Making creativity fun again!

Meet Clarisse 3.6 the most innovative 3D and VFX creation tool available on the market.

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New NVIDIA® OptiX AI-Accelerated Denoiser

Make your creative decisions faster than ever before thanks to the new real-time denoiser powered by NVIDIA® GPUs! It’s truly magical! Final renders are now dramatically speed-up and interactive renders turn automatically into final ones! You just make more creative decisions while benefiting at the same time from quicker render times! Concerned about your render farm? Don’t worry, if your farm isn’t fully equipped with NVIDIA® GPUs, Clarisse delivers a dedicated command line denoiser to denoise final image sequence renders as a post-process batch on dedicated machines!



“We love the potential of  NVIDIA OptiX image denoising technology integration in Clarisse.
It’s completely changing the game for path-tracers.
It’s incredibly fast and it almost feels magical to see all this nice smooth detail appear instantly instead of indecipherable noise!”

Sylvain Theroux,  Senior Visual Effect Artist at Raynault VFX.




New Outline Rendering

Discover the new outline subpixel filter available in Clarisse 3.6. The outline shader allows you to render high quality edges and silhouettes from your 3d scenes so you can now easily create great non-photorealistic images such as blueprints or cel-shading style renderings directly in Clarisse.









New Shadow Catcher

Thanks to the new Shadow Catcher, background plates can now easily receive shadows and color bleeding of CG elements in your scenes simplifying greatly live action integration.

Clarisse 3.6 also introduces at the same time a new LPE unoccluded event to extract diffuse, reflection and transmission occlusions in your custom LPEs.





New Shading Variables

Streamline your lookdev pipeline using the all-new Shading Variables in Clarisse 3.6 and feel the power to have one material to rule them all! Create and share true material templates across multiple objects in your projects to simplify the management of your scenes.
Instead of duplicating whole material networks, specialize and drive them directly by defining Shading Variable values at shading group, geometry or shading layer levels.

New Alembic Bundles

Alembic bundles are now the most uncompromising way to bring Alembic archives in Clarisse. They are a new type of geometry that allows you to bring a whole Alembic file as a single item in Clarisse 3.6.

Alembic Bundles dramatically reduce the complexity of your scenes. They are faster to load, more portable and manageable and they use less memory.

New watermark-free PLE policy

Are you learning Clarisse? Would you like to share your work with the community? Great news! We’ve changed our policy regarding the Personal Learning Edition watermarks.
It’s simple, as long as you are using Clarisse for non-commercial purposes, you can now save watermark-free renders* of your work directly out of the PLE.

*Watermark-free renders are subject to limitations: they are limited to 2560x1440 resolution, a maximum of 3 saves per 24 hours and for non-commercial purpose exclusively.





New Particle and Property Paint


Thanks to Clarisse 3.5, it has never been so easy to control instances in your scatterers! Directly paint particles in Clarisse to layout geometry instances and drive each of their attributes such as ID, rotation or scale etc. by painting custom particle properties.

Use the new Bake Scatterer feature to bake any of your procedurally generated scatterers to edit and control manually individual instances by using brush strokes.



New Per-Object
Scatter Probability

In Clarisse 3.5, you can now set the probability of each scattered object to creatively control how often specific objects are instanced by your scatterer.

This way you can easily manage the diversity of your instance distribution by favoring some objects over others to have for example 20% of trees for 80% of bushes.

New Scatterer
Instance Collision Detection

Clarisse 3.5 introduces an all-new fast and flexible instance collision detection for scatterers to greatly improve the realism of your scenes.

Overlapping instances in your scatterers can now be automatically culled to create more natural distribution. Collision detection can also be creatively controlled by providing alternate sets of bounding box proxies overriding the ones coming from the geometries.

New Per-Instance
Time Offset in Scatterers

Clarisse 3.5 allows you to control, vary and offset the input time of each instance in a scatterer.

You can now build complex animations out of a few animated items to allow you to very easily animate massive crowds, simulate blast of winds in forests or create chain-reaction explosions.



