Fast, Photo-Realistic Rendering

Extremely fast 32-bit broadcast-quality production renderer based on a hybrid Z-scanline/A-buffer algorithm. Render to the screen or to a disk file at any resolution.

Efficient Multi-Tasking. Running the renderer as a background task is efficient and won't bring your machine to a grinding halt.

Multiple Rendering Formats. Choose from fast wireframe, color wireframe, hidden line, preview scanline or full scanline rendering modes. Optionally use OpenGL for real-time, near-photo-realistic rendering.

Selective Rendering. Render an entire window, a region of a window or only the currently selected objects.

Multiple Output Formats. 8-bit GIF, 8/24/32-bit BMP, 24-bit JPEG, 2/8/16/24/32-bit TIFF and 8/24/32-bit TARGA. Precise gamma control. Extensive output options, including real-time quantization and 1-bit to 32-bit image formats, gray-scale output mode and alpha channel.



Accurate Alpha Channel Output. An alpha channel is used to perform high-quality image compositing external to the renderer. It can be output along with the image file (32-bit image) or as a stand-alone image file (8-bit).

Selectable, Analytic Anti-Aliasing. Choose from a variety of anti-aliasing levels to produce high-quality, pixel-perfect images.

State-of-the-art analytic 2D texture filtering. No user input required to produce perfect texture anti-aliasing. All texture filtering performed on an exact pixel-area basis rather than an estimated area.

Texture Foreshortening. Texture images are properly foreshortened so that they do not appear to "Swim" across a surface in an animation. The left image below shows what a checker-textured polygon looks like without this feature enabled and the right image shows the texture-foreshortened version.



Soft-Edged Shadows. An implementation of PIXAR's soft shadow technique with tiling optimizations which drastically reduces memory usage and shadow casting times. Creates very realistic shadows without having to resort to slow ray tracing. Automatic generation for point and spot lights. Each light source can have one or more shadow maps assigned to it. Local and global control over the shadow mapping parameters.

Field rendering mode useful for NTSC video animations. Field mode is recognized by all rendering options and by all output drivers.

Pixel area coverage masks are used for accurate pixel fragment accumulation ('A-buffer' algorithm). This ensures very high quality rendering of each pixel, especially when transparency is being used.

Background Color Scheme can either be a uniform color, a user-definable gradient, a color-mapped gradient, a multi-colored checkerboard pattern or a tiled 2d bitmap image with MIPmap filtering.

Statistics dialog box shows useful information on a rendering process's memory usage, polygon data usage and rendering times.

No limits to the number of objects, cameras, lights, textures, materials or rendering data (memory limiting).

Render Toolbar. All rendering options are accessible via a handy horizontal toolbar or via a dialog box.

Memory and Speed Efficient. The renderer has been carefully optimized for speed and memory usage so that complex scenes can be rendered on systems with minimal memory and compute power.