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Comparison of 3D computer graphics software
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3D computer graphics software refers to packages used to create 3D computer-generated imagery.
General information
[edit]Current software
[edit]This table compares elements of notable software that is currently available, based on the raw software, with no added plug-ins.
| Application | Latest release date and version |
Developer | Platforms | Main uses | License |
|---|---|---|---|---|---|
| 3ds Max | 2024-10-16 v 2025.3 |
Autodesk | Windows | Modeling, animation (video games and films only), FX simulation, lighting, rendering | Proprietary |
| AC3D | 2022-04-27 v 9.0 |
Inivis | Linux, macOS, Windows | Modeling | Proprietary |
| Alibre Design | 2022-08-03 v 25 |
Alibre, LLC | Windows | Computer aided design | Proprietary |
| AutoCAD | 2022-03-28 v 2023 |
Autodesk | macOS, Windows | 2D computer aided design, 3D modeling, basic rendering, rudimentary animation (of camera, not objects) | Proprietary |
| Blender | 2024-08-20 v 4.2.1[1][2] |
Blender Foundation | Windows, macOS, Linux, BSD, Solaris, AmigaOS 4, MorphOS | 2D–3D cartoon animation, lighting, modeling, node based material creation, texturing, 3D texture painting, UV mapping, rendering (internal, external, 3D anaglyph and VR), 3D rigging and animation, sculpting, visual 3D effects, basic post-production video editing, motion tracking, Python scripting, fluid simulation, particles, physics, compositing | GPL-2.0-or-later[3] |
| Carrara | 2013-08-26 8.5.1.19 |
Daz 3D | Windows, macOS | Animation, modeling | Proprietary |
| Cheetah 3D | 2021-02-20 v 7.5.1 |
Martin Wengenmayer | macOS | Animation, modeling, rendering | Proprietary |
| Cinema 4D | 2022-04-20 S26 |
Maxon | macOS, Windows, Amiga OS[4] | Animation, lighting, modeling, visual 3D effects, rendering, simulation | Proprietary |
| CityEngine | 2018-09-18 v 2018.1 |
Esri | macOS, Windows, Linux | Procedural Modeling of 3D Cities | Proprietary |
| Cobalt | 2020-02-04 v11 |
Ashlar-Vellum | macOS, Windows | Modeling, computer aided design, animation | Proprietary |
| DesignSpark Mechanical | 2020-07-20 v5.0 |
SpaceClaim, RS Components | Windows | Modeling, computer aided design, rapid prototyping, 3D printing | Proprietary |
| Electric Image Animation System | 2013-06 v9.1.0 |
EIAS3D | macOS, Windows | Animation, lighting, rendering, film, television, visual 3D effects | Proprietary |
| FreeCAD | 2024-01-08 v 0.21.2[5] |
Jürgen Riegel, Werner Mayer, Yorik van Havre | macOS, Windows, unix, Linux | CAD, FEA with Calculix, Python scripting, parametric design, robot simulation, CAM, BIM, import and export | LGPL 2.0 or later |
| form-Z pro/jr/free | 2020-02-? 9.0.2 |
Autodessys, Inc. | macOS, Windows | Animation, modeling, lighting, rendering, fabricating, set design | Proprietary |
| Hexagon | 2018-02-16 2.5.2.109 |
Daz 3D | Windows, macOS | Subdivision modeling, UV mapping | Proprietary |
| HiCAD | 2017-02-13 v HiCAD 2017 |
ISD Software und Systeme | Windows | 2D/3D modeling, computer aided design, Automatic drawing generation, BIM, animation, HELiOS PDM integration, API scripting | Proprietary |
| Houdini | 2024-05-31 v 20.5 |
Side Effects Software | Windows, macOS, Linux | Animation, lighting, modeling, visual 3D effects | Proprietary |
| iClone | 2019-12-17 v 7.71.3626.1 |
Reallusion | Windows | Animation, film and television previz, videogame asset creation, lighting, visual 3D effects | Proprietary |
| Inventor | 2021-01 v 2021.2.1 |
Autodesk | Windows | Modeling, computer aided design, rapid prototyping, 3D printing | Proprietary |
| LightWave 3D | 2020-08-07 v 2020.0.2 |
LightWave Digital | macOS, Windows, Amiga OS[6] | Modeling, animation, lighting, rendering, film and television previz, videogame asset creation | Proprietary |
| MASSIVE | ? v 3.5 |
Massive Software | Windows, Linux | Artificial intelligence in models | Proprietary |
| Maya | 2024-08-13 v 2025.2 |
Autodesk | Windows, macOS, Linux | Modeling, NURBS modeling sculpting, rigging, skinning, retargeting, animation, lighting, rendering, Bifrost fluids, Python scripting, Bifrost ocean simulation system, UV mapping, MASH procedural effects, time and graph editor, Arnold renderer, color management polygon modeling, visual 3D effects | Proprietary |
| Metasequoia | 2022-12-23 4.8.4b |
tetraface Inc. | Windows, macOS | Modeling | Proprietary |
| Mudbox | 2022-04-18 2023 |
Autodesk | macOS, Windows, Linux | Lighting, sculpting (the deformation of the model) | Proprietary |
| OpenSCAD | 2021-01-31 v 2021.01 |
Marius Kintel, Claire Wolf | macOS, Windows, Unix, Linux | CAD, scripting, parametric design, CSG | GPL-2.0-or-later |
| PTC Creo (former Pro/Engineer) | 2020 v 7.0 |
PTC | Windows, HP-UX, Unix | Modeling, computer aided design | Proprietary |
| Remo 3D | 2025-09-10 v 3.2.1 |
Remograph | Windows, Linux | Modeling, virtual reality, real-time modeling, video game creation, computer aided design | Proprietary |
| Rhinoceros 3D | 2020-12-08 v 7 |
McNeel | Windows, macOS | Modeling, computer aided design, scripting with Grasshopper, many plug-in for simulation, CAM, BIM, rendering, and more | Proprietary |
| Salome | 2020-12-01 v 9.6 |
Open Cascade EDF CEA | Windows, Unix, Linux | CAD, scripting, parametric design, CSG, meshing, pre-post for CAE | LGPL 2.1 or later |
| Shade 3D | 2022-11-08 v 23.1 |
FORUM 8 | macOS, Windows | Modeling, computer aided design, rendering, animation | Proprietary |
| Silo | 2022-11-03 v 2023.0 |
Nevercenter | macOS, Windows | Modeling | Proprietary |
| Tekla Structures | 2024-09-13
v 2024 SR 4.1 |
Tekla | Windows | 3D modeling, reporting, 2D drawings, 3D drawings, CAD, CAM, BIM | Proprietary |
| SketchUp Pro | 2021-01-05 [7] v 21.0.1 (Win64) v 16.1.1450 (Win32) |
Trimble Navigation | macOS, Windows | Modeling, computer aided design | Proprietary |
| Solid Edge | 2020-06-? 2021 ST13 |
Siemens Digital Industries Software | Windows | Computer aided design | Proprietary |
| SolidWorks | 2022-07-11 v SolidWorks 2022 SP3.1 |
Dassault Systèmes | Windows | Computer aided design | Proprietary |
| SpaceClaim | 2020-08-08 v 2020.R2 |
Ansys | Windows | Computer aided design | Proprietary |
| Verto Studio 3D | 2021-02-12 v2.5.0 |
Michael L. Farrell | macOS, iOS | Mobile modeling, texture mapping, lighting | Proprietary |
| Wings 3D | 2020-12-20 v 2.2.6 |
Dan Gudmundsson (maintainer) | macOS, Windows, BSD, Linux | Modeling, sculpting (the deformation of the model), UV mapping | BSD |
| ZBrush | 2022-02-07 v 2022.0.5 |
Maxon | macOS, Windows | Modeling, texturing, lighting, sculpting (the deformation of the model), rendering | Proprietary |
Inactive software
[edit]There are many discontinued software applications.
| Application | Latest release date and version |
Developer | Platforms | Main uses | License |
|---|---|---|---|---|---|
| Bryce | 2010-12-23 7.1.0.109 |
Daz 3D | Windows (32-bit), macOS (10.7 and above) | Animation, landscape modeling, fractal geometry | Proprietary |
| Clara.io | redesigned in 2015-03-31 | Exocortex | Mozilla Firefox, Google Chrome, Microsoft Internet Explorer | Modeling, animation, rendering | Proprietary |
| E-on Vue | 2021-12-09 v 2021.2 |
E-on Software (part of Bentley Systems) | macOS, Windows | Animation, landscape modeling, lighting | Proprietary |
| Modo | 2022-06-21 16v2 |
The Foundry | macOS, Windows, Linux | Modeling, animation, rendering | Proprietary |
| POV-Ray | 2013-11-09 v3.7.0 |
The POV-Team | macOS, Windows, Linux, AmigaOS | Lighting, visual 3D effects | AGPL-3.0-or-later |
| SketchUp Make | 2017-11-14 [7] v 18.0.16975 (Win64) v 18.0.16976 (Mac64) |
Trimble Navigation | macOS, Windows | Modeling, computer aided design | Proprietary |
| Softimage | 2014-04-14 "2015" (final release) |
Autodesk | Windows, Linux | Modeling, animation, video game creation, lighting, rendering, visual 3D effects | Proprietary |
| solidThinking Evolve (predecessor of Altair Inspire Studio) | ?-? v 9.0 |
Altair Engineering | macOS, Windows | Modeling | Proprietary |
| trueSpace | 2009-05-25 v 7.61 |
Caligari Corporation | Windows, AmigaOS | Animation, modeling | Proprietary |
| VistaPro | 2005 v 4.2 |
Hypercube Engineering, Monkey Byte Development | Windows | Landscape modeling | Proprietary |
Operating system support
[edit]The operating systems on which the editors can run natively (without emulation or compatibility layers), meaning which operating systems have which editors specifically coded for them (not, for example, Wings 3D for Windows running on Linux with Wine).
