Brazil r/s produces images of uncompromising quality. Advanced algorithms and a modern architecture create a rendering system that cuts no corners to achieve any look required, from the execution of stylized non-photoreal designs to the highest levels in photo-realistic imagery.
Across-the-board-workflow-integration with each host application saves valuable time and money in what would normally be an expensive retooling and retraining effort. Brazil r/s handles existing scene files natively and is fully compatible with out-of-the-box and third-party 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.
Key Features
Built on a highly evolved Global Illumination and Ray-Tracing engine
Open, extensible, object-oriented design
Full-latitude floating point operation,
Fully 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
Interfaces has been painstakingly developed, tested, and retested to provide unprecedented control, natural workflow and a minimal learning curve
Natural light modeling
Physically accurate models make lights and surfaces behave in the manner one expects
Sample/Tutorial files and scripts
Full Documentation and tech notes
Active, SplutterFish moderated support channels including dedicated forums, chat area
Features
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
Ambient Occlusion
Physically correct blurry reflections and refractions
Utility material for extended control over advanced shading and illumination features Lighting
Global illumination
Image-based lighting
Extensive IES Light Support
Full support of max point lights
Brazil r/s specific Point lights, Area lights and Shadows
Caustics
Photon mapping
Irradiance cache
HDRI rendering
Bump mapped shadow distortions
Sophisticated adaptive sampling for area lights
Render to Texture
Light portals
Camera
Depth-of-field with Bokeh aberrations
Image, Scene, and full 3D Motion blur
Realistic lens and camera modeling
Geometry
Rendertime displacement mapping
Reliable handling of large data sets
Direct rendering of CSG isosurfaces
Misc
Field rendering
Support for 3ds Max's network rendering
Floating license options
Runtime library API
Custom frame buffer
16 bit per channel tiff support
Compatible with 3ds Max 6, 7, 8, 9, 2008 and 2009 (32bit and 64bit) and Autodesk VIZ 2005, 2006, 2007