Mega-Tex Studios
Mega-Tex StudiosHomeTexturesExamples3D SoftwareContactLinks

Brazil R/S

This page will give you an idea of the content and system requirements of various 3D software.

Take a look around.

Search this site

Google
Web Mega-Tex   

Partners

UR Wares

Splutterfish's Brazil Rendering System for 3ds max and Autodesk VIZ

Brazil Brazil r/s is developed for those who demand the highest quality from a renderer. Designed for use in Film, Broadcast, and Visualization, Brazil r/s' versatile toolkit integrates easily into existing production environments and empowers the artists to predictably and reliably create any look. Brazil r/s' advanced shading pipeline, extensible architecture, and natural workflow offers unprecedented control and flexibility, giving artists the freedom to focus on the Work, rather than wrestling with the "technology."

Benefits:

  • Brazil r/s produces images of uncompromising quality. Advanced algorithms and a modern architecture have led to a rendering system that cuts no corners to achieve any look required, including the highest levels in photo-realism.
  • Across-the-board integration with 3ds max and 3ds VIZ saves valuable time and money in retooling and retraining. Brazil r/s handles existing 3ds max scene files natively and is fully compatible with out-of-the-box and third-party 3ds max plugins. For artists, Brazil r/s provides a familiar, easy to use interface, minimizing the learning curve.
  • The workflow of the artist and the requirements of production pipelines are integral to the design of Brazil r/s. As a result of being developed under fire in a production studio, Brazil r/s takes into account the realities and constraints of the production environment and is designed to be reliable, flexible, and controllable.
  • Along with free 1.x upgrades and bug fixes, registered owners of Brazil r/s will be able to participate in the development and testing of new features as they become available.

Brazil Rendering System Key Features:

  • Built on a highly evolved Global Illumination and Ray-Tracing engine
  • Open, extensible, object-oriented design
  • Full-latitude floating point operation, multi-threaded, and scalable
  • Controllable and efficient use of hardware resources
  • Bucketed rendering paradigm offers priority-based/ordered bucket rendering and selectable bucket-size for controllable use of available memory
  • Interface has been painstakingly developed to provide unprecedented control, natural workflow and minimal learning curve
  • Natural light modeling
  • Physically accurate models make lights and surfaces behave in the manner one expects
  • Non-intrusive operation allows interaction with max while rendering
  • Sample files and scripts
  • Documentation and tech notes
  • Active community support channels including dedicated forums, chat area

Architecture

  • Bucket rendering
  • Sophisticated Anti-aliasing
  • Controllable Over and Under-sampling
  • Pluggable rendering sub-systems
  • Layer friendly render pass system - highly configurable and easily extended with simple shaders.
  • Separate sampling rates for different components (GI, geometry, image)

Shading

  • Simple but powerful plugin shader design
  • Advanced shading models
  • Cartoon Shading
  • Skin Shader
  • Additional Shaders including Dispersive Glass, Chrome, Velvet, and more.
  • Volumetrics/atmospherics support
  • Raytraced Reflections and Refractions
  • Sub-surface scattering
  • Physically correct blurry reflections and refractions
  • Utility material for extended control over advanced shading and illumination features

Lighting

  • Global illumination
  • Image-based lighting
  • IES Light Support
  • Full support of max point lights
  • Brazil r/s specific Point lights, Area lights and Shadows
  • Caustics
  • Photon mapping
  • HDRI rendering
  • Bump mapped shadow distortions
  • Sophisticated adaptive sampling for area lights

Camera

  • Depth-of-field with Bokeh aberrations
  • Image and Scene Motion blur
  • Realistic lens and camera modeling

Geometry

  • Supports 3ds max displacement mapping
  • Reliable handling of large data sets
  • Direct rendering of CSG isosurfaces

Misc

  • Field rendering
  • Currently uses standard 3ds max net rendering
  • Floating license (not supported under Windows 95/98)
  • Preliminary, evolving API
  • Custom frame buffer
  • 16 bit per channel tiff support
  • Compatible with 3ds max R3, 4, 5, 6, 7 and VIZ 3, 4, 2005 and 2006

Brazil r/s Component Features

Render Engine: Ray Server

  • Super fast ray tracing engine
  • Several task-optimized accelerators tunable to scene needs
  • GI support
  • Bucket rendering
  • Full-latitude floating point operations, effective & scaleable multi-threading
  • Reliable handling of large data sets
  • Efficient memory management
  • 100 glasses
  • Raytraced reflections on glasses, liquid and floor
  • Raytraced refractions on glasses and liquid
  • Caustics
  • High quality anti-aliasing
  • Render size: 640 x 480
  • Rendered on dual Pentium III 1GHz CPU
  • Render time: 3 minutes 20 seconds
  • Top: rendered with 3ds max scanline in 37 sec
  • Bottom: rendered with Brazil r/s in 7 sec

Render Engine: Image Sampler

  • High-quality, sophisticated adaptive anti-aliasing for a crisp look.
  • Over- and under-sampling.
  • Global and local control over texture filtering.

Render Engine: Luma Server

  • Physically acurate direct and indirect illumination
  • ...yet they are still tweakable
  • Enhanced shadows on bump mapped objects
  • Extensive controls on sampling, and light bouncing
  • HDRI friendly Skylight
  • Render size: 500x416
  • GI bounces: 12
  • AA: 2x2 to 4x4 super sampled pixels
  • rendered on single AMD T-bird 1.4GHz CPU
  • render time: 1 minute 7 seconds
  • Top: 3ds max R5 render in 00:11:09
  • Bottom: Brazil r/s Render in 00:02:11

Render Engine: Render Pass Control

  • Renders different elements of the scene for later use in compositing.
  • Calculates only needed information
  • Single click material, illumination and background overrides
  • Selective ray depth pass
  • Top: normal render / white plaster mtl override
  • Mid: skylight shadow mask / chromatic shadow mask
  • Bottom: reflections only / only the 2nd bounce of reflections and refractions

Camera Effects and BCam

  • Depth-of-field with Bokeh aberrations
  • Image and Scene Motion blur
  • Realistic camera modeling with replaceable lenses
  • Advanced Brazil Camera object for better workflow in 3ds max

Lights and B-Light

  • Object lights
  • Sophisticated adaptive area shadows and illumination.
  • Full support of 3ds max lights & shadow plugins.
  • Super fast raytraced shadows.
  • Extensive photon emission for caustics and Global Illumination.
  • Advanced Brazil Light object for superior workflow in 3ds max.

Brazil r/s System Requirements

Brazil r/s runs as a 3ds max rendering plugin and generally conforms to the same system requirements as Discreet's 3ds max (R3, 4, 5, 6, 7 and VIZ 3, 4, 2005 and 2006).
Brazil r/s is not supported under Windows 98 or ME.

System Requirements

  • A computer running 3ds max (R3, 4, 5, 6 or 7), or Autodesk VIZ (3, 4, 2005 or 2006)
  • Windows 2000, Windows NT, or Windows XP
  • Intel-compatible processor at 300 MHz minimum (dual Pentium III system recommended)
  • 128 MB RAM and 300 MB swap space minimum - Recommend 1GB RAM, 2.5GB swap