Category Archives: Video

New texture driven Point Cloud generation!

Clarisse 3.0 (Pegasus) introduces a new point_uv_sampler  geometry that samples the UV values of the geometry support in UV space which makes it much faster and way more efficient than the point_cloud that does this evaluation in 3D space.

point_uv_sampler is not meant to replace the point_cloud.
As already mentioned the point_uv_sampler samples the UV colors of its geometry support in 2D space and as a consequence it can’t take any other scene object than a single mesh as geometry support unlike the point_cloud that can use a combiner.

This is the flip side of the 2D space evaluation but its advantage is that the point_uv_sampler will be much faster in evaluating its density according to UV colors.

Unless you really need to use combiner or any other scene object than a single mesh as a geometry support, the point_uv_sampler brings a significant gain of performance.

Picture in Picture textured area lights

When you need to light a scene with light emitting objects, the worst case scenario is when you have a VDB object. With global illumination, your scene will work but the effect will be very expensive to render.

One of our clients needed to render cannon fire effects and thus illuminate the scene with each explosion flash. They found a trick to replace the global illumination effect by area lights dynamically textured by renders of the VDB sequences, and they dramatically reduced the render time with similar results.

In this video, I’ll show you this technique based on Clarisse’s ability to use a live render as texture. You’ll see how a small render of VDB explosion could be used to texture an area light. Thanks to this tip, you’ll get similar results, compared to a GI light, with faster render times!

The same technique can be used for a lot of tricky lighting scenarios, like indirect interior lighting.

Here is a reconstruction of the setup, using a simplified geometry.

3D View: Managing item visibility

Clarisse introduces new concepts such Images (+layers) Contexts and Groups that aren’t found in any other 3D DCC application. They are intrinsically linked to visibility management in Clarisse and as they are unique they can be confusing for new users.

“The first time I opened the content project “city.project”, there’s one thing I found awkward: each time I was picking geometry, my 3D View was automatically updated as if my camera was being teleported to another location.”

Of course, the explanation was pretty simple: my 3D View was set to Context mode. To be honest, it took me a while to completely master these different modes as they are very unique to Clarisse. It took me slightly longer to get used to the Context concept but, strangely, contexts are now so important in my workflow, I can’t imagine myself working without them anymore…

I’ve prepared a little video which gives an overview of the different 3D View display modes. Hopefully it will help new comers to grasp these fundamental concepts faster.  As a bonus at the end of the video, I introduced the brand new Isolate mode which appeared in Clarisse Pegasus (3.0) version..

Clarisse’s secret series: The selection

Clarisse has been designed to offer web/file browser like navigation. It can be pretty awkward as it’s pretty unusual for most 3D DCC applications. This is why there’s a large tool bar right under the application menu which displays the current selection pretty much like how a web browser displays the URL of the site you’re currently browsing.


This navigation toolbar and generally speaking Clarisse’s selection handling are some of the things most users seem to miss surprisingly.

Enough talking, I prepared a 2 mins video covering everything there is to know about Clarisse selection, selection navigation and an overview on how to link multiple widgets together using selection slots.