| Name | Windows | macOS | Linux | Unix | BSD | iOS | Android | Other |
|---|---|---|---|---|---|---|---|---|
| 3ds Max | Yes | No | No | No | No | No | No | |
| AC3D | Yes | Yes | Yes | No | No | No | No | |
| Art of Illusion | N/a | N/a | N/a | N/a | N/a | N/a | N/a | Java virtual machine |
| AutoCAD | Yes | Yes | No | No | No | Partial[8] | ||
| Blender | Yes | Yes | Yes | Yes | Yes | No | unofficial[9] | [os 1] |
| Carrara | Yes | Yes | No | No | No | No | No | |
| Cheetah 3D | No | Yes | No | No | No | No | No | |
| Cinema 4D | Yes | Yes | No | No | No | No | No | Amiga OS |
| Clara.io | Yes | Yes | Yes | Yes | Yes | ? | Yes | ChromeOS |
| DesignSpark Mechanical | Yes | No | No | No | No | No | No | |
| Electric Image Animation System | Yes | Yes | No | No | No | No | No | |
| form-Z | Yes | Yes | No | No | No | No | No | |
| HiCAD | Yes | No | No | No | No | No | No | |
| Houdini | Yes | Yes | Yes | No | No | No | No | |
| IClone | Yes | No | No | No | No | No | No | |
| LightWave 3D | Yes | Yes | No | No | No | No | No | [os 2] |
| MakeHuman | Yes | Yes | Yes | No | No | No | No | |
| Massive | Yes | No | Yes | No | No | No | No | |
| Maya | Yes | Yes | Yes | dropped[os 3] | No | No | No | |
| Metasequoia | Yes | Yes | No | No | No | No | No | |
| Modo | Yes | Yes | Yes | No | No | No | No | |
| POV-Ray | Yes | Yes | Yes | No | No | No | No | [os 4] |
| Remo 3D | Yes | No | Yes | No | No | No | No | |
| Shade | Yes | Yes | No | No | No | No | No | |
| Silo | Yes | Yes | dropped in 2.5 | No | No | No | No | |
| SketchUp | Yes | Yes | SketchUp for Web[10] | ? | ? | Yes | Viewer only | |
| Tekla Structures | Yes | No | No | No | No | No | No | |
| Softimage | Yes | No | XSI 2.0 and later | dropped | No | No | No | |
| Solid Edge | Yes | No | No | No | No | No | No | |
| solidWorks | Yes | No | No | No | No | No | No | |
| solidThinking | Yes | Yes | No | No | No | No | No | |
| SpaceClaim | Yes | No | No | No | No | No | No | |
| trueSpace | Yes | No | No | No | No | No | No | Amiga OS} |
| Verto Studio 3D | No | Yes | No | No | No | Yes | No | |
| E-on Vue | Yes | Yes | No | No | No | No | No | |
| Wings 3D | Yes | Yes | Yes | No | No | No | No | |
| ZBrush | Yes | Yes | No | No | No | Yes | No | |
Features
[edit]| Modeling | 3D Painting | Animation | Rendering | 3D Tracking | Compositing | |
|---|---|---|---|---|---|---|
| 3ds Max | Yes | Yes | Yes | Yes | No | Some |
| AC3D | Yes | ? | ? | No | No | No |
| Blender | Yes | Yes | Yes | Yes | Yes | Yes |
| Electric Image Animation System | dropped[11] | ? | Yes | Yes | No | ? |
| Cinema 4D | Yes | Yes | Yes | Yes | R16 or later | No |
| Clara.io | Yes | ? | Yes | Yes | No | ? |
| Cobalt | Yes | ? | Yes | Yes | No | ? |
| HiCAD | Yes | Yes | Yes | Yes | No | No |
| Houdini | Yes | Yes | Yes | Yes | No | Yes |
| IClone | Yes | ? | Yes | Yes | ? | ? |
| Lightwave 3D | Yes | No | Yes | Yes | No | Yes |
| MakeHuman | parameter-based | No | No | No | No | No |
| Maya | Yes | Yes | Yes | Yes | dropped (Maya Live) | dropped (Maya Composer, Maya Fusion, and Maya Composite) |
| Metasequoia | Yes | No | No | Yes | No | No |
| Modo | Yes | Yes | Yes | Yes | No | No |
| Remo 3D | Yes | No | Yes | Yes | No | No |
| Shade | Yes | No | Yes | Yes | No | No |
| Softimage | Yes | 3.7 or later | Yes | Yes | No | Yes |
| Solid Edge | Yes | ? | Yes | Yes | No | ? |
| SketchUp Make | Yes[12][13] | ? | Yes[12] | Yes[12] | No | No |
| SketchUp Pro | Yes[12][13] | ? | Yes[12] | Yes[12] | No | No |
| Wings3D | Yes | ? | No | Yes | No | ? |
I/O
[edit]Image, video, and audio files
[edit]| Imports | Exports | |||||||
|---|---|---|---|---|---|---|---|---|
| EXR | DDS | KTX | others | EXR | DDS | KTX | others | |
| 3ds Max | Yes | Yes | ? | BMP, Cineon, TGA, JPG, PNG, Cineon, Radiance HDR, SGI, RLA, RPF, AVI, MPEG and QuickTime, GIF, TIFF, PSD, MOV, YUV | ? | ? | ? | ? |
| Art of Illusion | No | No | No | GIF, JPG, PNG, BMP, HDR, SVG[14] | ? | ? | ? | JPG, PNG, BMP, TIFF, HDR, QuickTime |
| AC3D | ? | Yes | ? | GIF, JPG, PNG, BMP, PPM, Targa, TIFF | ? | Yes | ? | GIF, JPG, PNG, BMP, PPM, Targa, TIFF |
| Blender | Yes | Yes | ? | TGA, JPG, PNG, DPX, Cineon, Radiance HDR, Iris, SGI Movie, IFF, AVIF, AVI and QuickTime, GIF, TIFF, PSD, MOV | Yes | ? | ? | TGA, JPG, PNG, DPX, Cineon, Radiance HDR, Iris, SGI Movie, IFF, AVIF, AVI and QuickTime, GIF, TIFF, PSD, MOV |
| Electric Image Animation System | ? | ? | ? | TGA, JPG, PNG, BMP, Radiance HDR, AVI and QuickTime, TIFF, PSD, MOV | ? | ? | ? | PNG, BMP, AVI and QuickTime GIF, TIFF, MOV |
| Cinema 4D | Yes | Yes | ? | Radiance HDR, BodyPaint 3D, TIFF, PSD | Yes | Yes | ? | Radiance HDR, BodyPaint 3D, TIFF, PSD |
| Clara.io | Yes[15] | Yes[15] | ? | PNG, JPG | ? | ? | ? | ? |
| Cobalt | ? | ? | ? | BMP, GIF, JPEG, PICT, PNG, PPM, XBM, XPM | ? | ? | ? | BMP, GIF, JPEG, PICT, PNG, PPM, XBM, XPM |
| Houdini | Yes | ? | ? | ? | Yes | ? | ? | ? |
| IClone | ? | ? | ? | JPG, BMP, GIF, TGA, PNG, AVI, WMV, MP3, WAV, popVideo | ? | ? | ? | JPG, BMP, GIF, TGA, PNG, WMV, AVI, MP4, popVideo, FLV, iWidget |
| Lightwave 3D | Yes | ? | ? | TGA, JPG, PNG, AI, EPS, BMP, IFF, Radiance HDR, AVI and QuickTime, GIF, TIFF, PSD, MOV | Yes | ? | ? | TGA, JPG, PNG, BMP, Radiance HDR, IFF, AVI and QuickTime, GIF, TIFF, PSD, MOV |
| MakeHuman | ? | ? | ? | ? | ? | ? | ? | ? |
| Maya | Yes | ? | ? | Ai, Aiff, Pix, AVI, Cineon, EPS, GIF, Jpeg, Swf, Maya IFF, Maya16 IFF, MacPaint, PSD, PNG, Quantel, Quickdraw, MOV, RLA, SVG, SGI, SGI16, SGI Movie, TGA, TIF, BMP, HDR | Yes | Yes | ? | Maya IFF, AVI, QT, GIF, Softimage, RLA, BMP, TIF, SGI RGB, Alias PIX, Jpeg, EPS, Cineon, Quantel, TGA, Macpaint, PSD, PNG, Quickdraw |
| Metasequoia | EX version only | Yes | No | BMP, JPG, PNG, IFF, TGA, PPM, TIFF, PSD, Radiance HDR | ? | ? | ? | ? |
| Modo | Yes | ? | ? | TGA, BMP, FLX, GIF, HDR, HDR, JP2, JPG, JPEG, PNG, SGI, EPS, AI, PSD | Yes | ? | ? | TGA, BMP, FLX, GIF, HDR, JP2, JPG, JPEG, PNG, TIF, MOV, MWV, PSD |
| Remo 3D | ? | Yes | ? | BMP, GIF, JPG, PNG, PNM, SGI (RGB), TGA, TIF | ? | ? | ? | JPG, PNG, SGI (RGB), TIF, XPM |
| Shade | Yes | (DDS Converter plugin) | ? | ? | Yes | (DDS Converter plugin) | ? | QuickTime VR, Piranesi EPix |
| Softimage | ? | ? | ? | ? | ? | ? | ? | ? |
| Solid Edge | ? | ? | ? | ? | ? | ? | ? | ? |
| SketchUp Make | ? | ? | ? | JPG, PNG, TIF, TGA, BMP | ? | ? | ? | JPG, PNG, TIF, BMP |
| SketchUp Pro | ? | ? | ? | JPG, PNG, TIF, TGA, BMP | ? | ? | ? | JPG, PNG, TIF, BMP, MOV(on Mac), AVI (on Windows)[16] |
| E-on Vue | ? | ? | ? | ? | ? | ? | ? | ? |
| Wings3D | ? | ? | ? | ? | ? | ? | ? | ? |
General 3D files
[edit]| Imports | Exports | ||||||
|---|---|---|---|---|---|---|---|
| FBX | Other formats | Web, mobile, and VR[io 1] | FBX | Other formats | glTF | Web, mobile, and VR[io 1] | |
| 3ds Max | Yes | 3DS, PRJ, AI, COLLADA, HTR, OBJ, SHP, SKP, TRC | VRML | Yes | 3DS, AI, ASE, COLLADA, HTR, OBJ | Yes | M3G, VRML97 |
| AC3D[17][18] | Yes | 3DS, AC3D, COLLADA, Lightwave, Massive, Milkshape Ascii, OBJ, OFF, Pointfield, Points, Terragen, Triangle, Vector | VRML 1.0, glTF | ? | 3DS, 3D Studio ASE, AC3D, Dive, DVS, DXF, COLLADA, Lightwave, Massive, Milkshape Ascii, OBJ, Triangle | ? | VRML 1.0, VRML 2.0, X3D |
| Blender[19] | Yes | COLLADA, 3DS, PLY, OBJ, SVG | X3D, glTF | Yes | COLLADA, PLY, OBJ, SVG, PC2 | Yes | X3D |
| Electric Image Animation System | Yes | 3DS, OBJ, LWO, MDD | ? | 3DS, OBJ, LWO | No | ||
| Cinema 4D | Yes | OBJ, 3DS, QD3D, LWO/LWS | VRML 1, VRML 2 | Yes | OBJ, 3DS, QD3D, W3D | Yes | VRML 1, VRML 2 |
| Clara.io | Yes | OBJ, Collada, 3DS, LWO, GEO, PLY, SHP, XGL, ZGL, AC, BLEND, CSM, LWS | VRML, Three.js | Yes | OBJ, Collada | Yes | Three.js, Babylon.js |
| Cobalt | ? | 3DS, AI, ASCII Text | VRML | ? | AI, ASCII Text, RAW Triangle | ? | Shockwave 3D, VRML |
| Houdini | Yes | ? | Yes | ? | Yes | ||
| IClone | Yes | OBJ, SKP (via 3DXChange) | Yes | OBJ (via 3DXChange) | ? | ||
| Lightwave 3D | Yes | 3DS, COLLADA, OBJ, LWO, VideoScape | VRML, VRML97 | Yes | 3DS, COLLADA, OBJ, LWO | Yes | VRML, VRML97 |
| MakeHuman | No | N/A | Yes | COLLADA, MHX, OBJ, STL | ? | ||
| Maya | Yes | Maya Ascii, Maya Binary, MEL, OBJ | VRML2 | Yes | Maya Ascii, Maya Binary, Mel, OBJ, GE2, RTG | ? | VRML2 |
| Metasequoia[20][21] | EX version only | 3DS, COB,[io 2] LWO, OBJ, ROK (Rokkaku Daiō), SUF (DoGA CGA System) | glTF | EX version only | 3DS, PMD, OBJ, COLLADA[io 3] | Yes | [io 4] |
| Modo | Yes | LXO, LWO2, LWOB, 3DS, GEO, OBJ, COLLADA | Yes | LXO, LWO, PLT, GEO, OBJ, COLLADA | Yes | X3D | |
