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