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Sketch style and photo realistic styles ion one renderer designed to plug straight into Rhino
The cartoon image below was rendered in Brazil for Rhino, and it shows advanced features that you will not find in simpler rendering platforms:
Brazil offers:
Features
Brazil details
Product Design
Brazil can help you visualize your designs in a wide range of styles from high-quality photorealistic renderings, to easy to understand line drawings and illustrations.
Flexible camera settings help achieve realism. Mix and match photorealistic and Illustrative rendering styles. Simulate a vast array of complex materials -- everything from hard reflective materials to soft, translucent plastics.
Jewellery Design
Brazil is the ideal renderer for the hard-surfaces and complex light interaction needed by jewellery designers.
Diffusion in materials along with HDRI lighting create brillance in gemstones. Realistic lighting through caustic photon reflections and refractions. Advanced camera features, like depth-of-field, help show scale and make your renderings look like photographs.
Transportation Design
Sharp rendering and multilevel materials allow Brazil to simulate the complex material finishes needed for planes, trains and automobiles.
Simple to use HDRI lighting makes set-up a snap. Accurate reflections communicate surface contours. Accurate shadowing and flexibility in camera lenses help create a sense of scale in your images.
Architectural Design
Brazil's render engine has the performance and flexibility to render all forms of exteriors, interiors and landscaping.
Global Illumination and industry standard IES photometric datasets from lighting manufacturers can be used. Sunlighting system allows for site specific daylighting studies. Sophisticated, realistic materials allow you to work equally well whether doing interiors or exteriors.






Raytracing Materials
The five details highlighted in this image represent an advanced feature: (1) Raytracing, (2) Advanced lighting, (3) Toon rendering, (4) Depth of field, (5) Procedural textures.
Cartoon and Sketch styles
Brazil's advanced raytrace engine simulates a wide range of effects due to Brazil's extensive material model:
Reflection Refraction (transparency) Dispersion (prismatic rainbow effects) Sub-surface scattering (diffuse light transmitting materials such as wax or skin) Glossy reflections (blurry or brushed materials)
Brazil light features
Decay (darkening of light as a function of distance to the source) Attenuation (amplification of brightness as a function of distance to the source) Focus control (rectangular, conical, cylindrical etc.) Projections (emitting a picture or procedural texture instead of a color) Exclusion lists (lights ignore specified objects in the scene)
Brazil will also display focal cones and attenuation spheres for selected lights in the viewport, so you can see the affects of your settings in real-time
Procedural Textures
Brazil supports both bitmap and procedural textures. Bitmap textures use images (a grid of colored pixels). Procedural textures, on the other hand, are defined by a mathematical function. Procedural textures do not suffer from resolution or tiling problems, and it is easy to change their behavior. Procedural textures are simulated in the Rhino viewport to make adjustments easy.
High Dynamic Range colors
Brazil is a high-dynamic-range (HDR) engine.
With an HDR rendering engine, colors are not limited to the black~white range. Colors can be brighter than white and darker than black. "Brighter-than-white" colors are important even though the computer screen cannot display them, because colors in a rendering are often diluted by partial reflection or refraction.
Diffuse light scattering - indirect illumination
This example shows color leaking and luminance in indirect illumination.This image shows the combined effect of all direct illumination. Instead of a number of light objects, this scene is lit by an unfocused and diffuse white light (monochromatic skydome). Our visual cortex dismisses this image as fake, since the groundplane and the sphere (though touching) have completely different hue and saturation components.
When we enable indirect illumination, the realism of the rendering increases dramatically. Both the groundplane and the sphere are affected by the indirect light.