| Remo 3D | Yes | 3DC, 3DS, AC, Collada, OpenFlight, LWO, LWS, OBJ, P3D, PLY, STA, SHP | OSG[io 5] | Yes | 3DS, AC, Collada, DOT, OpenFlight, OBJ, P3D, STL | ? | OSG[io 5] |
| Shade | Yes | OBJ, SketchUp, XML; (Pro) 3DS, COLLADA, LWO | Yes | COLLADA, DXF, OBJ, XML; (Pro) 3DS, LWO | Yes | VRML 2.0, Flash (SWF) | |
| Softimage | Yes | ? | Yes | ? | No | ||
| Solid Edge | ? | ? | ? | ||||
| SketchUp Make | ? | SKP, 3DS[16] | ? | COLLADA, SKP | ? | ||
| SketchUp Pro | ? | SKP, 3DS[16] | Yes | COLLADA, SKP, EPS, EPX (removed v16+), 3DS, OBJ | ? | PDF, VRML | |
| E-on Vue | ? | ? | ? | ? | ? | ? | ? |
| Wings3D | ? | 3DS, AI, EPS, LWO, LXO, Nendo, OBJ, SVG, Wings3D | dropped in 1.3.1 | 3DS, COLLADA, LWO, LXO, Nendo, OBJ, SVG, Wings3D | ? | VRML 2.0 | |
Game and renderer files
[edit]| Imports | Exports | ||||||
|---|---|---|---|---|---|---|---|
| OpenFlight (FLT) | other 3D game files | 3D renderer files | OpenFlight (FLT) | OGRE | other 3D game files | 3D renderer files | |
| 3ds Max | Yes | Yes | No | ||||
| AC3D[17][18] | No | Quake III BSP, Quake II (MD2), Quake III Mesh (MD3), Irrlicht irrmesh, Renderware, SMF | No | Yes | DirectX X, Second Life Sculpted Prim, Quake II (MD2), Quake Map, SMF, Unreal Tournament | POV-Ray POV, RenderMan RIB | |
| Blender | dropped | dropped | (blender2ogre addon) | POV-Ray POV | |||
| Electric Image Animation System | ? | ? | ? | ||||
| Cinema 4D | ? | ? | ? | ||||
| Clara.io | ? | DirectX X, Irrlicht irrmesh | POV-Ray POV | ? | ? | Quake II (MD2), Quake III Mesh (MD3), Doom 3 (MD5) | |
| Cobalt | ? | ? | ? | ||||
| Houdini | ? | ? | ? | ||||
| IClone | ? | ? | ? | ||||
| Lightwave 3D | ? | Quake II (MD2) | ? | ? | Quake II (MD2) | ||
| MakeHuman | No | ? | Yes | Doom 3 (MD5) | |||
| Maya | Yes | Yes | No | Mental Ray MI, RenderMan RIB | |||
| Metasequoia | No | [io 6] | No | No | DirectX X[io 6] | RenderMan RIB[io 7] | |
| Modo | ? | ? | ? | ||||
| Remo 3D | ? | DirectX X, Quake II (MD2) | ? | ||||
| Shade | ? | ? | ? | DirectX X, Second Life Sculpted Prim, Blue Mars | RenderMan RIB | ||
| Softimage | ? | ? | ? | ||||
| Solid Edge | ? | ? | ? | ||||
| SketchUp Make | ? | ? | ? | ||||
| SketchUp Pro | ? | ? | ? | dotXSI | |||
| E-on Vue | ? | ? | ? | ? | ? | ? | ? |
| Wings3D | ? | ? | ? | BZFlag, DirectX X, Renderware | Kerkythea, POV-Ray POV | ||
Cache and animation files
[edit]| Imports | Exports | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Geometry Cache | Point Cache | Particle Cache | Animation | ||||||||
| Alembic (*.abc) | Maya Cache (*.mc) [io 8] | 3ds Max PC2 [io 8] | LightWave MDD | Maya Particle Data (*.pda, *.pdb) | Houdini BGEO | RealFlow BIN | Krakatoa PRT | Biovision Hierarchy (*.bvh) | Alembic (*.abc) | others | |
| 3ds Max | Yes | Yes | Yes | ? | ? | ? | ? | ? | ? | Yes | |
| AC3D | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| Blender | Yes | No | Mesh Cache Modifier[22] | (BlenderPartioTools) | Yes | Yes | BVH | ||||
| Electric Image Animation System | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| Cinema 4D | Yes | ? | ? | ? | ? | ? | ? | ? | ? | Yes | |
| Clara.io | ? | ? | ? | ? | ? | ? | ? | ? | Yes | ? | BVH |
| Cobalt | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| Houdini | Yes | via FBX importer | ? | ? | Yes | ? | ? | ? | Yes | ||
| IClone | ? | ? | ? | ? | ? | ? | ? | ? | Yes | ? | BVH |
| Lightwave 3D | Yes | ? | ? | Yes | Partio Node [23] | No[23] | ? | ? | ? | Yes | |
| MakeHuman | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| Maya | Yes | Yes | ? | ? | Yes | (MayaPartioTools) | ? | Yes | |||
| Metasequoia | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| Modo | Yes | ? | ? | MDD Deformer | ? | ? | ? | ? | ? | Yes | |
| Remo 3D | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| Shade | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | BVH |
| Softimage | (Exocortex Crate) | ? | ? | Point Oven | ? | ? | ? | ? | ? | (Exocortex Crate) | |
| Solid Edge | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| SketchUp Make | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| SketchUp Pro | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| E-on Vue | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
| Wings3D | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | |
CAD files
[edit]| Imports | Exports | |||||||
|---|---|---|---|---|---|---|---|---|
| STL | DXF | DWG | others | STL | DXF | DWG | others | |
| 3ds Max | Yes | Yes | Yes | IGE, IGS, IGES, IPT, WIRE, IAM, LS, VW, LP, SAT, Catia V4/V5, JT, ProE, RVT, PRT, SolidWorks,[io 9] STEP, WIRE | Yes | Yes | Yes | ATR, BLK, DF, IGS, LAY, LP, SAT, VW |
| AC3D | Yes | Yes | No | LDraw (Lego), SOF Airfoil | Yes | Yes | No | Inventor, LDraw (Lego) |
| Blender | Yes | Yes[io 10] | No | Yes | Yes[io 10] | No | ||
| Electric Image Animation System | ? | Yes | ? | ? | Yes | ? | ||
| Cinema 4D | Yes | Yes | Yes | Yes | Yes | ? | ||
| Clara.io | Yes | Yes | ? | Yes | ? | ? | ||
| Cobalt | ? | Yes | Yes | ACIS SAT, CATIA v4, CCAD, CGM, CO (native), Drawing board, Facet, Grid Surface, IGS (IGES), Parasolid XT, Pro/E, Rhino 3DM, Spline, STP (STEP) | ? | Yes | Yes | ACIS SAT, CATIA v4, CGM, CO (native), Drawing board, Facet, Grid Surface, IGS (IGES), Parasolid XT, PDF, Pro/E, STP (STEP) |
| Houdini | External[24] | No | External[24] | No | ||||
| IClone | ? | ? | ? | ? | ? | ? | ||
| Lightwave 3D | Yes | Yes | No | Yes | Yes | No | ||
| Maya | Windows and Mac only[25] | Windows only[25] | IGES, StudioTools Wire | Windows and Mac only[26] | Windows only[26] | IGES, StudioTools Wire, Open Inventor2 | ||
| Metasequoia | Yes | Yes | No | Yes | Yes | No | ||
| Modo | Yes | Yes | No | SolidWorks[io 9] | Yes | Yes | No | |
| Remo 3D | Yes | Yes | No | DW (Designer Workshop) | Yes | No | No | |
| Shade | Yes | Yes | No | Yes | Yes | No | ||
| Solid Edge | Yes | Yes | Yes | IGES, STEP, JT, ACIS (SAT), ProE, SolidWorks,[io 9] NX, SDRC, Microstation, Inventor, CATIA (V4/V5), Parasolid, XML, MDS | Yes | Yes | Yes | IGES, STEP, EMS, JT, XGL, XML, Parasolid, CATIA (V4/V5), ACIS (SAT), Microstation |
| SketchUp Make | ? | ? | ? | ? | ? | ? | ||
| SketchUp Pro | Yes | Yes[16] | Yes[16] | Yes | Yes[16] | Yes[16] | ||
| E-on Vue | ? | ? | ? | ? | ? | ? | ||
| Wings3D | Yes | ? | ? | Yes | ? | ? | ||
Point clouds and photogrammetry files
[edit]| Imports | |||||
|---|---|---|---|---|---|
| ASTM E57 | LASer (LAS) | Leica Cyclone PTS/PTX/PTG | Autodesk ReCap RCS/RCP | VisualSFM NVM | |
| 3ds Max | ? | ? | ? | Yes | ? |
| Blender | ? | (Blender LiDAR Importer addon, Blender-Photogrammetry-Importer addon) | ? | ? | (Blender-Photogrammetry-Importer addon) |
| Houdini | Lidar Import geometry node | ? | ? | ? | |
GIS and DEM files
[edit]| Imports | Exports | |||||||
|---|---|---|---|---|---|---|---|---|
| USGS DEM | USGS SDTS (DDF) | LandXML | GeoTIFF | Shapefile | OSM | others | ||
| 3ds Max | Yes[27] | Yes[27] | Yes[27] | ? | ? | ? | ||
| AC3D | ? | ? | ? | ? | ? | ? | ||
| Blender | ? | ? | ? | (Blender GIS addon) | ||||
| Bryce | Yes | Yes | ? | ? | ? | ? | VistaPro DEM | USDS DEM |
| Electric Image Animation System | ? | ? | ? | ? | ? | ? | ||
| Cinema 4D | Yes | ? | ? | ? | ? | ? | VistaPro DEM | |
| Clara.io | ? | ? | ? | ? | ? | ? | ||
| Cobalt | ? | ? | ? | ? | ? | ? | ||
| Houdini | ? | ? | ? | ? | ? | Yes[io 11][28] | ||
| IClone | ? | ? | ? | ? | ? | ? | ||
| Lightwave 3D | (Ground Control plugin) | ? | ? | ? | ? | ? | ||
| MakeHuman | ? | ? | ? | ? | ? | ? | ||
| Maya | ? | ? | ? | ? | ? | ? | ||
| Metasequoia | ? | ? | ? | ? | ? | ? | ||
| Modo | ? | ? | ? | ? | ? | ? | ||
| Remo 3D | ? | ? | ? | ? | ? | ? | ||
| Shade | ? | ? | ? | ? | ? | ? | ||
| Solid Edge | ? | ? | ? | ? | ? | ? | ||
| SketchUp Make | Yes[16] | Yes[16] | ? | ? | ? | ? | SKP+KMZ | SKP+KMZ[16] |
| SketchUp Pro | Yes[16] | Yes[16] | ? | ? | ? | ? | SKP+KMZ | SKP+KMZ |
| E-on Vue | Yes[29] | Yes[29] | ? | Yes[29] | ? | ? | DTED[29] | |
| Wings3D | ? | ? | ? | ? | ? | ? | ||
- ^ a b VRML, Java 3D, Adobe Flash, Shockwave 3D, Acrobat 3D, OpenSceneGraph, USDZ, WebGL-related formats, etc...
- ^ Caligari TrueSpace 3D Object format
- ^ Metasequoia 4.0.0 dropped its RDS (Ray Dream Studio), and SCE (SoftF/X Model) exporters and 4.7.0 dropped its COB (Caligari TrueSpace 3D Object), DoGA CGA System SUF, and AMF exporters.
- ^ Metasequoia 4.7.0 dropped the VRML 1.0 (WRL), and Three.js JMF exporters.
- ^ a b OSG, OSGB, OSGT, OSGX, IVE and OSGA
- ^ a b Metasequoia 4.0.0 dropped its PlayStation RSD importer and exporter.
- ^ Metasequoia 4.7.0 dropped its POV-Ray POV exporter.
- ^ a b Maya Cache and 3ds Max PC2 format are also used with FBX format.
