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  • 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 R/S

    This page will give you an idea of the key features of Brazil R/S and the system requirements of Brazil R/S.

    Take a look around.

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  • 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

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