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Vue
d'Esprit 4
3D Scenery Generator
By Jeff Mottle (jmottle@cgarchitect.com)
Introduction
If you have ever needed to create realistic scenery or environments
for your architectural scenes, then the new release of Vue d'Esprit
is worth a look. With release 4 comes a completely redesigned interface,
much improved OpenGL views, powerful terrain modeling tools, volumetrics,
and drastically improved rendering speeds to name just a few. Considering
the very inexpensive cost of this application, I was amazed at the
features as well as the quality and speed that could be attained
with just a few mouse clicks.
Interface and Documentation
First off I would like to say that this is probably one of the best
written and well laid out user manuals that I have come across in
a very long while. Although its unique size sets it apart from most
user guides, measuring 8" wide by 6" high, I found the
layout very easy to follow and easy on the eyes. The beginning of
the guide runs you through a simple 30 minute tutorial that introduces
you to the basic concepts and features that are found in the program.
From there they move onto describe the interface in detail and then
each major feature set. Each section is filled with numerous graphics
to help explain concepts and show interface functionality. The last
section of the guide was also a real treat. A cookbook style tutorial
section steps you through almost every possible scenario that you
will run into in Vue d'Esprit. Whether you want to animate clouds
or create a forest, there is a short and very concise quick step
tutorial to get you up and running.
The online help on the other hand is pretty weak and is really only
good for quick reference if you have forgotten something. Personally
I have always preferred hardcopy manuals, so I didn't mind too much.
The interface in Vue d'Esprit is also very unique and pleasing to
look at and work with. One thing the interface is not, is a standard
windows interface, but rather one with a very organic, soft and
bubble feel that you would usually equate with the MAC environment.
For the most part I found the interface easy to navigate, but did
find that its deviation from standard windows menu standards a bit
odd for the first little while.
As far as sticking to standard 3D app terminology and functionality,
I found Vue d'Esprit quite easy to pick up and navigate without
having
to search the documentation.
Vue d'Esprit Interface
Getting Started
The first step in creating a Vue Environment is to select an atmosphere.
By simply pressing "new" in the file menu, a graphical
popup appears and prompts you to choose a predefined environment
or load one from disk. There are literally dozens of presets to
select for starting points in your scene. Keep in mind that everything
in Vue can be edited manually with the atmosphere editor to suit
your specific aesthetic requirements, so even if you do choose a
preset, it can be modified to suit your needs.
Dialog for choosing a new atmosphere preset

Atmosphere Editor
Creating
Objects
Once
you have established an atmosphere for your scene, the next step
involves creating objects in your environment. Vue d'Esprit groups
its objects into 11 categories: Primitives, Infinite planes, alpha
planes, terrain, vegetation, polygon meshes, rocks, planets, lights,
groups and finally the camera.
Primitives
Like most other 3D apps, primitives in Vue are not much different.
You simply choose the primitive you want, and it drops into your
scene. Manipulation of scale, size and position can be done either
numerically or through the use of handles and the manipulation icon
that appear next to the object when it is selected.
Primitives can also be combined through the use of built-in in boolean
operations that include union, difference and intersection. Where
Vue falls short is through any geometry manipulation past what I
have mentioned above. There is no vertices manipulation or advanced
deformers etc, but really that is not the goal of Vue in the first
place. You can however import numerous file types to import you
own geometry built in other modeling apps. I'll get into that a
little bit later.
Planes
Planes in Vue are like primitives but are unbounded in that that
extend to infinity. There are three types of infinite planes and
one alpha plane. The infinite planes are Water planes, ground planes
and cloud planes. Each is assigned a default material which can
be edited using the material editor to achieve the look that you
are after, including the use of powerful procedural materials. The
last plane type, the alpha plane, is used to define a plane that
has a diffuse material and an associated alpha channel to define
areas of transparency.
Terrain
The
terrain object is one of the most powerful features in Vue d'Esprit
and uses complex fractal algorithms to create mountainous structures.
The terrain editor is a pop up window that allows you to not only
create complex structures with presets, but also allows you to push,
pull, grow, and form any shape you can imagine. You simply choose
the terrain style, then the brush type to effect that terrain. Terrain
styles range from Mountain and Canyon to Dunes and Lunar. The brushes
you use allow you to paint on distant forest, simulate fluvial erosion,
wind swept hills, craters, and cracks to name just a few. There
is no limit on what you can create with the tools that are made
available. Should you have precise DEM (Digital Elevation Map) information,
this can also be imported. There are numerous sites on the Internet
that allow you to download DEM files for pretty much the entire
planet. Once your terrain has been defined you can export to 1 of
13 different file types ranging from AutoCAD DXF and 3DS files to
image formats.

