Brazil Student: Professional Rendering Tools for Students and Teachers. It's a Rhino plugin.
With Brazil 2.0, Rhino users can now use the same rendering technology as the world's most demanding CG artists without leaving Rhino 3D.
Top production CG artists from every facet of the industry and around the world rely on Brazil 2.0 for their most demanding work. Brazil 2.0 is the industry
standard for high-end quality, flexibility, reliability, and artist-friendly workflow in Rhino.
Rendering Jewelry with Brazil
Raytracing
Brazil 2.0's render engine uses the raytracing method (as opposed to scanline or hardware renderers). Raytracing has the
advantage of
simulating the way photons actually behave; although raytracing is not limited to realistic solutions.
Brazil 2.0's advanced raytrace engine simulates a wide range of effects including:
Reflection
Refraction (transparency)
Dispersion (prismatic rainbow effects)
SSS (diffuse light transmitting materials such as wax or skin)
Glossy Reflections (blurry or brushed materials)
Advanced Lighting
Rhino supports point, spot, directional, linear and rectangular light objects with simple properties such as color, hotspot, and shadow
casting.
Brazil 2.0 adds about 100 more light properties. The number of light properties can be intimidating, but most of these settings are only needed in a few
specific cases.
Brazil 2.0 light features include:
Decay (darkening of light as a function of distance to the source
Attenuation (amplification of brightness as a function of distance to the source)
Focus control (rectangular, conical, cylindrical etc.)
Projections (emitting a picture or procedural texture instead of a color)
Exclusion lists (lights ignore specified objects in the scene)
Brazil 2.0 will also display focal cones and attenuation spheres for selected lights in the viewport, so you can see the affects of your settings in
real-time.
Cartoon and NPR
Brazil 2.0 includes non-photorealistic effects such as toon shaders.
CarToon shaders cooperate with photorealistic shaders so you can mix glass, brushed metal and toon in a single scene without losing the ability
to do
indirect-illumination, depth-of-field or any other effect.
You can specify the behavior of fills and inks including:
Multi-level paint fills (discrete colours applied based on luminosity)
Gooch type fills (continuous gradient)
Depth of Field
Depth of field (DOF) simulates the imperfect focusing properties of physical lens-systems such as biological eyes and cameras.
DOF
adds a measure of realism to a rendering by blurring out-of-focus areas. It can also be used to "mask" areas of the scene such as distant
surroundings.
The settings for DOF include:
Focus Distance
Radius
F-Stop
Bokeh Aberrations (the appearance of out-of-focus areas in an image produced by a camera lens using a shallow depth of
field)
Procedural Textures
Brazil 2.0 supports both bitmap and procedural textures. Bitmap textures use images (a grid of colored pixels). Procedural textures, on the other hand,
are
defined by a mathematical function. Procedural textures do not suffer from resolution or tiling problems, and it is easy to change their
behavior.
Procedural textures are simulated in the Rhino viewport to make adjustments easy.
Brazil 2.0 built-in functions:
Checker
Dots
Gradient
Marble
Noise
Tile
Wrinkled
Advanced definitions can be used to create other realistic materials such as wood and stone.
High Dynamic Range Colors
Brazil 2.0 is a High Dynamic Range (HDRI) engine. With an HDR rendering engine, colors are not limited to the black~white range. Colors can be
brighter than
white and darker than black. "Brighter-than-white" colors are important even though the computer screen cannot display them, because colors in a
rendering are often diluted by partial reflection or refraction.
Global Illumination
Global Illumination (GI) is a feature you will find in most modern rendering platforms including Brazil 2.0. Global Illumination
uses
both direct and indirect illumination to generate a realistic image. Direct illumination is the process where light objects cast light onto
objects
creating bright areas on surfaces that face the light source, darker areas on surfaces that do not face the light source, and shadows when
surfaces
cannot "see" the light source directly due to some obstruction. After a surface has been lit directly, it emits photons and some of those photons
are
captured by other surfaces and some of those photons are finally caught by our eyes or a camera. The effect of indirect illumination is
relatively small
compared to that of direct illumination. Yet, it is very important to the "realistic" quality of the image.
Educational License Features
Brazil 2.0Educational Student License by McNeel.
Professional Rendering Tools for Students and Teachers.
We guarantee that our price is the lowest price you'll find anywhere online. And if you happen to find a better price online, and meet our Best Price Guarantee Terms & Conditions, we'll refund you the difference up to $500.