- ^ a b c SLDPRT and SLDASM
- ^ a b via AutoCAD DXF addon
- ^ via Game Development Toolset
Supported primitives
[edit]| Application | Polygon | Spline/Bézier Surface | Voxel, Volume | Metaball | Point Clouds | Particles | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|
Triangles
|
Quads
|
N-gons
|
Torus,
Donut |
NURBS regular patch | NURBS trimmed surface | Bicubic Bézier patch | |||||
| Blender | Yes | Yes | Yes | Yes | Yes | soc-2014-nurbs branch | No | 2.83 and later | Yes | 3.1 and later | Yes |
| Maya | Yes | Yes | Yes | Yes | Yes | Yes | No | 3D Texture | Yes | No | Yes |
| 3ds Max | Yes | Yes | Yes | ? | Yes | Yes | Patch Objects | No | Yes | Yes | Yes |
| Cinema 4D | Yes | Yes | Yes | ? | ? | ? | ? | R20 and later | Yes | ? | Yes |
| LightWave | Yes | Yes | Yes | Yes | (LWCAD plugin) | No | OpenVDB primitives[30] | Yes | No | Yes | |
| Rhinoceros | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Grasshopper | Grasshopper | Grasshopper | Grasshopper |
| Shade 3D | Yes | Yes | Yes | ? | CAD mode | Yes | No | Yes | No | Yes | |
| Application | Curves | Bone | Text | Camera | Light | Speaker | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Linear | Quadratic
Bézier |
Cubic
Bézier |
B-spline
|
Cardinal
spline |
Hermite spline | TCB spline | NURBS | ||||||||
| Blender | Bézier curve without subdivision | No | Yes | No | No | No | No | No | No | Yes | Yes | Yes | Yes | Yes | Yes |
| Maya | Yes | ? | ? | ? | ? | ? | No | No | No | Yes | Yes | Yes | Yes | Yes | No |
| 3ds Max | Yes | ? | Yes | Yes | No | No | No | No | No | Yes | Yes | Yes | Yes | Yes | No |
| Cinema 4D | Yes | No | Yes | Yes | No | ? | No | No | Yes | ? | Yes | Yes | Yes | Yes | dropped in R23[31] |
| LightWave | ? | ? | ? | Yes | ? | only in Graph Editor | only in Graph Editor | ? | No | ? | Yes | Yes | Yes | Yes | ? |
| Shade 3D | ? | ? | Yes | ? | No | No | No | No | No | Yes | Yes | Yes | Yes | Yes | Sound Object |
Modeling
[edit]| Application | Hard surface Modeling | Sculpt Modeling | Non-destructive Modeling | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Polygon Modeling | Subdivision Modeling | Base-mesh Creation | Sketch Modeling | Sculpting | Cloth Sculpting | Hand
Retopology |
Automatic Retopology | Boolean | Bevel
|
Modifier
|
Procedural | |
| Maya | Yes | Yes | (SOuP BMesh) | No | Yes | No | Yes | 2020 and later | Yes | Yes | ? | Yes |
| 3ds Max | Yes | Yes | (Form) | No | Paint Deform | No | Yes | 2021.3 and later | Yes | Yes | Yes | Max Creation Graph |
| Blender | Yes | Yes | Skin Modifier | Trim Brush with Union/Join mode | Yes | 2.83 and later | Yes | Yes | Yes | Yes | Yes | Geometry Nodes |
| ZBrush | ZModeler | ZModeler | ZSphere and ZSketch | MeshBalloon | Yes | 2021 and later | Yes | ZRemesher | 4R8 and later | ? | No | No |
| Curvy 3D | No | No | No | Yes | Yes | No | ? | ? | ? | ? | No | No |
Lookdev, Shader writing
[edit]| Application | PBR viewport | Viewport effects | Interactive GI Rendering | Integrated Compositing | Text editor for shader writing | Material Nodes | Turntable Rendering |
|---|---|---|---|---|---|---|---|
| Maya | Yes | Some | Arnold | No | ? | Hypershade, Node Editor, ShaderFX | Yes[32] |
| 3ds Max | Yes | Some | Arnold | (State Set) | OSL Map[33] | Slate Material Editor, ShaderFX | Easy Turntable script |
| MODO | Yes | ? | Yes | No | ? | Nodal Shading | Render Turntable[34] |
| Blender | Eevee (2.80 and later) | Cycles | Yes | Text Editor | Yes | Turnaround Camera addon | |
| Gaffer | No | No | Cycles | Yes | OSLCode Node | No | No |
| Marmoset Toolbag | Yes | Yes | No | No | ? | Uber PBR shaders only | Yes[35] |
| Substance Designer | Yes | YEBIS | NVIDIA Iray | ? | ? | MDL graph | ? |
Lighting
[edit]Application
|
Alembic
Importer |
USD
Importer |
Rendering
Engine |
Volume
Rendering for clouds |
Interactive
Rendering |
Isolating
light contribution |
Light
Lister |
IES
Light |
Physical
Sun & Sky |
Sun Positioning
by location and times |
Light Portal
|
Shadow Catcher
|
IBL and Environment texture | Highlight
Placement |
Light Mixer
| ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lat Long
|
sIBL | Light Extraction[36]
| |||||||||||||||
| Maya | Yes | USD Extension for Maya | Maya Hardware 2.0 | ? | Yes | No[37] | Light Editor | ? | ? | ? | ? | ? | Yes | ? | ? | (Place Highlight Tool for Maya) | No |
| Maya Software | ? | ? | Light Linking | No | ? | ? | ? | ? | Env Sphere | ? | ? | No | |||||
| Arnold | Yes | Yes | Light Linking | Ai Photometric Light | Yes | ? | Yes | Yes | Yes | ? | ? | Light Mixer imager | |||||
| 3ds Max | Yes | (USD for Autodesk 3ds Max) | Quicksilver | ? | Yes | No[38] | Light Lister | ? | ? | ? | ? | ? | ? | ? | ? | Place Highlight | No |
| Scanline | ? | ? | Light Exclude/include | ? | ? | ? | ? | Yes | ? | sIBL-GUI software | ? | No | |||||
| ART | ? | ? | ? | Yes | ? | ? | ? | ? | ? | ? | ? | No | |||||
| Arnold | Yes | Yes | Light Group[39] | Ai Photometric Light | Yes | Sun Positioner[40] | Yes | Yes | Yes | ? | ? | Light Mixer imager | |||||
| Blender | 2.78 and later | 3.0 and later | Workbench | Some | Yes | ? | Property Chart Addon, Gaffer addon | No | ? | Sun Position addon | No | ? | Yes | ? | ? | Look At Gizmo (with Ctrl key) | No |
| EEVEE | Some | Yes | Light Linking | No | Yes | No | Shader Node[41] | Yes | ? | ? | No | ||||||
| Cycles | Yes | Yes | Light Groups, Light Linking | 2.80 and later[42] | Yes | from 2.75 | from 2.79 | Yes | sIBL_GUI for Blender addon/ Add Environment nodes addon |
? | No | ||||||
| MODO | Yes | 14.1 and later | MODO Renderer, mPath | Yes | Yes | Light Linking[43] | ? | Photometric Light | Directional Light[44] | Portal | Shadow Catcher | Yes | mm_sIBLToModoEnvironment script | ? | ? | No | |
| LightWave | 11.6 and later | No | LightWave Renderer | Yes | Yes | ? | ? | Photometric Light | Yes | Yes | Yes | Yes | Yes | original loader script, where most sIBL features were invented[45] | ? | ? | No |
| Houdini | Yes | Solaris | Mantra (PT), Karma | Yes | Yes | Light categories | Light bank | Yes | ? | ? | ? | Shadow matte | Yes | ? | ? | Solaris | ? |
| Cinema 4D | Yes | R23 and later | CineRender | Yes | Yes | Exclude/include | ? | Yes | ? | ? | ? | from R18 | Yes | ? | ? | Lighting tool | ? |
| Redshift | Yes | Yes | Light Group AOVs | ? | Yes | Yes | ? | Yes | Matte options | Yes | ? | ? | ? | ||||
Path-tracing rendering
[edit]| Application | CPU rendering | GPU rendering | ||||||
|---|---|---|---|---|---|---|---|---|
| OpenCL | NVIDIA CUDA, OptiX | AMD HIP | SYCL, Intel DPC++ | Apple Metal | Texture streaming (out-of-core) | Mesh streaming | ||
| V-Ray | Yes | ? | V-Ray GPU (former V-Ray RT)[46] | No | No | Yes[47] | ? | |
| RenderMan | Yes | No | 24 and later[48] | No | No | No | ? | ? |
| Arnold | Yes | No | Yes | No | No | No | Yes | ? |
| Redshift | No | No | Yes | No | Yes | ? | ? | |
| Modo mPath | Yes | No | Yes | No | No | No | ? | ? |
| Houdini Karma | Yes | No | 19 and later | No | No | No | No | ? |
| Octane Render | No | No | Yes | No | No | No | Yes | meshlet streaming |
| Blender Cycles | Yes | dropped in 3.0 | Yes | 3.0 and later | 3.3 and later | 3.1 and later | 2.80 and later[49] | No |
| Application | MIPMAP generation |
Adaptive tessellation | Instancing | Camera culling | Deep pixel rendering | Fisheye stereo for fulldome |
Omnidirectional stereo for HMD |
Deforming motion blur |
|---|---|---|---|---|---|---|---|---|
| V-Ray | img2tiledexr | ? | Yes | ? | Yes | Domemaster Stereo Shader | 3.2 and later | Yes |
| RenderMan | txmake | ? | Yes | ? | Yes | ? | Yes[50] | Yes |
| Arnold | maketx | Yes[51] | Yes | ? | Yes | Domemaster Stereo Shader | 5 and later | Yes |
| Houdini Karma | icp | ? | Yes[52] | ? | Yes[52] | ? | 15.5 and later | Yes |
| Blender Cycles | (cycles-tx branch) | 2.78 and later | Yes | Camera Cull | In development | 2.78 and later | 2.78 and later | Yes |
Level of detail (LoD) generation, baking
[edit]| Application | LoD generation | Texture baking | |||
|---|---|---|---|---|---|
| Automatic | Normal Map | Ambient Occlusion (AO) Map | Light Map | ||
| Tangent Space Normal Map | Non-directional (Traditional) |
Directional | |||
| Maya (Turtle renderer) | "Generate LOD Meshes" | Yes | Yes | Yes | RNM (Radiosity Normal Map), and SH (Spherical harmonics) coefficients |
| Enlighten | No | No | ? | Yes | Yes |
| Blender | AssetGen addon | Yes | Yes | Yes | No |
See also
[edit]References
[edit]- ^ "4.2 LTS". Blender Foundation blender.org. Retrieved 2024-09-11.
- ^ "Index of /blender/release/Blender4.2". ftp.halifax.rwth-aachen.de. Retrieved 2024-09-11.
- ^ License - blender.org
- ^ Cinema 4D
- ^ "Release FreeCAD 0.21.2 · FreeCAD/FreeCAD". GitHub. Retrieved 2024-09-11.
- ^ LightWave 3D
- ^ a b "Release Notes – SketchUp Knowledge Base". help.sketchup.com. Retrieved 2018-05-28.
- ^ 3D Modeling capabilities in AutoCAD Mobile App. Autodesk. February 28, 2025
- ^ Blender is coming to tablets, starting with the iPad Pro. CG Channel. July 25th, 2025
- ^ Getting Started with SketchUp for Web. Trimble
- ^ EIAS3D releases EIAS 9 CG Channel November 6, 2012
- ^ a b c d e f "SketchUp Features". Archived from the original on 2017-09-21. Retrieved 2016-05-18.