Terrain Editor
Rendered terrain from the Camera viewport
Vegetation
Vegetation is also another very powerful and useful feature in Vue
d'Esprit. From a library of vegetation you can drop in several types
of plant types and assign different materials to affect trunks,
leaves etc. The vegetation itself is procedurally based and therefore
drops in a different version each time, so you don't have to worry
about repeat trees making your scene look fake. The selection of
trees is varied, but still fairly small. To extend your collection
there are more vegetation samples that can be downloaded from the
Vue d'Esprit website for free and for a small fee.

Vegetation Presets
Example render of random tree presets
Importing and Exporting
As I mentioned earlier, past placing and using boolean operations
on primitive shapes, Vue is fairly limited in its ability to do
any complex geometry editing. For this reason there is a geometry
importer that allows you to import the following file types: VOB,
PZ3, PZZ, COB, 3DS, LWO, OBJ, DXF, DEM and RAW.
I did quite a bit of experimenting with this aspect of the program
and found importing files to work only some of the time. To test
its ability to import fully textured files and plain geometry, I
used the samples scenes in MAX. While some imported perfectly, others
either did not import at all or only partially imported. I also
tried simple primitives from MAX which all imported without problem,
although I found that a checker procedural texture in the opacity
channel did not work, so there are clearly some limitations as to
what will and won't import. To use Vue in an architectural rendering
though I think I would export rendered images to use as backgrounds
or individual elements. This will be necessary for all elements
other than terrain as there did not appear to be a way to export
trees or any of the other elements aside from terrain.
Animation
The last feature in Vue d'Esprit that is worth covering is the ability
to animate elements in your scene. Vue has two methods of animating
elements in the scene. The first is through the use of their Mover
wizard, which is a cleaver little utility that walks you through
the process of generating an animation path and setting up the type
of animation and motion you are trying to achieve. The second is
through manually keyframing.
A unique aspect of animation in Vue is the ability to choose a motion
type. By choosing a motion type you can actually effect the physics
or dynamics of that animated element. For example you can choose
the Automobile type which ensure s that the orientation stays relative
to the ground and and follows the ground surface. You can also choose
from Smoothed velocity, Look Ahead, Helicopter, Motorbike, and Speedboat
amoung others.
Almost every element in Vue can be animated, including materials,
clouds, terrains, atmospheres, and objects.

Mover Wizard for automation of keyframed animations
Manual keyframe editor window
Conclusion
Overall I was pretty impressed with how powerful and how
feature rich Vue d'Esprit is considering that it sells for only
$199.00 US for the complete version 4 product. As I mentioned before
I thought that the manual was very well written and very easy to
follow. In a matter of a few days you should feel pretty confident
in navigating around the interface and creating some moderately
complex scenes.
I did find the import and export capabilities to be a bit weak and
lacking in the ability to import a variety of scene types and complexities.
You are however able to export rendered images with depth and alpha
channel so compositing your Vue rendered miages should be relatively
easy. For the atmosphere and terrain editing capabilities alone
this application is worth purchasing. The simplicity, speed and
ease of creating both of these in Vue, will save you countless hours
over trying to accomplish the same thing in MAX or VIZ.
If you are in the market for a great terrain and environment modeler
then Vue is worth a look and you should definitely download the
trial and judge for yourself.
Download the Vue d'Esprit demo HERE
Example
Renders

Jeff
Mottle is an architectural visualization artist currently working
in Calgary, Alberta, Canada. He is the editor and owner of CGarchitect.com
and is an active member in the architectural CG community. With
just over five years of experience using Autodesk's Lightscape,
Jeff has become one of the top Lightscape artists in North America.
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