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“Overall, I have found Rosetta to be very reliable and easy to use. I am looking forward to seeing how this product evolves with future revisions.”

Colm Prendergast

Have you ever tried to import a model and have it not render correctly in target package?

Have you ever wasted time re-importing a model just to do some small cleanup?

Have you ever found the perfect model – but it just doesn’t look right or isn’t compatible with the package you are working?

Traditional importing and exporting relies on the source package and the target package having similar enough rendering systems that you can model effectively in one package and have it look as you intended in the other package. It also limits you to the filters of one of the two packages.

Digital Element’s Rosetta plug-ins are a brand new technology that solves all of these issues and more. Now you can build part of your package in WorldBuilder, part in 3ds max, and part in LightWave – and render it all together without any traditional importing or exporting. Everything renders in its native package and looks just as you intended – and you get the composite image.

How does Rosetta work?

If you are a Max user and a LightWave User and you have both of those Rosetta plug-ins, then you can build some assets in Max and some in LightWave. When you load the Rosetta plug-ins, it sits on top of your two packages and builds the composite image, sparking each render and sharing data. All assets get rendered in their native package and some asset data is shared between the packages in order to build a composite scene.



  Key Rosetta Features:
Share lighting, cameras, and shadows between multiple packages.
Network render your entire scene.
Sparks individual renders on each package.
Composites on an a-buffer and z-buffer.
Each plug-in is completely modular.

Where is the WorldBuilder Rosetta Communicator?
  Each of the plug-ins is a communicator between WorldBuilder and the target package. The way you get, for example, Max and LightWave to talk to each other is to buy each of the plug-ins – the connection happens automatically.

What plug-ins have you released? What is planned?
  Rosetta for LightWave and 3ds max have been released. Rosetta for Maya should ship in the coming two months and Rosetta for Cinema 4D and SofImage are planned before the end of 2003.

What is the final render quality?
  Sample movies have been put online. We have provided a download of the uncompressed movies as well for a representative sample. Click here to check those out.

Why use Rosetta? Why not just Import?
  It depends on whether you want all of the specific features of each native package. Remember that when you import you are losing half of your options. Often times you don’t get the versatility you wanted. Also, Rosetta speeds up the production process because you never have to re-import. Everything is dynamically linked.


Legal Notices and Disclaimer:
These pages and the Rosetta software they describe are copyrighted to Digital Element, Inc. 2002-2016. All Rights Reserved. The names, logos, and service marks for LightWave, Cinema 4D, SoftImage, 3ds max, and Maya are each held by their respective companies (NewTek, Cinema 4D, SoftImage, AutoDesk, and Alias respectively). Those companies reserve all rights to their copyrights, marks and logos. Logos and names of other products displayed on this page are for reference only. Digital Element is a licensed 3rd party developer for all products supported in those situations where a 3rd party development program is in place and is within its rights under SDK user license for the release of each plug-in individually. None of the respective companies have either expressed or implied endorsement for Rosetta. The usability and stability of Rosetta is strictly the responsibility of Digital Element, Inc.