- ^ a b SketchUp User Guide: Creating a 3D Model
- ^ 7. Textures
- ^ a b Clara.io: 65,000 Users, New Features and Premium Subscriptions. Exocortex. August 11, 2014
- ^ a b c d e f g h i j k l "Using SketchUp Data with Other Modeling Programs or Tools | SketchUp Knowledge Base". help.sketchup.com. Retrieved 2016-05-18.
- ^ a b AC3D Features Summary
- ^ a b AC3D 8.3
- ^ "Importing & Exporting Files". Blender. Blender Foundation. Retrieved 19 November 2020.
- ^ Compare editions. tetraface
- ^ バージョンアップ履歴 (in Japanese). tetraface
- ^ Mesh Cache Modifier. Blender Foundation
- ^ a b Partio Node. NewTek
- ^ a b Geometry file formats. Side Effects
- ^ a b Supported data import formats. Autodesk.
- ^ a b Supported data export formats. Autodesk.
- ^ a b c Importing LandXML/DEM Models. Autodesk
- ^ Game Development Toolset. Side Effects
- ^ a b c d E-on ships Vue Infinite 2015 and Vue xStream 2015. CG Channel. July 2, 2015.
- ^ Primitive Type - OpenVDB. NewTek
- ^ R23 - Removed features (Virtual Walkthrough, ProRender, Sound System) MAXON
- ^ Create a turntable animation Autodesk
- ^ 3ds Max integrates OSL: GDC Day 1, fxguide, March 21, 2018
- ^ Render Commands, Foundry
- ^ Getting Started with Toolbag 2, Marmoset LLC, December 1, 2015
- ^ Auto HDRI Light Gen for Maya Creates Practical Lighting Setups from HDR Images, Lesterbanks, April 30, 2013
- ^ Viewport 2.0 limitations Autodesk
- ^ Kelly L. Murdock's Autodesk 3ds Max 2016 Complete Reference Guide, P.685, Kelly Murdock, 2015
- ^ Light Groups Solid Angle
- ^ Sun Positioner and Physical Sky Autodesk
- ^ Blender 2.8 Eevee Tutorial Shadow Catcher. BlenderNation. June 3, 2019
- ^ Bf-blender-cvs - 48155c210a3 - master: Cycles: Add Support for IES files as textures for light strength, Blender Foundation, May 27, 2018
- ^ Shader The Foundry
- ^ Directional Light The Foundry
- ^ "Software". www.hdrlabs.com. Retrieved 2019-08-08.
- ^ Chaos adopts HIP to unleash AMD acceleration in V-Ray GPU. CG Channel. October 8, 2025.
- ^ Advancements in V-Ray RT GPU, p.15
- ^ Pixar RenderMan LookDev and XPU. fxguide. September 14, 2021.
- ^ Bf-blender-cvs - c621832d3d3 - master: Cycles: CUDA support for rendering scenes that don't fit on GPU., Blender Foundation, January 3, 2018
- ^ Features Archived 2016-12-24 at the Wayback Machine, Pixar
- ^ Subdivision Settings, Solid Angle
- ^ a b Karma Renderer FAQs
Comparison of 3D computer graphics software
View on Grokipediafrom Grokipedia
Software Overview
Active Software
Active 3D computer graphics software refers to tools that continue to receive official updates, feature enhancements, or community-driven maintenance as of 2025, ensuring compatibility with modern hardware, APIs, and workflows.[4] This status is determined by evidence of post-2020 releases, active developer support, and widespread adoption in professional pipelines, distinguishing them from legacy tools phased out earlier.[13] Key examples include open-source and commercial packages that have evolved to support diverse applications, from film visual effects to game development and industrial design. Blender, for instance, achieved significant milestones in feature parity with proprietary software by 2023, incorporating advanced simulation, rendering, and USD integration that rival commercial suites.[14] Similarly, other active tools have adapted to industry shifts like real-time rendering and procedural workflows, maintaining relevance through regular updates. The following table summarizes prominent active 3D graphics software, focusing on their foundational details and high-level purposes:| Software | Developer | Initial Release | Latest Stable Version (as of November 2025) | Licensing Model | Primary Use Cases |
|---|---|---|---|---|---|
| Blender | Blender Foundation | 1994 | 4.5 LTS (July 2025) | Open-source (GNU GPL) | 3D modeling, animation, VFX, rendering for film, games, and visualization[15][16][17] |
| Autodesk Maya | Autodesk | 1998 | 2026 | Commercial (subscription) | Character animation, rigging, simulation for film, TV, and games[5][18][19] |
| Autodesk 3ds Max | Autodesk | 1996 | 2026 | Commercial (subscription) | 3D modeling, animation, rendering for architecture, games, and media[20][21] |
| SideFX Houdini | SideFX | 1996 | 21.0 (August 2025) | Commercial (with Indie edition) | Procedural VFX, simulation, modeling for film, TV, and games[22][23][24][25] |
| Cinema 4D | Maxon | 1990 | 2026.0 (September 2025) | Commercial (subscription) | Motion graphics, 3D animation, visualization for advertising and broadcast[9][26] |
| ZBrush | Maxon (formerly Pixologic) | 1999 | 2025.3.0 (September 2025) | Commercial (perpetual/subscription) | Digital sculpting, detailed character modeling for games and film[27][28][29] |
| Rhinoceros 3D | Robert McNeel & Associates | 1998 | 8.1 (November 2023, with 2025 updates) | Commercial (perpetual) | NURBS-based CAD/CAM, industrial design, architecture[30][31][32] |
Discontinued Software
Several prominent 3D computer graphics software packages have been discontinued over the years, often due to corporate acquisitions, shifts toward integrated suites, or the rise of more versatile alternatives. These tools played crucial roles in advancing techniques like procedural modeling and NURBS-based design during their peak periods, influencing modern workflows even after support ended.[33][34] Autodesk Softimage, first released in 1986 as the Softimage Creative Environment, achieved peak usage in the 1990s and 2000s, particularly in visual effects for films like Jurassic Park (1993), where it handled animation with inverse kinematics support.[33] Its key innovation, the Interactive Creative Environment (ICE) toolkit introduced in the mid-2000s, enabled node-based procedural modeling and simulations, revolutionizing non-destructive workflows.[33] Acquired by Autodesk in 2008 after previous ownership by Microsoft and Avid, Softimage saw its final release (version 2015) on April 14, 2015, with maintenance support ending April 30, 2016, as Autodesk streamlined its portfolio toward Maya and 3ds Max.[35] Many users migrated to Maya, with Autodesk offering no-cost subscriptions as a transition path until early 2016.[33] Modo, developed by Luxology and launched in 2004 by former LightWave 3D engineers, peaked in the 2010s as a versatile tool for polygon and subdivision surface modeling, prized for its procedural modeling system, advanced UV tools, and integrated rendering.[36] It found significant adoption in game development and film texturing due to its intuitive interface and speed in handling complex meshes.[37] Acquired by The Foundry in 2012, development wound down after the release of Modo 17.1, with Foundry announcing discontinuation on November 7, 2024, citing strategic refocus amid competition from open-source options.[38] Existing licenses remain functional offline until 2034, though no further updates or support are planned beyond November 2025.[38] Alias|Wavefront's PowerAnimator, introduced in the early 1990s, marked a peak era for industrial and entertainment 3D graphics in the mid-1990s, excelling in NURBS surface modeling and contributing to effects in films such as Terminator 2: Judgment Day (1991) and Forrest Gump (1994).[39] Its integrated environment for modeling, animation, and rendering set standards for high-end production pipelines.[39] Discontinued in 1998 upon the launch of Maya, which incorporated and expanded its core technologies, PowerAnimator's end reflected Alias's pivot to a unified platform amid evolving hardware demands.[34] Users typically transitioned seamlessly to Maya, leveraging file compatibility and familiar toolsets.[34] Caligari trueSpace, debuted in 1994, gained popularity in the late 1990s and early 2000s for its pioneering link-editor interface, which allowed intuitive object manipulation in a real-time viewport, and its support for VRML export in web graphics.[40] Acquired by Microsoft in 2008, it was released as freeware before official discontinuation in May 2009, driven by Microsoft's shift away from standalone 3D tools toward integrated ecosystems.[40] Former users often moved to Blender or 3ds Max for continued hobbyist and professional work.[40]Popularity and Usage Trends
The relative popularity of 3D computer graphics software has shifted notably in recent years, particularly between open-source Blender and commercial Autodesk 3ds Max. The July 2019 release of Blender 2.80, featuring a comprehensive user interface overhaul along with innovations such as the EEVEE real-time render engine, marked a pivotal moment that propelled Blender into mainstream awareness and significantly expanded its user base among hobbyists, indie developers, educators, and independent creators. This update contributed to Blender's widespread acceptance as a viable alternative to proprietary software and attracted contributions from major companies.[15] Search interest data from Google Trends shows Blender experiencing substantial growth since the late 2010s, frequently surpassing 3ds Max in worldwide queries since approximately 2019, with ongoing increases through the 2020s reflecting its community expansion and accessibility as free, open-source software. In professional settings, however, 3ds Max maintains greater prevalence. A 2024 survey found that approximately 87% of 3ds Max users operate professionally, compared to roughly 50% for Blender.[11] Data from render farm provider Ranch Computing in 2023 indicates 3ds Max comprising 40% of usage among clients, versus 18% for Blender, highlighting 3ds Max's entrenched role in demanding commercial pipelines, especially in architecture, game development, and film production.[12] Due to its free and open-source model, Blender predominates in hobbyist, indie, and educational domains, while 3ds Max remains a staple in established professional workflows requiring specific industry integrations and support.Platform Support
Operating Systems
Most 3D computer graphics software provides native support for multiple operating systems to accommodate diverse workflows in animation, modeling, and rendering. Windows remains the most universally supported platform due to its dominance in professional pipelines, while macOS and Linux offer varying degrees of compatibility, often with trade-offs in feature parity or licensing. Cross-platform development has improved stability and file compatibility, but challenges such as path handling differences (e.g., backslashes on Windows versus forward slashes on Unix-like systems) and UI adaptations for high-DPI displays persist across tools.[41][42] The following table summarizes native OS support for major active 3D software as of November 2025, focusing on minimum required versions for stability and full feature access. Installation is typically native via official installers, with no widespread reliance on emulation; however, Linux distributions often require specific glibc versions for compatibility.| Software | Windows Support | macOS Support | Linux Support | Notes on Versions and Stability |
|---|---|---|---|---|
| Blender 4.5 LTS | Windows 8.1 (64-bit) or higher | macOS 11.2 or higher | glibc 2.28+ (e.g., Ubuntu 20.04 LTS, Fedora 38+) | Full cross-platform parity achieved since version 2.8 (2019), with consistent updates through 4.5 LTS branch (July 2025); stable on all OSes for core modeling and rendering.[16][43] |
| Autodesk Maya 2026 | Windows 10 (version 1809+) or Windows 11 | macOS 13.x (Ventura), 14.x (Sonoma), 15.x (Sequoia) | Red Hat Enterprise 8.x/9.x, Ubuntu 20.04/22.04 LTS, Rocky Linux 8.x/9.x, CentOS 7.x/8.x | Requires Windows 10+ for optimal stability; Linux support includes Wayland sessions up to 2024, with ongoing compatibility for 2025-2026; macOS Apple Silicon native since 2022.[41][44] |
| Autodesk 3ds Max 2026 | Windows 10 (version 1809+) or Windows 11 | Not supported | Not supported | Windows-only architecture ensures high stability but limits cross-OS workflows; no official plans for macOS or Linux expansion as of 2025.[45][8] |
| SideFX Houdini 21.0 | Windows 10 or Windows 11 (64-bit) | macOS 11+ (Intel or Apple Silicon) | Ubuntu 20.04+ LTS, Debian 12+, RHEL 8+, Fedora 32+, CentOS 8+ | Windows 8.1 and earlier dropped for security/stability; full native support on macOS without licensing limitations in recent versions; Linux excels for simulation-heavy pipelines with glibc 2.31+. Released August 2025.[42][46] |
| Maxon Cinema 4D 2026 | Windows 10 (v22H2) or Windows 11 (64-bit) | macOS 14+ (Sonoma or Sequoia) | Not natively supported (experimental via third-party) | Native on Windows and macOS with AVX2 CPU requirement; Linux access limited to virtual machines or containers, impacting performance for real-time previews. Released September 2025.[6][26] |
