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Brazil 2 for Rhino 4
Brazil
2 for Rhino
offers advanced features that you will not find in simpler rendering platforms
such as the Rhino renderer or Flamingo.
The five details highlighted in this image represent an advanced feature:
(1) Raytracing,
(2) Advanced lighting, (3) Toon rendering, (4) Depth of field, (5) Procedural
textures.

Raytracing
Brazil'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's advanced raytrace engine simulates a
wide range of effects including:
- Reflection
- Refraction (transparency)
- Dispersion (prismatic rainbow effects)
- Sub-surface scattering (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 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 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 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.
Toon and NPR
Brazil includes non-photoreal (NPR) effects such
as toon shaders.

(Car)Toon shaders cooperate with photoreal 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 behaviour of fills and inks including:
- Multi-level paint fills (discrete colors 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
abberations (the effect over-exposed areas in
an image have when they are out of focus)
Depth of Field Details
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Rhino viewport
screenshot. Brazil materials can be simulated
and displayed in the real-time viewport.
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Brazil rendering
with no DOF effect. Everything is in focus.
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Depth of field
enabled. |
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DOF with focal
distance aimed at the first glass. |
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The middle glass
is in focus. The depth-of-field effect blurs
both objects in front of and behind the field.
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The field is
centered around the third object. |
Procedural Textures
Brazil 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 behaviour. Procedural textures
are simulated in the Rhino viewport to make adjustments easy.

Brazil 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 is a high-dynamic-range
(HDR) 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.
High-dynamic-range color details
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No high-dynamic-range
colors. The material on the ball is partially
reflective, which means that the residual
color after reflection is about one-fourth
of what it used to be. |
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The white
planes reflected in the ball have been given
a brighter-than-white color. |
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The planes
are ten times brighter than white, so the
resulting color is also brighter than white.
It is limited by the gamut of the computer
screen. A glowing effect would visually enhance
the brightness, is not actually possible to
display this rendering accurately. |
Influence of indirect lighting
Colors can also be diluted through indirect lighting.
This scene is lit both directly (through a pointlight
to the left, which casts the predominant shadow)
and indirectly:
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If the brightness
of the tube is set to zero, then it will be
completely black, and only the direct light
emitted from the pointlight object plays a
role in this scene.
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The brightness
of the tube has been set at half the normal
brightness, meaning that the purple-to-pink
gradient on the tube appears half as dark.
However, there is already some indirect pink
discoloration on the ground surrounding the
tube. |
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When the
brightness is set to 1.0, we see the gradient
fwith a substantial amount of indirect pink,
especially on the ground inside the tube walls,
which is exposed from all directions. At this
point, this scene is not yet HDR. |
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When we boost
the brightness of the tube to twice its normal
color, the far end of the tube (which is supposed
to be pink) has been boosted so far that it
becomes brighter than white. It's still
pink, but too bright to be represented properly
on the screen. |
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When we boost
the brightness to a factor of five, the brighter-than-white
boundary is located further towards the dark
end of the gradient. Also, the indirect lighting
is now predominant on the ground near the
tube to the point that some of it has also
breached the white barrier. |
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The brightness
is set to one again, but the strength and
saturation of the indirect lighting has been
boosted. This creates a physically incorrect
scene that uses the HDR features of Brazil
without specifying HDR colors. |
Global Illumination
Global
Illumination is a feature you will find in most modern rendering platforms
including Brazil.

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.
Global Illumination Details
Diffuse light scattering
This example shows color leaking and luminance
in indirect illumination.
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This
image shows the combined effect of all direct
illumination. Instead of a number of light objects,
this scene is lit by an unfocused and diffuse
white light (monochromatic skydome). Our visual
cortex dismisses this image as fake, since the
groundplane and the sphere (though touching)
have completely different hue and saturation
components. |
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When
we enable indirect illumination, the realism
of the rendering increases dramatically. Both
the groundplane and the sphere are affected
by the indirect light. |
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A
close-up of this rendering shows the dissipation
of diffuse global illumination, since the effect
of an object decreases by distance (things far
away are smaller than things nearby), the areas
of the groundplane that are closest to the sphere
have the most contrast, it is in these regions
that we can clearly see the colored bands of
the sphere. As we move further away, the orange
and green indirect lighting start to mingle. |
About Brazil
Brazil r/s for Rhino is a collaboration with Splutterfish, LLC to bring Rhino users the latest professional rendering technology.
Based on the Brazil r/s 2.0 technology, Rhino users can now use the same rendering technology as the world's most demanding CG artists without leaving Rhino.
Top production CG artists from every facet of the industry, and around the world, rely on SplutterFish’s Brazil r/s for their most demanding work. Brazil r/s was used most recently in several blockbuster films including Star Wars III: Revenge of the Sith (Lucasfilm Ltd), Sin City (Dimension Films), and the top-selling World of Warcraft (Blizzard Entertainment) video game.
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