Physical Based Rendering

Fully integrated, blazingly fast High Quality Real-time Rendering
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U-RENDER brings the blazingly fast real-time rendering technology from video games to your favorite DCC application. It’s seamless integration eliminates the need for cumbersome data conversion and optimization.

Screen Space Reflections

Screen-space reflections allow materials in U-RENDER to reflect the surrounding scene in real-time. Even though only what is visible on the screen can be reflected, screen-space reflections can dramatically improve the overall look of an image.

PBR Materials

Physically based materials in U-RENDER use a unified shader that allows for a wide variety of different looks. Using a GGX reflectance model you can rely on familiar parameters to adjust and tweak surface appearance.

More on Materials

Multi-Pass Rendering

For maximum flexibility in later compositing stages, U-RENDER supports the output of multiple passes - including material and object masks. Passes allow fine grained control over the final appearance and provides extra flexibility to artists who want to leverage render result to their fullest.

Image Based Lighting

Image based lighting (IBL) allows you to use an HDR environment map to quickly add ambient light to your scene. This creates a rich, colorful mood with little impact on rendering performance.

Ambient Occlusion

Ambient occlusion is an essential to add soft contact shadows for more realistic lighting. U-RENDER uses screen-space ambient occlusion that can be adjusted in real-time.

Depth of Field

Depth of field (DOF) is an important artistic tool and being able to make adjustments in real-time takes it to a new level. Once you are used to it, you cannot go back to any other way of working.