- Non-destructive scene editing with persistant undo
- Multiple hierachical scene variants
- Real-time and ray-trace render engines producing similar result
- Fully multi-threaded computations, scene and texture loading
- lib3 files thumbnail preview in Windows Explorer
- Support for transformation/skin/morph/frame animation
- Linear workflow for correct colors
- Wireframe visualization
- Outline rendering using model edges, ray tracing or image based
- Append or dynamically link scenes
- Transparently load scenes & textures from zip/gz/lz4/lzma/lib3 formats
- Fast interactive rendering
- Denoising (CPU & GPU)
- Firefly reduction and removal
- Clip\section planes attachable per node
- Render elements\passes for compositing
- Built-in real-time basic compositor
- Forward rendering with MSAA support
- Fast approximate anti-aliasing (FXAA)
- Fast order-independent transparency
- Material libraries (built-in and user)
- Simplified/fast material setup based on PBR
- Disney diffuse BRDF model with roughness
- Isotropic & anisotropic GGX reflection BRDF model
- GGX doesn't darken with higher roughness
- Correct Glossy Fresnel
- Metals using complex Fresnel under artistic control
- Metal\Roughness texture PBR workflow
- Built-in flakes for paint effects
- Specular coating for multi-layer materials
- Thin film coating effects
- Texture driven material properties
- Toon material with diffuse, specular and rim
- Hair material
- Subsurface scattering
- Refraction & Translucency
- Environment & object fog with optional scattering
- Localized partial render restart for fast material changes
- Automatically share shader programs between compatible materials for best performance
- Sinle click standard light setups
- Directional, Point, Spot and Rectangle lights
- Each light can have a size and soft shadows
- IES profiles to match real lamps
- Mesh emitters
- Image-based (HDR) lighting with cubemap/spheremap/mirror ball projection
- Physical sun & sky
- Light groups to manage collections of lights
- Shadow\Reflection catcher plane
- Full physically accurate global illumination (GI)
- Light cache and Photon Mapping for faster GI/ArchiViz
- Caustics via roughness filtering or Photon Mapping
- Probabilistic light sampling to handle lots of lights
- Correct area lights using Linearly Transformed Cosines
- Shadow maps with optional soft shadows
- Spherical harmonics with filtered importance sampling
- Optional virtual point lights for IBL approximation
- Screen-space ambient occlusion (SSAO)
- Multiple uv & color sets
- Subdivision surfaces
- Displacement (Vector & Normal)
- Per object visibility options
- Hair splines and line approximation
- Texture library (built-in and user)
- Multiple image formats (png, dds, hdr, exr...)
- Procedural textures (noise, cellular, dots...)
- Mix texture to combine two textures using different blend modes
- Procedural texture mapping for objects without uvs
- Detect and relocate missing textures
- Pack textures into the scene file
- Perspective/Orthogonal/Panorama camera models
- Depth of field with multiple shapes
- GPU tonemapping with color grading and white balance
- Bloom and Vignetting post-processing