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» Brazil for Rhino - Rendering tools for professionals
Brazil r/s for Rhino is a collaboration with Splutterfish, LLC to bring Rhino users the latest professional rendering technology.
Based on the Brazil r/s 2.0 technology, Rhino users can now use the same rendering technology as the world's most demanding CG artists without leaving Rhino.
Top production CG artists from every facet of the industry, and around the world, rely on SplutterFish’s Brazil r/s for their most demanding work. Brazil r/s was used most recently in several blockbuster films including Star Wars III: Revenge of the Sith (Lucasfilm Ltd), Sin City (Dimension Films), and the top-selling World of Warcraft (Blizzard Entertainment) video game.
» Brazil r/s feature list
- Raytracing Materials
Brazil's render engine uses the raytracing method. Raytracing has the advantage of simulating the way photons actually behave; although raytracing is not limited to realistic solutions it delivers some of the most photorealistic images available on any platform available today.
- 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.
- 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.
- 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.
- Procedural Textures
Brazil supports both bitmap and procedural textures. Bitmap textures use images (a grid of colored pixels). Procedural textures, on the other hand, are defined by a mathematical function. Procedural textures do not suffer from resolution or tiling problems, and it is easy to change their behavior. Procedural textures are simulated in the Rhino viewport to make adjustments easy.
- High Dynamic Range colors
Brazil is a high-dynamic-range (HDR) engine.
With an HDR rendering engine, colors are not limited to the black~white range. Colors can be brighter than white and darker than black. "Brighter-than-white" colors are important even though the computer screen cannot display them, because colors in a rendering are often diluted by partial reflection or refraction.
- Global Illumination
Global Illumination is a feature you will find in most modern rendering platforms including Brazil.
Global Illumination uses both direct and indirect illumination to generate a realistic image. Direct illumination is the process where light objects cast light onto objects creating bright areas on surfaces that face the light source, darker areas on surfaces that do not face the light source, and shadows when surfaces cannot "see" the light source directly due to some obstruction. After a surface has been lit directly, it emits photons and some of those photons are captured by other surfaces and some of those photons are finally caught by our eyes or a camera. The effect of indirect illumination is relatively small compared to that of direct illumination. Yet, it is very important to the "realistic" quality of the image.
More info: http://brazil.mcneel.com/
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