| Foundry Modo 17.1v1 | Windows 10 or Windows 11 (64-bit) | macOS 13.x (Ventura), 14.x (Sonoma), 15.x (Sequoia) | CentOS/RHEL 7.3+, Ubuntu 18.04+ (64-bit) | Stable native installation across platforms; Linux support focuses on enterprise distributions for VFX workflows, with UI adaptations for GNOME/KDE environments. Development discontinued after 17.1v1 (November 2024); 10-year EOL license available.[47][48][49] |
| Maxon ZBrush 2025 | Windows 10 or Windows 11 (64-bit) | macOS 11.5+ (Intel or Apple Silicon) | Not supported | Supports Windows and macOS with OpenGL 3.3+; emphasizes high-poly sculpting stability on both platforms.[50][51] |
Hardware and API Compatibility
Hardware and API compatibility play a pivotal role in the performance and integration of 3D computer graphics software, determining how efficiently tools handle viewport navigation, real-time previews, and rendering tasks across diverse hardware ecosystems.[52] Modern software increasingly leverages GPU acceleration for complex simulations and ray tracing, while API choices influence cross-platform stability and future-proofing against deprecated standards like OpenGL.[53] Compatibility varies by application, with minimum requirements ensuring basic functionality and recommended specs optimizing for professional workflows involving high-polygon models and procedural effects.[42] The following table summarizes minimum and recommended hardware specifications for prominent 3D graphics software as of November 2025, focusing on CPU, RAM, and GPU needs. These specs reflect official guidelines, emphasizing multi-core processors for simulation-heavy tasks and sufficient VRAM for GPU-accelerated rendering. For instance, Blender prioritizes NVIDIA GPUs via CUDA and OptiX for its Cycles renderer, while Cinema 4D supports broader AMD compatibility through OpenCL.[53][6]| Software | Minimum CPU | Recommended CPU | Minimum RAM | Recommended RAM | GPU Requirements (Minimum) | GPU Recommendations |
|---|---|---|---|---|---|---|
| Blender 4.5 | 64-bit quad-core with SSE4.2 | 8+ core, 3.0+ GHz (e.g., AMD Ryzen 7) | 8 GB | 32–64 GB | 2 GB VRAM, OpenGL 4.3+ | NVIDIA RTX series (8+ GB VRAM, CUDA/OptiX) or AMD RX 6000+ (HIP) |
| Autodesk Maya 2026 | 64-bit Intel/AMD with SSE4.2 | Multi-core Intel i7/AMD Ryzen 7 | 8 GB | 16–32 GB | DirectX 11/OpenGL 4.5, 2 GB VRAM | NVIDIA Quadro/RTX (4+ GB VRAM) or AMD Radeon Pro |
| Autodesk 3ds Max 2026 | 64-bit multi-core Intel/AMD | 8+ core Intel i9/AMD Ryzen 9 | 8 GB | 32 GB+ | DirectX 11, 4 GB VRAM | NVIDIA RTX A-series (8+ GB VRAM) |
| Maxon Cinema 4D 2026 | 64-bit Intel/AMD dual-core | 8+ core Intel i7/AMD Ryzen 7 | 8 GB | 16–64 GB | DirectX 12/OpenGL 4.1, 4 GB VRAM | NVIDIA GeForce RTX or AMD Radeon RX (8+ GB VRAM, OpenCL) |
| SideFX Houdini 21.0 | 64-bit x64 with SSE4.2 | 12+ core AMD Threadripper/Intel Xeon | 16 GB | 64 GB+ | OpenGL 4.3, 4 GB VRAM | NVIDIA RTX (12+ GB VRAM, CUDA) or AMD Radeon Pro |
| Foundry Modo 17.1v1 | Intel Core i3 or higher | 2.5+ GHz quad-core Intel/AMD | 2 GB | 16 GB+ | NVIDIA/AMD 1 GB VRAM, OpenGL 4.4+ | NVIDIA/AMD 8+ GB VRAM, OpenGL 4.4+ |
| Maxon ZBrush 2025 | Core2duo or AMD equivalent with SSE2 (Windows); Intel i5/7/Xeon (macOS) | Multi-core Intel i7/AMD Ryzen 7 | 4 GB (Windows); 8 GB (macOS) | 16–32 GB | OpenGL 3.3+, 512 MB VRAM | OpenGL 3.3+, 4+ GB VRAM (NVIDIA/AMD/Intel) |
Core Modeling and Primitives
Supported Geometric Primitives
Geometric primitives form the foundational building blocks in 3D computer graphics software, enabling the representation of shapes through basic elements such as points, lines, polygons, curves, surfaces, volumes, and particle systems. These primitives allow users to construct complex models parametrically or procedurally, with support varying by software based on its focus—polygonal meshes for general modeling, NURBS for precise surface design, or volumes for simulations.[59][60][61] Points serve as vertices defining positions, lines and curves outline paths, polygons (typically triangles or quads) create faceted surfaces, NURBS provide smooth, scalable surfaces, voxels enable volumetric data like densities or fields, and particles simulate dynamic systems.[62][63] Software differences arise in native handling, with some offering robust procedural generation and others requiring plugins for advanced types.[64] The following table summarizes support for core geometric primitives across major active 3D graphics software as of 2025, focusing on native capabilities without third-party plugins. Support levels are indicated as: Full (comprehensive creation, editing, and manipulation); Basic (import/export and simple operations); Limited (via generators or conversions only); or None (unavailable natively).| Software | Points | Lines/Curves | Polygons (Triangles/Quads) | NURBS Curves/Surfaces | Voxels/Volumes | Particles |
|---|---|---|---|---|---|---|
| Blender | Full | Full (Bézier, NURBS) | Full (including n-gons) | Basic (Bézier, NURBS curves and surfaces) | Basic (via OpenVDB volumes) | Full (particle systems) |
| Autodesk Maya | Full | Full (NURBS, Bézier) | Full | Full (advanced surfaces) | Full (Bifrost voxels) | Full (nParticles) |
| Autodesk 3ds Max | Full | Full (splines, NURBS) | Full | Full | Limited (voxel skinning, no native geometry) | Full (Particle Flow) |
| SideFX Houdini | Full | Full (NURBS, Bézier, procedural) | Full (polysoups, quadratics) | Full | Full (VDB volumes) | Full (POP networks) |
| Maxon Cinema 4D | Full | Full (splines, B-splines) | Full | Basic (via NURBS generators like Loft) | Full (OpenVDB volumes) | Full (native emitters) |
| McNeel Rhino | Full | Full (NURBS primary) | Full (meshes) | Full (core for surfaces/solids) | None (plugins required) | None |
Modeling and Editing Tools
Modeling and editing tools in 3D computer graphics software facilitate the creation and refinement of models starting from basic geometric primitives, offering workflows that range from direct manipulation to procedural generation for efficient iteration and complexity management.[77] These tools emphasize interactive editing capabilities, such as modifying vertex, edge, and face topology, while supporting non-destructive changes to preserve original geometry.[7] Polygonal editing forms the core of many workflows, with tools like extrude and bevel enabling precise control over mesh topology. In Autodesk Maya, the Bevel tool expands selected edges or face perimeters into new faces, creating rounded polygon meshes while preserving per-face attributes for downstream shading.[78] Blender provides similar functionality through its Edit Mode, where users can extrude faces or edges along normals and apply bevel operations to soften edges interactively. SideFX Houdini integrates these as procedural nodes, with PolyExtrude and PolyBevel allowing parameterized adjustments that update dynamically across the node network, ideal for iterative design in VFX pipelines. Sculpting tools extend polygonal editing into organic, high-detail modeling, often resembling digital clay manipulation. Pixologic ZBrush excels here with its Dynamesh system, which dynamically retessellates meshes during sculpting to eliminate structural constraints, supported by over 200 customizable brushes for intuitive surface deformation.[79] This approach integrates seamlessly with polygonal software like Maya or Blender, where ZBrush exports high-poly sculpts for subsequent retopology and editing in those environments. Procedural modeling enhances editing by automating repetitive tasks through node-based or graph systems, contrasting with direct manipulation. Houdini's core strength lies in its node networks, where every operation—such as extrusions or deformations—is encapsulated as a tweakable "recipe" that propagates attributes downstream, enabling complex, parametric asset creation without manual re-editing.[7] Autodesk Maya's Bifrost Graph offers similar procedural capabilities, using pre-built nodes for scattering, instancing, and simulation-driven modeling, such as generating forests or debris fields with editable parameters.[5] Blender's Geometry Nodes, first introduced experimentally in version 2.92 with foundational scattering tools, provide non-destructive procedural edits via modifier-based node groups that process input geometry (e.g., meshes or curves) and output modified versions without altering source data, streamlining workflows for animation-ready assets.[80][77] Key supporting features include UV unwrapping for texture mapping, retopology for optimizing high-poly sculpts into low-poly meshes, and symmetry tools for balanced editing. Maya's UV tools feature automated layout and packing algorithms that produce efficient, distortion-minimized maps more reliably than Blender's primarily manual unwrapping process, which relies on user-defined seams and projection methods.[81] Retopology is robust across platforms: Blender offers snapping-based poly-drawing over sculpts, Maya uses Quad Draw for precise quad-based reconstruction, and ZBrush's dedicated Retopo brush (enhanced in recent updates) allows direct topology creation on high-detail models with automatic edge flow guidance.[82][83] Symmetry tools, typically implemented as mirroring modifiers or axes, ensure proportional edits; for instance, ZBrush's radial and XYZ symmetry modes apply changes across multiple planes during sculpting, while Maya's Multi-Cut and symmetry constraints extend this to polygonal workflows.[79][84] Workflow paradigms further differentiate software, particularly parametric versus direct modeling. Autodesk Fusion 360 prioritizes parametric approaches, where edits to sketches or parameters (e.g., dimensions, constraints) propagate through a feature history to generate design variations automatically, suiting engineering-focused iterations.[85] For architectural modeling, SketchUp employs intuitive direct manipulation tools, providing simplicity and accessibility for beginners, in contrast to Blender's advanced, multifunctional workflow that demands greater expertise but enables superior rendering for CG-oriented visualization.[86]| Software | Key Polygonal Editing Tools | Sculpting Capabilities | Procedural System | UV Unwrapping & Retopology Approach | Symmetry Implementation |
|---|---|---|---|---|---|
| Blender | Extrude, Bevel in Edit Mode | Multiresolution sculpting with brushes | Geometry Nodes (non-destructive modifiers) | Manual seams/projections; snapping-based retopo | Mirror modifier with clipping |
| Autodesk Maya | Bevel, Extrude via Edit Mesh | Basic deformation; ZBrush integration | Bifrost Graph for instancing/scattering | Automated packing; Quad Draw retopo | Axis-based mirroring in tools |
| SideFX Houdini | PolyExtrude, PolyBevel nodes | Procedural deformations | Node networks for attribute propagation | Procedural UV projection; node-based retopo | Node-driven symmetry mirroring |
| Pixologic ZBrush | Subdivision-focused (no direct poly) | Dynamesh & 200+ brushes for digital clay | ZSphere rigging for base forms | UV Master auto-unwrap; Retopo brush for clean meshes | Radial/XYZ symmetry modes |
| Autodesk Fusion 360 | Parametric Extrude/Bevel | Mesh editing tools | Feature history for parameters | Basic projection unwrap; limited retopo | Parametric symmetry constraints |
Material and Shading
Look Development Tools
