Brazil r / s ( Brazil Rendering System ) is a rendering system (image rendering) developed by SplutterFish Llc. ( USA , California ).
|Brazil r / s|
|Type of||rendering system|
|operating system||Microsoft Windows|
The creators of this renderer Steve Blackmon and Scott Kirvan worked for a long time in Blur Studio and developed plugins for 3ds Max (then 3D Studio MAX). In particular, they are the authors of the material and the map of Raytrace , the material Ink'n'Paint , the global lighting calculation system Light Tracer , based on the Monte Carlo method , plug-ins for exporting / importing images in HDRI ( RGBE ) and OpenEXR , and some other plugins included in 3ds max.
In the process of working on a new version of the ray tracer for 3ds Max, which would have to be much faster and have a number of new functions, the authors faced a lot of limitations imposed by the API 3ds Max, and decided to write a full-fledged render , however working as a 3ds max plugin.
The first beta version of the Brazil r / s render appeared at the end of 2000, codenamed Ghost Renderer (Ghost). Brazil r / s was quickly adopted by the A-List studio for use in film production. Later, the render has become worldwide. It is used by a number of studios, including Blur Studio , Animal Logic , Digital Dimension , The Orphanage , etc.
Brazil r / s is the main product SplutterFish , implemented as a plugin for Autodesk , 3ds Max, Rhinoceros , Autodesk Maya , and as a separate standalone module. On a commercial basis, only the 3ds Max version is currently available, while the Rhino 3D version is available in open beta through McNeel and Associates .
Brazil r / s is a raytrack render, in which there are several global illumination rendering algorithms for Global Illumination: QMC and Photon Mapping .
Brazil r / s has established itself well among architects, designers and artists of computer graphics, thanks to the simplicity of settings, stability and quality, the result of visualization. Brazil r / s 1.x, unlike some other renderers, is most closely integrated with 3ds Max - what can be calculated using the standard 3ds Max renderer, with the same success, Brazil r / s is calculated.
Among the shortcomings, we can note the low rendering speed of the first version relative to other V-Ray , finalRender rendering systems, which was also due to the tight integration noted above with 3ds Max.
At the end of 2007, the second version of Brazil r / s was released, in which developers were able to significantly increase the rendering speed and added some important elements. A demo called Brazil 2 Rio is available on the developer site.
Brazil r / s was used in the production of motion pictures: Star Wars. Episode III. Revenge of the Sith and Sin City .
- Ray tracing
- Algorithms using z-buffer and z-buffering
- Photorealistic rendering