a convenient way to view and modify all of the scene’s materials, with direct access to all sub-materials and material-hierarchies. Materials are arranged by categories (standard, plant materials, imported maps etc).
You can also “highlight” any material (replace it with a bright color of your choice) to easily view the effects of complex materials in the scene.
All imported objects and texture maps are listed here, with the ability to define, for each element, whether it is synchronized and/or incorporated (see below).
The new library tab greatly facilitates the management and modification of object instances. All copies of the same object appear as a single library object; any modification applied to a library object will affect all instances of that object. This arrangement also increases memory efficiency: duplicates are stored in memory only once.
You can also modify individual instances of the same library item, in which case the "connection" between the instance and the library object will be broken automatically.
Synchronizing and Incorporating Items
Synchronizing Objects and Maps
Imported objects and texture maps can be synchronized, so that they will be automatically reloaded if they were modified externally.
For example, if you use an imported Poser character in your scene and you later modify it in Poser, it will be automatically updated in VUE. No more re-importing objects, no more re-assigning textures!
Incorporating Texture Maps
All texture maps can be incorporated (saved in the scene file). This ensures that you’ll never need to look around for missing maps and textures!
Object Replacement and Hiding System
Object Replacement System
Animators and visualization artists often replace the polygon-heavy objects in their scene with lightweight proxies, and bring them back for final rendering.
DeepAccess lets you replace any object with a simple click, with keep proportions or fit object options. At any time you can replace the proxies with the real objects again.
Object Hiding System
To optimize the visualization of a full 3D scene, DeepAccess also lets you hide any object with a single click. these objects will not appear on your render until you reverse the option.
Camera Control Center
Any number of cameras can be added to the scene. The camera manager lets you view, select, and rename all cameras. Camera switching can also be keyframed.
Render Stack with Comparison Tools
Screenshot of the render stack
VUE features a powerful render comparison tool that will allow you to easily stack your renders, test various postprocesses on the same image without losing any information, and compare them using easy to use and intuitive visual tools.
New Render Display Dialog
The render display was redesigned to improve workflow.
VUE automatically stacks renders so you can keep track of all your previous renders. Renders are saved to disk, together with all alpha, depth, relighting and diagnosis passes, and instantly available in the stack.
Accessing stacked renders
You can either set VUE to stack renders automatically, or stack them on demand only. The size of the stack on your hard drive is fully controllable.
Render Comparison Tool
You can easily compare different versions of a render using the render comparison tool. Simply pick two images and compare them using the "follow-me" separator that automatically follows the mouse as you move over the render display.
Use the Difference tool to show differences between renders; Dynamically exagerate differences with the difference boost for easier spotting.
Comparing stacked renders
Easily test different post-processing options using clones, without affecting the source image. Clones simply duplicate all post-processing options (including Relighting information!) while keeping the other buffers untouched.
Complete Feature List
- Enhanced world browser with direct access to materials, texture maps and imported objects for efficient management of complex projects
- Objects sorted by size, name or type
- Unlimited number of layers that can be locked or hidden independently
- List of all materials in scene
- Mixed materials displayed as hierarchies
- Direct access to all texture maps and imported objects
- Easily manage and modify duplicated instances
- Incorporation of texture maps in the scene file
- Automatic reloading of externally modified objects and texture maps
- Easy replacement of textures throughout the entire scene.
- Object replacement with keep proportions or fit object options
- Organize objects in unlimited layers
- Direct access to all texture maps and imported objects
- Mixed/Layered materials displayed as hierarchies in World Browser
- Library tab in World Browser shows all objects used several times
- Easily modify all instances of a reference object using the Library tab
- All cameras can appear on screen
- Camera group manager in World Browser
- Resizable World Browser and Scene Preview
- Cloud layers can be easily hidden/restored
- Support for 3Dconnexion tracking devices (SpaceNavigator, SpaceExplorer, etc)
- Objects can be easily hidden from render
- Lights can be disabled with a single click
- Full-screen mode
- Multiple undo-redo operations on 64 bit operating systems
- World Browser option to show only the materials of the selected objects
- Display material hierarchies with direct access to sub-materials
- When replacing plants, use the geometry of the replaced plants to generate the new plants
- Non destructive texture resizing in the Link tab of the World Browser
- Option to restore full size version of downsampled images
- Double-click texture map in World Browser to view at full resolution (using external viewer)
- Missing textures are identified as broken links
- Limit overall EcoSystem instance preview quality with a single command for faster navigation in complex projects
- Adaptive grid level that changes scale with the level of zoom
- More detailed grid display/division options
- User definable maximum video board memory usage
- Right-Clicking on the EcoSystem list allows access to the materials used by the species
- Select the slot into which a material snapshot will be saved
- Render Stack with comparison tools
- Stacked renders are stored with alpha, depth, relighting and diagnosis passes
- Easily compare different versions of a render using the render comparison tool
- Difference tool to show differences between 2 renders
- Difference Boost tool to dynamically exagerate differences
- Ability to create Lightweight Clones of your renders to compare different post-processing options
- Cloning process only duplicates all post-processing options (including Relighting information) while remaining non destructive for other buffers
- Choose a specific external image viewer from the Operations tab of the Options dialog
- Sort Materials by names in the Material tab of the World Browser
- World Browser option to show only the materials names
- World Browser option to hide materials of EcoSystem Specimens
- Material layers can be hidden/shown directly from the World Browser
- Internal optimization in the World Browser allows massive performance gain for large scenes containing hundreds of materials
- Lock or hide entire layers from the World Browser or from a menu command
- Lock or hide independent objects in the World Browser
- Freeze all camera attributes (including animation key frames)
- Render Stack can be set to store in a global or per-scene stack
- It is possible to Zoom in and out while comparing two renders
- Apply previous camera settings to the current camera from the Render Stack
- Flip renders horizontally within the Render Stack to evaluate composition and other aspects of your renders
- Easily name renders in the Render Stack