Improved Groups

Groups are a central piece of Clarisse’s workflow. They describe collections of items and their contents can be manually or automatically set via procedural rules.

The new 3.5 group engine offers greater flexibility by allowing you to mix both rules and explicit item referencing.

It offers faster performances by letting you bake the content of your groups in place. Automatic shot assembly has also been improved in 3.5: you can now use groups to procedurally build your Shading Layers and automatically assign AOV Stores and Light Path Expressions to your renders.

File Referencing Improvements

Clarisse 3.5 brings you a new faster referencing engine built from ground up. Thanks to this new engine you can now directly create or clear overrides at attribute, object or context level.

You will also experience large performance improvements as overrides are now cleared without reloading original references from disk.




New Light Path Expressions (LPE)


The new powerful Light Path Expression, based on Open Shading Language (OSL) standard syntax, gives you fine controls to output custom AOVs describing specific parts of the light simulation for compositing purposes.For example, you can output all contributions of the Sun in your scene or decide to only extract the total reflection resulting from a group of lights of a specific object in your scene. Using LPE you can also easily output single AOVs for each light in your scene, offering you the flexibility to adjust your lighting after rendering in a compositing package.








New Cryptomatte Support

Clarisse 3.5 natively supports Cryptomatte the open-sourced standard used to create ID mattes. Supported in most compositing packages, Cryptomatte efficiently resolves the tricky issue of automatically generating consistent ID mattes from renders featuring motion blur, transparency and depth of field.





Speed up your renders thanks to the new Low Light Threshold in 3.5. Low Light Threshold allows you to let the renderer skip computation on lights that are often almost invisible in your final render.

When faint lights have their level of contribution under this user threshold, they are automatically skipped from the lighting computation resulting in improved performances with almost no visual loss.


When it comes to simulating photo-realistic illumination it’s great to rely on physical lights. However, sometimes you want to go further and artistically control your lights.

Thanks to the new physical light falloff controls, you can now cheat with light’s physics model by manually overriding light intensity over the distance to reach the exact look you want.


Pixar’s OpenSubdiv tessellation engine is now fully supported in Clarisse 3.5. Clarisse supports normals/UV/geometry property (primVar) interpolation as well as semi-sharp creases.
Using this new engine you’re sure to get the exact same geometry in Clarisse that you get in your 3D modeling or DCC application supporting OpenSubdiv.


Creating complex and large scale environments may introduce undesirable noisy artefacts due to numerical imprecisions. Formerly, the only solution to remove this noise was to manually tweak the raytrace offset value on each individual object. Thanks to numerous improvements in Clarisse’s 3.5 engine, numerical imprecisions artefacts are now automatically removed from your renders in almost all cases!







Clarisse 3.5 introduces a new Standard PBR material largely inspired from the very popular AlSurface. Thanks to the new Standard, you don’t need to construct complex network of nodes anymore to create realistic materials.

You directly describe most of real world materials such as skin, plastic, metal, water or car paint in a single node.

Even better, since the Standard PBR material virtually allows a ‘1:1’ reuse of parameters value and existing texture maps created for the AlSurface, it’s now possible to convert existing libraries of materials made for Arnold or VRay to Clarisse!






Clarisse 3.5 introduces a new Triplanar texture node to help texturing geometries without the need of relying on UVs. The Triplanar allows you to specify different textures for each 6 axis. Combined with the latest Object Space feature letting you project on either based or deformed geometry, Triplanar becomes the node of choice to lookdev complex models such as landscapes.



In Clarisse 3.5, you now set a custom reference frame on animated geometries to specify the base geometry used for texture projections and geometry sampling.This is extremely useful when doing camera maps as well as point cloud generation.




Enhanced user interface


Clarisse 3.5 user interface has been greatly enhanced with the main target of improving both user experience and workflow. This major refresh is more modern and includes new sets of icons, searchable menus, dockable/undockable widgets, new interface designs improving both readability and usability and various speed improvements throughout the application.