Physically Accurate Global Illumination

lucille is a Global Illumination renderer which creates photorealistic images based on physically accurate light simulation. lucille achieves unbiased rendering by calculating the physical interactions of light between objects. You can render images which can be mistaken for real pictures.

Unnaturally Fast

While global illumination is capable of creating photorealistic images, it is also known for requiring a great deal of computational resources and time. lucille is able to render scenes using GI in high speed, since lucille has been developed on M³ Platform. For example, compared to PRMan, lucille is 10 to 30 times faster using an Intel CPU. M³ Platform drives multi-core hardware resources efficiently, and accelerate rendering process dramatically.

Learn more about M³

Multi-core Optimization

The M³ Platform optimizes lucille to multi-core environment. The large amount of local rendering time will be cut down by the multi-core optimization. By accelerating the speed of local rendering, the artist is able to try different permutation of parameters to come up with a result that is not compromised,using less time.

This video processing speed increases with the number of CPU cores. M³ efficiently maximizes resources, spawning render threads across all available cores, without having to change a single line of code.
High Speed Rendering Made Easy with the M³ Platform

Great Performance on a Clustered Environment


The M³ Platform allows lucille to be deployed in a clustered environment. The distribution is performed effectively such that optimal and maximum performance is obtained. Install this on your render farm or on a private cloud to see performance unleashed.
*Distributed rendering is not supported in the current version of lucille. The function will be updated by this August.

Customizable Source Code

The source code of lucille is available to be customized. You can download the source code for free and improve on the current features and add new features as you like. It is an ideal candidate for special purpose configurations. Along with the source code, the M³ Platform ,which drives multi-core hardwares effectively, is provided. You can develop a parallelized renderer easily and quickly by customizing the lucille Source Code.
*lucille Source Code can not be used without the M³ Platform.

RenderMan Compatible

3ds Max

lucille supports the industrial standard "RenderMan Interface". lucille takes RIB (RenderMan Interface Bytestream) as an input file. Also shaders can be created with RSL(RenderMan Shading Language). lucille can also be easily integrated to your workflow.
*RSL support is currently in development and coming soon.

Cross Platform

3ds Max

lucille is a cross platform solution supporting major platforms and hardware architectures. You can start using lucille or develop with lucille in your environment immediately. lucille supports Microsoft Windows, Linux and Mac OS X on x86 architectures. In addition to x86, lucille provides high performance on Power architectures with Linux distributions.

Functions of lucille

Core Architecture
  • 64-bit, Cross platform
  • Global Illumination
  • Multi-core, multi-threaded, vectorized architecture
    *Multi-node distributed rendering is not supported in the current version.
  • Open Source Code (Application Layer)
  • High Speed Rendering Engine (M³ Platform)
  • Photo Realistic Function
    • IBL (Image-Based Lighting)
    • Ambient Occlusion
    • Color Bleeding
    • Import on Mapping
    • Motion Blur
    • Polygon mesh
      - max mesh, polygon, general polygon, points polygons, points general polygons
    • Patch mesh
      - NURBS, b-spline, catmull-rom, power, bezier, hermite
    • Subdivision surface
    • Quadrics
      - sphere, cone, torus, cylinder, disk, hyperboloid, paraboloid], displacement geometry, bump mapping
    • LoD mapping
    • lucille material in 3dsmax
      - phong, oren-nayar,transparency, reflections, reflations
    • Renderman surface
      - matte, plastic, metal, constant, default material(Same as 3dsMax default)
    • RSL Interface will be Supported
    • Pin hole camera
    • directional(distant), omni(point), spot, ambient
    Output format
    • tiff8, tiff16, tiff32f, exr, framebuffer
    RenderMan Compatible
    • graphic states, geometry,
      * Shading language will be supported. Only single frame rendering is Supported