Look development tools in 3D computer graphics software enable artists to assign, edit, and preview materials, textures, and surface appearances within scenes, facilitating iterative refinement of visual aesthetics before final rendering. These tools typically integrate with rendering engines to support physically based rendering (PBR) principles, ensuring materials respond realistically to light based on properties like albedo, roughness, and metallicity. Common workflows emphasize non-destructive editing, texture mapping, and viewport feedback to accelerate creative decisions. Material editors form the core of look development, varying between node-based systems that connect modular components for complex shading networks and layered approaches that stack textures for intuitive adjustments. In Autodesk Maya, the Hypershade serves as a dedicated node-based editor where users create and connect rendering nodes, such as those for the integrated Arnold renderer, to build intricate PBR materials with direct scene assignment and preview capabilities.[87] Similarly, Autodesk 3ds Max employs the Slate Material Editor, a node-based interface that visually represents material structures through wiring and supports Arnold integration for PBR look development, but extends to layered workflows via Adobe Substance 3D plugins, where texture stacks can be imported and layered non-destructively within the node graph.[88][89] Blender's Shader Editor adopts a purely node-based paradigm, allowing procedural PBR material assembly with nodes for inputs like image textures and math operations, optimized for both Cycles and Eevee renderers. Texturing workflows in these tools prioritize PBR compatibility, UV mapping visualization, and interactive previews to ensure seamless integration of surface details. All major software—Maya, 3ds Max, Blender, and Houdini—support standard PBR texture sets (e.g., diffuse, normal, roughness maps) derived from industry standards like those from Allegorithmic, with Autodesk providing dedicated resources for converting legacy textures to PBR in Maya and 3ds Max.[90] UV mapping previews are handled through specialized editors: Maya's UV Editor displays texture projections overlaid on models for real-time adjustments; 3ds Max's Unwrap UVW tool offers similar viewport feedback with PBR map sampling; Blender's UV Editor integrates directly with the 3D viewport for live texture painting and projection previews; and Houdini's UV View provides procedural UV layout with texture baking previews.[91] For real-time shading during look development, Blender's Eevee engine stands out, delivering interactive PBR viewport rendering at high frame rates while approximating global illumination and reflections, closely mirroring final Cycles output for rapid iteration.[92] Unique procedural capabilities enhance look development in specialized software like Houdini, where VEX scripting within the Material Builder node network enables custom, algorithm-driven textures that adapt dynamically to geometry or simulations without manual painting. Houdini further supports baking tools, such as the Labs Maps Baker, which generates static texture maps (e.g., normals, ambient occlusion) from high- to low-resolution models at interactive speeds, streamlining PBR asset preparation while preserving procedural origins.[93] Shaders often extend these material systems as programmable overrides for advanced effects.| Software | Material Editor Type | Key PBR Features | Real-Time Preview Example | Procedural/Baking Tools |
|---|---|---|---|---|
| Maya | Node-based (Hypershade) | Arnold-integrated PBR workflows, texture conversion support | Viewport 2.0 with Arnold preview | Limited; relies on plugins for baking |
| 3ds Max | Node-based (Slate) with layered Substance integration | Native PBR maps, Substance layer stacks | Nitrous viewport PBR shading | Render-to-texture for static maps |
| Blender | Node-based (Shader Editor) | Full PBR node library, metallic/roughness workflows | Eevee real-time global illumination | Procedural nodes; bake panel for maps |
| Houdini | Node-based (Material Builder with VEX) | Karma PBR materials, procedural inputs | OpenGL viewport with Mantra preview | VEX procedural textures; Labs Maps Baker |
Shader Writing and Languages
Shader writing in 3D computer graphics software enables users to create custom procedural effects, materials, and rendering behaviors beyond node-based interfaces, typically through high-level shading languages that compile to machine code for execution during rendering or viewport display.[94] Major software packages support a mix of open standards like GLSL (OpenGL Shading Language) for cross-platform GPU shaders and HLSL (High-Level Shading Language) for DirectX-based environments, alongside renderer-specific options such as OSL (Open Shading Language) for CPU-bound procedural shading.[95] Proprietary languages, like Houdini's VEX, offer deep integration for simulation-driven shading.[96] These languages facilitate tasks such as defining custom BRDFs (Bidirectional Reflectance Distribution Functions) or noise patterns, with compilation handled internally to optimize performance across CPU and GPU backends.| Software | Supported Shader Languages | Key Notes |
|---|---|---|
| Blender | OSL (primary for Cycles), GLSL (internal GPU shading) | OSL excels in procedural textures and is shareable across OSL-compatible renderers; GLSL underpins Eevee's real-time shaders.[94][97] |
| Autodesk Maya | HLSL (native hardware), GLSL (custom effects files) | HLSL integrates directly for viewport rendering; GLSL shaders are written as .ogsfx files for OpenGL compatibility.[95][98] |
| Autodesk 3ds Max | OSL (via OSL Map), HLSL/GLSL (via Arnold/legacy) | OSL provides an execution environment for custom maps since version 2019, supporting renderer-agnostic shaders.[99] |
| SideFX Houdini | VEX (proprietary, C-like) | VEX is used for surface, displacement, and lighting shaders, with vectorized execution for high performance in Mantra and Karma renderers.[96][100] |
| Maxon Cinema 4D | OSL (via Redshift/Arnold integration), GLSL (limited via plugins) | Custom shaders rely on renderer plugins; Redshift's OSL support allows procedural code sharing, while native Python scripting extends material logic.[101] |
Rendering Capabilities
Lighting and Simulation
In 3D computer graphics software, lighting setup involves defining light sources that mimic real-world illumination, while simulations handle basic interactions like indirect bounces and light scattering through media. These features are essential for achieving realistic shading without delving into full rendering computations. Major packages such as Blender, Autodesk Maya, SideFX Houdini, Maxon Cinema 4D, and Autodesk 3ds Max provide varied tools for light creation and simple physical effects tied to illumination.[104][105] Common light types across these software include point lights for omnidirectional emission, spot lights for directed beams, area lights for soft, extended sources, and HDRI environments for image-based global illumination. In Blender, users can deploy point, spot, area, and sun lights, with HDRI applied via the World shader for environmental lighting and IES profiles integrated into spot lights for precise beam patterns simulating real fixtures.[106] Autodesk Maya's Arnold renderer supports point, spot, and area lights (including quad, disk, and cylinder shapes) alongside Skydome lights for HDRI mapping to replicate sky or dome illumination.[107] Similarly, 3ds Max offers standard lights like omni (point), spot, and area types, with photometric variants for physically accurate intensity, and HDRI via dome lights or environment maps.[108][109] Cinema 4D includes point, spot, infinite, and area lights, enhanced by IES profiles for realistic falloff and directionality, often paired with physical sky setups for HDRI-like outdoor effects.[110] Houdini’s Karma renderer features standard point, spot, and area lights, with specialized caustics lights for focused effects in complex scenes.[111] Basic physical simulations tied to lighting emphasize global illumination for indirect diffuse bounces, caustics for concentrated light patterns from reflections or refractions, and volume lighting for scattering in media like fog or fluids. Blender’s Cycles and Eevee engines handle global illumination through ray-traced bounces and screen-space approximations, respectively, while caustics emerge from refractive materials interacting with area or HDRI sources.[112] In Houdini, Karma integrates global illumination via physically based rendering (PBR) with photon mapping for caustics, particularly effective for fluid-light interactions where volume shaders simulate light propagation through simulated smoke or liquids.[113] Autodesk Maya’s Arnold supports global illumination and caustics through its unified sampling, allowing light to bounce and focus realistically from point or area sources.[114] Cinema 4D enables global illumination via irradiance caching and caustics through photon-based methods in its standard renderer, with volume lighting for atmospheric effects.[115] 3ds Max achieves these via renderer-specific tools, such as Arnold’s global illumination for bounces and volume lights for scattering in environments like fog, often using effects like Environment Fog for fluid-like interactions.[116][117] Setup tools streamline lighting workflows, including light linking to restrict illumination to specific objects, portals to optimize environment sampling, and real-time previews for iterative adjustments. Maya excels in light linking, allowing users to create sets that control which lights affect particular surfaces or vice versa, enhancing efficiency in complex scenes.[118] Blender supports light linking in Eevee for object-specific exclusion and portals via area lights in Cycles to guide rays through openings, reducing noise from HDRI sources in interiors; Eevee provides real-time viewport previews with shadow mapping for immediate feedback.[119][112][120] Houdini offers viewport real-time previews for lighting tweaks in Karma, with light linking through object groups and basic portal-like optimizations in volume simulations.[111] Cinema 4D includes light linking via object tags and real-time previews in its viewport, while 3ds Max uses selection sets for linking and ActiveShade for interactive lighting views.[110][108] These tools contribute to path-tracing outputs by precomputing light behaviors for more accurate final renders.[112]| Software | Key Light Types | Simulation Support | Setup Tools |
|---|---|---|---|
| Blender | Point, Spot, Area, Sun; HDRI World; IES on Spot | GI (bounces, screen-space); Caustics (refractive); Volume scatter | Light linking (Eevee); Portals (Cycles); Real-time (Eevee viewport)[104][106][112] |
| Autodesk Maya (Arnold) | Point, Spot, Area (quad/disk/cylinder); Skydome HDRI | GI (unified sampling); Caustics (focus); Volume (atmospheric) | Advanced light linking; Viewport previews[107][118] |
| SideFX Houdini (Karma) | Point, Spot, Area; Caustics light; HDRI environments | GI (PBR/photon); Caustics (photon mapping); Volume (fluid interactions) | Group-based linking; Viewport real-time; Portal optimizations[113][111] |
| Maxon Cinema 4D | Point, Spot, Infinite, Area; IES; Physical Sky HDRI | GI (irradiance); Caustics (photon); Volume (atmospheric) | Object tags for linking; Viewport previews[110][115] |
| Autodesk 3ds Max | Omni (Point), Spot, Area; Photometric; Dome HDRI | GI (renderer-specific); Caustics (via Arnold/V-Ray); Volume (fog/effects) | Selection sets for linking; ActiveShade previews[108][117] |
Path-Tracing Engines
Path-tracing engines simulate realistic light transport by tracing rays from the camera through the scene, accounting for multiple bounces, reflections, refractions, and global illumination effects to produce photorealistic images. These engines are integral to major 3D graphics software, enabling high-fidelity rendering for film, animation, and visualization. Key implementations include Cycles in Blender, Arnold in Autodesk Maya, Karma in SideFX Houdini, RenderMan from Pixar, and Redshift, each optimized for different workflows and hardware. Cycles, Blender's built-in path-tracing renderer, employs unidirectional path tracing with Metropolis light transport for efficient sampling of complex light paths, supporting both CPU and GPU acceleration via CUDA, OptiX, and HIP. Introduced in Blender 2.61, it has evolved to include bidirectional path tracing for scenes with difficult lighting, such as caustics. A standout feature is its integration of NVIDIA's OptiX denoiser since version 2.81, which reduces noise in previews and final renders by up to 10x faster convergence without significant quality loss. Cycles also supports adaptive sampling to focus computation on noisy pixels and full motion blur integration for animated sequences. It leverages hybrid CPU-GPU rendering for scalability.[121] Arnold, embedded in Autodesk Maya and standalone, uses a Monte Carlo path-tracing core with robust handling of subsurface scattering and volume rendering, making it a staple for VFX pipelines. Its algorithm incorporates adaptive sampling and importance sampling to minimize variance, with support for bidirectional path tracing in advanced scenarios. Denoising is achieved through Arnold's built-in AI denoiser, powered by Intel Open Image Denoise, which can cut render times by 50-70% for noisy previews. Motion blur is seamlessly integrated via ray-traced deformation and exact cone tracing for accuracy in dynamic scenes. Arnold supports hybrid CPU-GPU rendering, with strong out-of-core texturing for large scenes.[122] Karma, Houdini's USD-native path-tracing renderer, uses physically based unidirectional and bidirectional path tracing with adaptive sampling via pixel variance analysis, supporting CPU, GPU, and hybrid XPU modes for flexible workflows. Integrated with Solaris for procedural scenes, it excels in VFX simulations like volumes and crowds, with built-in denoising (e.g., OIDN integration) and motion blur for deformations. As of Houdini 21 (2025), Karma XPU enables scalable rendering on multi-GPU setups, optimizing for complex procedural assets in film and games.[111] Pixar's RenderMan employs a physically-based path-tracing engine with REYES pipeline integration, supporting unidirectional and bidirectional variants for optimal light transport in feature films. Key algorithms include vertex connection and merging for efficient caustic rendering. It features adaptive sampling with variance clamping and integrates Open Image Denoise for post-process noise reduction, enabling interactive previews. Motion blur support includes precise handling of object and camera motion via stochastic rasterization. RenderMan supports hybrid CPU-GPU modes and out-of-core asset streaming to manage large productions.[123] Redshift, a GPU-centric path-tracing engine compatible with software like Cinema 4D and 3ds Max, utilizes biased and unbiased modes with bidirectional path tracing for global illumination. It excels in out-of-core rendering, paging geometry and textures from disk to handle scenes larger than VRAM limits. Features include adaptive sampling with AOV-based denoising via Intel OIDN or NVIDIA OptiX, accelerating convergence by 5-20x, and comprehensive motion blur for fluids and particles. Redshift supports hybrid CPU fallback for specific effects, making it efficient for iterative artist workflows.[124]LOD Generation and Baking
