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Brazil rendering system: Splutterfish's 3ds max renderer. (Rendering).(Software Review)(Product/Service Evaluation)

Computer Graphics World

| December 01, 2002 | Maestri, George | COPYRIGHT 2002 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

Brazil r/s has been in development for a few years now, and anyone who uses Discreet's 3ds max regularly has probably downloaded a few of the public betas that Splutterfish has made available. Those early betas offered many 3ds max users their first taste of global illumination, a lighting technology that calculates how photons bounce around a room, and provides soft and realistic renders. The release version of Brazil offers not only global illumination, but a number of advanced shaders and additional technology that make it a formidable renderer.

Once installed, Brazil shows up as an additional renderer within max. It also has its own library of shaders, which appear in the materials editor, as well as its own light and camera objects. Overall, the interface is very max friendly. The software comes in two flavors--a workstation version that allows you to create and apply materials within max, and a renderfarm version that simply renders images with no authoring.

In addition to global illumination, Brazil can calculate the scattering of light within a room as well as the scattering of light through objects such as glass and water. Brazil can also calculate the scattering of light within a surface. Called subsurface scattering, this is terrific for materials that are only slightly transparent, such as marble, wax, and human skin.

Brazil is based on a replaceable plug-in-based client/server system. Its major components are handled through rollouts in the render dialog. The ray server controls raytracing, the luma server controls how light energy scatters throughout a scene, and the photon server gathers light for global illumination.

Brazil can use standard max materials, but the best results are obtained using Brazil materials. The basic material is very similar to max's, but with added raytracing controls. It allows you to use most of the standard max shading algorithms, including Phong, Blinn, anistropic, and Oren-Nayar Blinn.

Brazil's advanced materials gives you a whole new palette of choices, including a Lambert shader, a Glow shader, and a semi-transparent shader dubbed Ghost. The Car Paint shader provides a nice way to calculate shiny surfaces, such as that of autos, which have paint that reflects from multiple levels of the surface. For a candy-coating effect, Brazil lets you specify different colors for each reflective layer. It also gives you the option of flakes within the paint for a sparkle paint ...

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