COMPREHENSIVE SUN LIGHT & ENVIRONMENT SETTINGS

UNICORN integrates a high-level, global illumination rendering technology that generates photorealistic images by simulating the physical behavior of light interaction with surfaces and volumes.

Images are progressively refined to provide full global illumination, more lighting there is in a scene the faster an image will converge.

With the introduction oh Physical sky and light, simply define the location of your model (Google maps GPS API), the date and daytime to obtain the type of lighting expected in your scene or use polar coordinates to define the sun position in a free referencement.

Why Physical ?

If you don’t use any background, leave UNICORN create it for you ! While changing the daytime, the sky parameters change accordingly. You can reproduce any type of day light (sunset, sunrise, early morning, afternoon) without any doubt and obtain a high-performance lighting without any effort.

SCENES CREATION

UNICORN introduces the concept of scenes.

What is a scene ?

A scene is a project photo at a specific time. Thus each scene stores lighting, background and camera setting. UNICORN  allows you to create, within a project, several scenes with different configurations and settings.

Switch from one scene to another in one single file

One big advantage of “scenes creation” can be related to UNICORN physically based materials. Materials don’t need to be re-edited from one scene to another (day & night for example) as they react according to the lighting & environment modifications, it means that your scene will look realistic at any time and without any changes.

PHYSICAL BASED MATERIALS

UNICORN’s materials are based on intuitive real world analysis and are physically based (*.MDL file format support).

Why PHYSICAL ?

Everybody can understand that the realism of one material is defined by the interaction of its own internal parameters (reflection, refraction, matte level etc..) with the light present in the scene. When receiving any sun’s ray or other source of light, each material reacts in a different manner.

The biggest problem is the way how a material is developed. Nowadays it is common to see a material to give an astonishing level of realism in a day scene, however the same material with the same parameters can look fake if the light changes.

This problem is not existing anymore in UNICORN because each material has its own definition programmed internally. In this case, no matter how changes the environment, your scene will look photorealistic.

MEGA Materials

Getting high-level materials is not anymore a struggle as UNICORN developed a new way of defining and applying materials thanks to the concept of “Mega materials”. Simply chose one material and select its type (ex: glass frosted, clear, physical, smokey etc..).

Layered Materials

UNICORN materials’library is based on a hierarchical materials model, with materials created as they would be in the real world. This feature allows you add any modification wihout being lost in a complex interface. Any coating (ex: to create scratches) can be added independently on an existing material which gives user a full freedom during material edition. It is for example possible to add light emission properties to any materials.

MAXIMUM PERFORMANCES & REAL TIME EDITING MODES

Local and distributed rendering scalability

​Distribute your rendering workload efficiently across multiple platforms, scaling the performance as appropriate for your use case.

Local CPU and GPU

UNICORN Render is fully multithreaded for CPU and automatically distributes rendering across all CPU resources. By adding one or more additional GPUs to a single machine you will experience near linear performance improvement with each card added.

For more informations on GPU technology, click here

Remote rendering across Local Area Network (LAN) or Cloud (Option in Beta)

Make the most of the compute power across your Local Area Network; distribute render tasks across your LAN with multi-user operation and take advantage of the ability to dynamically add to the LAN-cluster to increase compute capacity without the need to restart UNICORN.

Render modes

The flexible and interchangeable nature of the UNICORN render modes means that every mode, Interactive, Preview and Photoreal can be customised using easily changeable parameters; decide on the appropriate level of photorealism and interactivity for each use case and seamlessly switch between modes.

Photoreal mode

UNICORN Photoreal is a high-performance,  rendering mode that generates photorealistic imagery by  the physical behavior of light interaction with surfaces and volumes. UNICORN balances ease of use with the highest achievable quality for photorealistic final frame output. Images are progressively refined to provide the full global illumination including caustics, sun studies and luminance distributions.

Edit mode

The Edit mode minimises render noise through the use of advanced optimisation algorithms, that mimic photorealism, and through the use of path space filtering, which removes noise from the final frame. This creates a seamless transition between interactive and other render modes.

ACCURATE ARTIFICIAL LIGHTS

Full database

 

UNICORN gives access to a full range of lights format such as .IES. User can use all customized lights or integrate light profiles developed by manufacturers.

Easy to place

Thanks to its 2D navigation panel, UNICORN improves the usability of the interface. Rotate, scale, define target easily has never been so easy.

Groups management

Create group to store the lights added to the model and multiply the intensity of a full group of light in one click.

INTEROPERABLE

Multi-file formats support

*.skp *.3dm *.3ds *.fbx *.dae *.blend *.ifc *.obj *.dxf *.xml *.mi and more !

Use UNICORN as a standalone application or as a plugin

UNICORN is a communicative rendering application and allows you to use it as a standalone application and import most of the 3D file formats existing on the market or attach it to your application and take advantage of its features as a plugin.

BUY ONE SOLUTION & GET ALL PLUGINS

Use UNICORN as an IMPORTER/EXPORTER module

Accuracy, import options are points that highlight the fact that UNICORN is a real “bridge” application.

OBJECT MANAGEMENT

Importing 3D models to your current scene has never been so easy

By supporting most of the 3D CAD & Rendering file formats existing on the market (*.skp *.3dm *.3ds *.fbx *.dae *.blend *.ifc *.obj *.dxf *.xml *.mi), UNICORN becomes a real interoperable applications. Not only in terms of communication and data exchange but also in its concept of single session. Thanks to open source libraries such as 3D Sketchup Warehouse, feel free to import any object into your scene, manage smoothing and import accuracy, and it’s done !

UNICORN loads the materials (*.skp), and gives access to many useful controls. It is possible to move / scale / rotate / hide any objects present in the project.

SPACE REFERENCE & NAVIGATION

An easier way to reference your model in space

UNICORN displays 3 different 2D planes view in order to help you to navigate through your model or simply define the position of an artificial light. Manage the 2D panels’s setting independently from the main 3D navigation panel.

Use transparency attributes in order to see all geometry.

Add as many cameras to each scene created and swich from one to another to display different views of your models.

2 modes of representation are available, orthographic and perspective. Orthographic mode can be useful in all kind of architectural projects to display from elevation.

UNICORN develops the concept of presets (position, lights, background etc…).

GEOMETRY MANAGEMENT

Manage the geometry directly in UNICORN

Usually, it is easier to manage, fix or simply adjust the geometry of one model directly from the modelling side because all functions are developed and because all entities are managed in their native format, without any loss or damage on the geometry.

With a full panel of functions, UNICORN allows to do the main actions on any selected geometry.

It is possible :

  • to group a selection of meshes
  • to recalculate normals if geometry is displayed wrong
  • to display or hide any selected geometry
  • to define smoothing while importing or on a selected geometry (or group of meshes)