Level of detail (LOD) generation and baking are essential optimization techniques in 3D computer graphics software, enabling efficient rendering by reducing model complexity and precomputing surface details into textures. LOD generation involves creating multiple versions of a 3D model with varying levels of geometric detail, typically for use in real-time applications where distant objects require less precision to maintain performance. Baking, on the other hand, transfers high-fidelity details from high-poly models or simulations onto lower-resolution textures, such as normal, ambient occlusion (AO), and curvature maps, to simulate complexity without increasing polygon counts.[125] These processes are particularly vital for preparing assets for game engines and mobile platforms, where resource constraints demand balanced visual quality and speed. Blender supports manual LOD generation via the Decimate modifier to progressively reduce vertex and face counts while minimizing shape distortion, often applied iteratively to create LOD hierarchies for export. For baking, Blender's integrated tools allow projection of normal, AO, and other maps from high- to low-poly models using ray-casting in the Render Layers setup, with options for cage extrusion to handle complex geometries.[126] Autodesk Maya utilizes the Transfer Maps tool for baking normal, AO, and curvature maps, employing ray-casting methods to project details with options for ambient occlusion sampling and normal space matching, suitable for film and game pipelines. For LOD, Maya's LOD groups and reduction tools, including the Maya LT LOD importer, enable hierarchical model simplification with automatic switching based on distance.[127] Houdini's Labs LOD Create node extends baking capabilities by combining simplification with texture projection in a procedural workflow, automating the creation of LODs alongside baked maps for VFX and interactive content. It supports hierarchical LOD chains with UV remapping and normal map generation directly in node networks.[128] In Maxon Cinema 4D, LOD generation uses the LOD object tag for distance-based mesh switching, with the Polygon Reduction tool for creating simplified variants; baking is handled via the Bake Texture tag, supporting normal, AO, and displacement maps through projection from high-poly sources, integrated with Redshift for preview. Autodesk 3ds Max provides the LOD Generator modifier for automatic creation of LOD levels using progressive reduction algorithms, preserving silhouettes and UVs. Baking employs the Render to Texture utility for projecting details like normals and AO onto low-poly models, with batch processing for multi-object scenes and support for Arnold or V-Ray outputs. These techniques collectively support mobile optimization by minimizing GPU load through reduced geometry and texture-based detailing, ensuring smoother frame rates in resource-limited environments. In rendering workflows, LOD and baked assets enhance efficiency by allowing high-quality previews without full geometric computation.File I/O Formats
Image, Video, and Audio Formats
3D computer graphics software typically supports a range of 2D image, video, and audio formats for importing textures, reference footage, animation sequences, and sound elements used in texturing, animation, and post-production workflows.[129][130] Common image formats include OpenEXR (EXR) for high-dynamic-range and multi-channel data, Portable Network Graphics (PNG) for lossless compression with alpha channels, and Radiance HDR (HDR) for environmental mapping.[131][132] Video formats such as Audio Video Interleave (AVI), QuickTime Movie (MOV), and MPEG-4 (MP4) enable playback of reference clips or export of rendered animations, often via frame sequences to maintain quality.[133][134] Audio formats like Waveform Audio File Format (WAV) and Audio Interchange File Format (AIFF) are standard for importing soundscapes or procedural audio-driven effects.[135] Support varies by software, with open-source tools like Blender offering broad compatibility through integrated libraries, while proprietary applications such as Autodesk Maya and 3ds Max emphasize industry-standard VFX pipelines. Blender, for instance, leverages FFmpeg for encoding videos in AVI, MOV, and MP4 containers, supporting frame sequences for high-quality exports without compression artifacts.[133] Maya provides robust handling of multi-channel EXR files, facilitating seamless integration with compositing tools like Nuke for layering render passes such as diffuse, specular, and alpha channels in post-production.[136] Cinema 4D supports alpha channels natively in formats like PNG, TIFF, and TGA, enabling transparent elements for motion graphics and integration with Adobe After Effects.[137]| Software | Key Image Formats Supported | Key Video Formats Supported | Key Audio Formats Supported | Notable Specifics and Limitations |
|---|---|---|---|---|
| Blender | EXR (multi-layer, float 16/32-bit), PNG, HDR, TIFF, JPEG, BMP | AVI, MOV, MP4 (via FFmpeg) | WAV, AIFF | FFmpeg enables frame sequence exports for animations; broad codec support but requires compilation for some advanced video options.[131][133][135] |
| Autodesk Maya | EXR (multi-channel, floating point), PNG, HDR, TIFF, JPEG, PSD (layered) | AVI, MOV, image sequences | WAV, AIFF | Multi-channel EXR optimized for Nuke workflows; alpha channel support in most formats for compositing.[130][136] |
| Autodesk 3ds Max | EXR, PNG, HDR, TIFF, JPEG, TGA, PSD | AVI, image sequences (MP4 via plugins) | WAV | No native HEVC (H.265) support without third-party plugins; recommends image sequences over video files for textures to avoid playback issues.[132][138] |
| SideFX Houdini | EXR, PIC (native), TIFF, JPEG, PNG | Image sequences (limited compressed video) | WAV, AIFF, MP3 | Relies on image sequences for video-like imports; strong audio support for procedural effects via CHOPs network.[139][135][140] |
| Maxon Cinema 4D | EXR, PNG, HDR, TIFF, TGA, PSD, JPEG | AVI, MOV, MP4 | WAV, AIFF | Alpha channel handling in TGA and PNG for transparency; integrates with Cineware for After Effects video workflows.[137][141][142] |
Standard 3D and Scene Formats
Standard 3D and scene formats serve as interchange standards for transferring models, hierarchies, animations, and materials between graphics software, facilitating workflows across tools like Maya, Blender, and 3ds Max. These formats prioritize data fidelity during export and import, though they vary in scope from simple geometry exchange to full scene descriptions. Common examples include the Wavefront OBJ for basic polygonal meshes, Autodesk's FBX for comprehensive scene data, Alembic for animated caches, Khronos Group's COLLADA for extensible asset exchange, and Universal Scene Description (USD) for layered, composable 3D scenes.[144][145][146][147][148] The OBJ format, developed by Wavefront Technologies, is an ASCII-based standard focused on geometry definition using vertices, normals, texture coordinates, and faces, often paired with MTL files for material properties like colors and textures. It supports lines, polygons, and free-form curves but lacks native animation or hierarchy support, making it suitable for static model interchange in applications such as 3D printing and CAD tools. Limitations include no embedded metadata and inconsistent handling of associated MTL files across software, which can lead to material loss during transfer.[147] FBX, a proprietary yet widely licensed format from Autodesk, enables export of full 3D scenes including geometry, cameras, lighting, skeletons, and animations, with strong preservation of object hierarchies and custom material data. In Maya, FBX supports animation baking during export, converting constraints and procedural animations into keyframed curves (e.g., via the "Bake Animation" option, which samples at specified intervals from the timeline), ensuring compatibility for rigged characters transferred to tools like Unity or Blender. Version compatibility has evolved, with FBX 2020 and later integrating better with Universal Scene Description (USD) workflows through Autodesk's SDK, allowing hybrid pipelines in film and games.[144][149] Alembic, an open framework co-developed by Sony Pictures Imageworks and Industrial Light & Magic, specializes in baked geometric caches for complex animations, storing vertex positions, transforms, and topology over time without procedural dependencies. It excels in vertex animation export, as seen in Blender where users can output deforming meshes (e.g., simulations or particle effects) via the Alembic exporter, preserving per-frame vertex data for downstream rendering in Houdini or Maya. Features include efficient hierarchical storage using HDF5 or Ogawa backends, supporting handoffs between animation and lighting stages, though it omits materials and rigs to focus on geometry fidelity.[145][150] COLLADA (Collaborative Design Activity), maintained by the Khronos Group, is an XML-based schema for lossless 3D asset exchange, encompassing geometry, shaders, physics, kinematics, and animations within a node-based hierarchy. It supports material transfer through COLLADA FX for effects like GLSL shaders and texturing, with versions 1.5+ adding B-rep geometry and compressed .zae archives for better compatibility. In practice, COLLADA preserves scene structures like parent-child relationships, enabling transfers between diverse tools, but its verbosity can increase file sizes compared to binary formats like FBX.[146] Universal Scene Description (USD), an open-source framework from Pixar Animation Studios, provides a flexible schema for describing, composing, and interchanging 3D scenes with support for layers, variants, references, and non-destructive editing. It uses a text-based (USD or Usda) or binary (Usdc) format to handle complex pipelines, preserving metadata, relationships, and time-sampled data for animations. USD excels in collaborative VFX and animation workflows, with native support in Houdini for procedural scene building and export, while Maya and Blender use plugins or built-in exporters for USD 0.22+ compatibility as of 2025. Limitations include a steeper learning curve for simple tasks and potential bloat in non-layered scenes compared to lighter formats like OBJ.[148][151]| Format | Key Strengths | Limitations | Software Example Usage |
|---|---|---|---|
| OBJ | Simple geometry (vertices, UVs, normals); MTL for basic materials | No animation/hierarchy; MTL inconsistencies | Static models in Blender/Maya imports |
| FBX | Full scenes (animation, rigs, materials); hierarchy preservation | Proprietary; version-specific quirks | Maya baking for Unity export |
| Alembic | Vertex caches/animations; efficient for simulations | No materials/rigs; geometry-only focus | Blender export for Houdini rendering |
| COLLADA | Extensible XML (shaders, physics); lossless hierarchy | Verbose files; implementation variances | Asset exchange in 3ds Max pipelines |
| USD | Composable scenes, variants, metadata preservation | Complex for simple exchanges; larger files | Houdini native for VFX pipeline handoffs |
