Image courtesy of Mathematic TV

Look Development Feature Set

Clarisse core feature set addresses lighting and rendering. Quite logically it offers a large set of features and innovative solutions dedicated to and designed in collaboration with look development artists. Materials can be applied dynamically to assetss through simple yet powerful rules to streamline the assembly of shots.

Texturing Workflow

Clarisse delivers an integrated, elegant and streamlined workflow that greatly simplifies look development job. Clarisse relies on a node based shading network paradigm which is achieved through a slick user interface. Texture operators can be shared across multiple materials or even be used to drive compositing or object scattering nodes.


Unified Shading Network

In Clarisse, materials are organized in a network of texture nodes where each one outputs a vector that can be seen as a color. That way, there is no type conversion and it is very similar to a node graph that would be made in node-based compositing application.

Flexible and intuitive shading system

Unlike in most 3D applications, texture nodes are not owned by a single material making Clarisse shading system very intuitive and flexible. Textures can be shared across different ones but also plugged to any texturable attributes such as the ones found in geometry scattering or image compositing.

Unified shading network in Clarisse

Production Ready Texture Mapping

Clarisse reads all Industry's standard image formats used in production. It is ready for pipelines using The Foundry MARI or Autodesk Mudbox: it supports natively both UDIM and Uv Tiles conventions. Texture maps can be either loaded in memory or streamed from disk during rendering at the cost of a minor performance hit. Mip maps are read from file when available or generated automatically on a need-to basis. Textures can be filtered using several methods ranging from basic nearest neighbor to advanced anisotropic filtering. 

Advanced Projections

Along traditionnal UV Mapping, Clarisse supports a wide range of implicit 2D/3D projections and each one supports transformations. These implicit projections are computed during rendering without the need of unfolding UV maps onto the geometry. Clarisse also provides an advanced camera projection supporting geometry occlusion.

Read more on camera projection


Shading layer in Clarisse

Shading Layer

As soon as they deal with multiple shots sharing the same assets, traditional material assignation to geometries makes it very difficult and tedious for artists.

To resolve this issue, Clarisse introduces Shading Layers. Shading Layers are sets of text rules paired with shading properties such as material clip map and visibility.

Each rule identifies one or multiple geometries using their names to apply user defined shading properties.

Artists can finally work their look development in isolation as materials become implicitly attached to geometries so they can be easily reapplied in lighting shots.


Advanced 3D view in Clarisse

Advanced 3D View

Unlike traditional software, Clarisse's 3D View is powered by its rendering engine. Not only Clarisse can display billions of polys at interactive rates but actual materials can be worked on in real time. While in Previz mode, Clarisse's 3D View lets artists work on the real deal instead of working on an Open GL approximate.


Advanced AOVS integration in Clarisse

Advanced AOVS Integration

In Clarisse, materials come with their own set of pre-defined AOVs but they can also be extended by any number of custom ones created by artists. Unlike pre-defined ones, custom AOVs directly output the result of texture nodes which aren't necessary part of the beauty pass. They can represent any useful information without interfering with the beauty. AOVs are displayed interactively in the Image View and artists can freely choose which ones they want to output in their renders. 





Dirt and occlusion in ClarisseDirt and Occlusion

Clarisse provides a powerful and fast raytraced occlusion node. This versatile node provides a lot of control to artists. It can be used to create from simple ambient occlusion pass to procedurally generated realistic dirt.