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McNeel Brazil 2.0 for Rhino Commercial

(Codice: McNeel Brazil 2.0 )

Top artists and designers from every type of industry rely on the Brazil render engine for their most demanding work. Whether showing off the latest designs for a new mobile phone, doing site-accurate visualizations for a new resort-hotel, or generating images of your newest jewelry designs, Brazil can help you create stellar imagery quickly and easily.

Raytracing

Brazil's render engine uses the raytracing method (as opposed to scanline or hardware renderers). Raytracing has the advantage of simulating the way photons actually behave; although raytracing is not limited to realistic solutions.

Brazil's advanced raytrace engine simulates a wide range of effects including:

  • Reflection

  • Refraction (transparency)

  • Dispersion (prismatic rainbow effects)

  • Sub-surface scattering (diffuse light transmitting materials such as wax or skin)

  • Glossy reflections (blurry or brushed materials)

Advanced lighting

Rhino supports point, spot, directional, linear, and rectangular light objects with simple properties such as color, hotspot, and shadow casting. Brazil adds about 100 more light properties. The number of light properties can be intimidating, but most of these settings are only needed in a few specific cases.

Brazil light features include:

  • Decay (darkening of light as a function of distance to the source)

  • Attenuation (amplification of brightness as a function of distance to the source)

  • Focus control (rectangular, conical, cylindrical etc.)

  • Projections (emitting a picture or procedural texture instead of a color)

  • Exclusion lists (lights ignore specified objects in the scene)

Brazil will also display focal cones and attenuation spheres for selected lights in the viewport, so you can see the affects of your settings in real-time.

Toon and NPR

Brazil includes non-photoreal (NPR) effects such as toon shaders.

(Car)Toon shaders cooperate with photoreal shaders so you can mix glass, brushed metal and toon in a single scene without losing the ability to do indirect-illumination, depth-of-field or any other effect.

You can specify the behaviour of fills and inks including:

  • Multi-level paint fills (discrete colors applied based on luminosity)

  • Gooch type fills, (continuous gradient)

Depth of Field

Depth-of-field (DOF) simulates the imperfect focusing properties of physical lens-systems such as biological eyes and cameras. DOF adds a measure of realism to a rendering by blurring out-of-focus areas. It can also be used to "mask" areas of the scene such as distant surroundings.

The settings for DOF include:

  • Focus distance

  • Radius

  • F-stop

  • Bokeh abberations (the effect over-exposed areas in an image have when they are out of focus)

 
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