Image courtesy of Tippett Studio

Clarisse Rendering Engine

Clarisse rendering engine is extremely fast. It is powered by a state of the art fully integrated multi-threaded CPU based rendering engine. Not only Clarisse is very quick to render final frames but you won’t believe how quick it displays the first pixels after an arbitrary modification.

Rendering Features Overview

Clarisse iFX rendering engine is fast, reliable, memory efficient, ready for heavy workload in production and fully featured. Clarisse also comes as command-line versions dedicated to render farms: CNode and CRender


The interactive rendering you experience when working with Clarisse is a massive bonus. It means we can light and work on assets and shots at a much quicker rate than we could previously (...) Having a lot of indirect lighting was always a challenge for us previously, and this was something that Clarisse brought to the table. Clarisse general rendering speed is a massive increase on what we were used to.
Peter Seager, Lighting & Rendering Supervisor at Double Negative
Peter Seager 

Monte Carlo Path Tracing

Based on unidirectional path tracer, Clarisse rendering engine solves illumination and shading using monte carlo sampling.There's no need for pre-process, pre-pass, shadow map, reflection map or baked point cloud. There's no limitation using conjointly motion blur and depth of field. Image quality can be controlled with a single parameter to increase or decrease global sampling for a faster feedback. It's predictable and the only artefact you can get is high frequency noise resulting from under sampling. To remove it, just increase the number of samples or apply a denoiser filter in post to save render times. It's that simple. 

Monte Carlo Path tracing in Clarisse

 A: 1 sample per pixel, sampling quality at 0% (3.0s) B: 64 samples per pixel, sampling quality at 100% (200.0s)  

Smart Sampling

Unlike most rendering engines, Clarisse render times don't fly through the roof when antialiasing, depth of field or motion blur are on. Clarisse smartly redistributes samples to avoid multiplying material or light sampling with antialiasing. When antialiasing is enabled or increased, artists can set them freely without the need of lowering individual sampling level.
Smart sampling in Clarisse

Displacements in ClarisseDISPLACEMENTS

Clarisse features an extensive, fast and memory efficient displacement mapping engine with adaptive tessellation. It features several mode ranging from single sided normal-based displacements up to double sided vector-based displacements.

Subsurface Scattering in ClarisseSUBSURFACE SCATTERING

Sub-surface scattering, or light scattering beneath surfaces, is calculated using a brute force raytraced approach. There's no need to cache point clouds or wait for a pre-preprocess.

Hair and fur

Render directly animated curve primitives which can vary from flat ribbons to tubes. Curve primitives supports any of Clarisse materials along with dedicated hair shaders. Clarisse also provides a hair/fur interpolation engine letting you create final hair from hair guides.  

Particle Rendering

Clarisse doesn't directly render particles, instead, it renders geometries. It uses particles (along with animation) as placement to scatter geometries or volumes. Custom particle properties such as age, color, rotation... can be used to drive scattering as well as shading. Particles along with scatterers can be used to create visual effects, clouds, build entire cities or animate crowds.

Volume Rendering

Volumes (including physical atmospheres) are considered like any other geometries in Clarisse. They can be scattered, instanced, combined and they can use any materials along with dedicated physical ones. They are directly rendered in the beauty pass. Shading and illumination are performed on the fly during rendering without pre-process.

OpenVDB volume scattered on particlesSingle OpenVDB volume scattered on particles to form clouds. 

Arbitrary Output Variables (AOVs)

Clarisse provides an extensive AOV framework that is one of the best available in the market. Each type of material defines its set of AOV that can be exported. AOVs are then rendered in a single pass and stored either in multiple images or embedded in a single EXR or TIFF.

Custom AOVs can also be created to export the result of a sub-graph of nodes or even custom information that is not participating to the shading. It's simple, powerful and elegant. 

Arbitrary Output Variables

Say Bye to The Proxy/Bbox way

Discover the Clarisse Way and interact with 3 billion of polygons (right) 

Super Fast and Interactive

Just think about this. Clarisse CPU-based rendering engine is so fast that it only relies on it when displaying scenes in its 3D View. Not only you work with the real deal, but everything you see is ready to render: there is no more transfer between the 3D DCC application and the renderer.

Deep Output

Clarisse simplifies both rendering and compositing. Output directly Deep EXR from Clarisse to compose your layers without the need of special mask passes or without fighting with blending artefacts. Clarisse also supports user defined deep data merging to reduce the size of your EXR.

Memory Efficient

Clarisse is one of the most memory efficient 3D application available on the market. Data is loaded and evaluated on an as-needed basis. It also features an innovative real-time automatic data de-duplication engine. Memory usage is automatically optimized as identical data such as geometry is transparently shared in the background. Finally, in Clarisse the renderer is the 3D application. Consequently data isn't duplicated between 3D DCC applications and renderers.

Texture Streaming

You can render scenes using virtually hundreds of gigabytes of texture maps. Clarisse rendering engine can stream texture maps from disk during rendering when needed. As a result, textures aren't entirely loaded in memory: only a small fraction is. 


Clarisse Tutorials

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