Modeling
- A range of 3D object types including polygon meshes, NURBS surfaces, bezier and B-spline curves, metaballs, vector fonts (TrueType, PostScript, OpenType)
- Very fast Catmull-Clark subdivision surfaces with optimal iso-lines display and sharpness editing
- Mirror modifier with middle vertices clipping and automatic deletion of inner faces
- Non destructive real time Boolean and Array modifiers
- Mesh modeling based on vertex, edge and/or face selection
Smooth soft selection editing tools for organic modeling
Shade
- Node editor for creating and mixing complex materials
- Material previews rendered by main render engine
- Fast, realistic subsurface scattering
- Versatile procedural textures system
- Reflection maps
- Normal, displacement and bump maps
Animate
- Armature (skeleton) deformation with forward/inverse kinematics
- Auto IK allows posing FK chains easily
- Non-linear animation editor for mixing individual actions created in Action editor
- Animated constraint system
- Character animation pose editor
- Animated deformers (Lattice, Curve)
Render
- Very fast inbuilt raytracer
- Oversampling, motion blur, post-production effects, fields, non-square pixels
- Render layers and passes
- Render baking to UV maps (full render, ambient occlusion, normals, textures)
- Render engine tightly integrated with the node compositor
Interactive 3d
- Graphical logic editor for defining interactive behavior without programming
- Collision detection and dynamics simulation now support
Bullet Physics Library. Bullet is an open source collision detection and rigid body dynamics library developed for Play Station 3
- Shape types: Convex polyhedron, box, sphere, cone, cylinder, capsule, compound, and static triangle mesh with auto deactivation mode
- Discrete collision detection for RigidBody simulation
- Support for in-game activation of dynamic constraints
- Full support for vehicle dynamics, including spring reactions, stiffness, damping, tyre friction etc
- Python scripting API for sophisticated control and AI, fully defined advanced game logic
- Support all OpenGLTM lighting modes, including transparencies, Animated and reflection-mapped textures
- Support for multimaterials, multitexture and texture blending modes, per-pixel lighting, dynamic lighting, mapping modes, GLSL vertexPaint texture blending, toon shading, animated materials, support for Normal Maping and Parallax Mapping
- Playback of games and interactive 3D content without compiling or preprocessing
- Audio, using the SDL toolkit
- Multi-layering of Scenes for overlay interfaces
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