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Solid Angle Arnold for Maya (MtoA) v1.2.4.0
Software » 3D | автор: SonyQ (11.09.15)
Solid Angle Arnold for Maya (MtoA) v1.2.4.0 for Autodesk Maya 2014/2015/2016

Program Name: Arnold for Maya (MtoA) v1.2.4.0
Program Type: Autodesk Maya plug-in
Developer: Solid Angle S.L.
Release Date: 11.09.2015
Interface Language: English
Platform: Autodesk Maya 2014/2015/2016, 64-bit ONLY
File Size: 9.59Mb / 9.57Mb / 9.69Mb

Arnold for Maya (MtoA) представляет собой подключаемый модуль к Autodesk Maya, который перебрасывает мостик к системе рендеринга Arnold из стандартного интерфейса Maya. После установки, а модуль загружается в Maya, всё, что нужно сделать, так это выбрать систему Arnold в Maya для рендеринга сцен. Arnold - это система глобального освещения, включающая современные методы трассировки лучей и физически точного затенения. Arnold предлагает больше скорости, больше мощности и более высокое качество. Это обеспечивает студии явным конкурентным преимуществом - особенно в крупнобюджетном производстве.

За последние несколько лет Arnold был использован для создания уникальных визуальных эффектов в главных эффектах художественных фильмов, анимационных художественных фильмов, а также в дорогостоящих коммерческих проектах. Компания Sony Pictures Imageworks использовала систему Arnold ранее, и будет использовать её во всех предстоящих фильмах.

Arnold использует передовые алгоритмы для наиболее эффективного использования аппаратных ресурсов компьютера: память, дисковое пространство, процессорные ядра, а также SIMD-расширения SSE.

Архитектура Arnold была разработана для простой адаптации к существующим конвейерам. Система построена поверх системы подключаемых узлов; пользователи могут расширять и настраивать систему посредством написанием новых узлов шейдеров, камер, фильтров и драйвера вывода, а также процедурной геометрии, собственных типов лучей и геометрических данных. Основная цель архитектуры Arnold заключается в предоставлении полного решения в качестве основного визуализатора при работе над анимацией и визуальными эффектами. Однако Arnold также может использоваться как:
• 'Лучевой' сервер для традиционных построчных визуализаторов
• Инструмент для запекания или процедурной генерации данных освещения (карты освещения для видеоигр)
• Инструмент интерактивного рендеринга и пересчёта освещения

Чем отличается Arnold?
Arnold представляет собой движок рендеринга без допущений на основе методов трассировки лучей и путей. Он не использует алгоритмы кэширования, которые добавляют артефакты, такие как метод фотонных карт (Photon mapping) и окончательная сборка (Final gather).


Arnold for Maya (MtoA) is a plug-in for Autodesk Maya which provides a bridge to the Arnold rendering system from within the standard Maya interface. Once installed, and the plug-in loaded in Maya, all you need to do is select Arnold rendering in Maya to start rendering your scenes. Arnold is a global illumination system incorporating modern ray tracing and physically based shading techniques. Arnold offers greater speed, more power and higher quality. This gives studios using Arnold a distinct competitive advantage - especially in big-budget productions.

Over the past few years, Arnold has been used to create unique visual effects in major VFX feature films, animated features, and high-end commercial projects. Sony Pictures Imageworks was the catalyst for the professional adoption of the product and will use Arnold in all upcoming films.

Arnold uses cutting-edge algorithms that make the most effective use of your computer’s hardware resources: memory, disk space, multiple processor cores, and SIMD/SSE units.

The Arnold architecture was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system; users can extend and customize the system by writing new shaders, cameras, filters and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects. However, Arnold can also be used as:
• A ray server for traditional scanline renderers
• A tool for baking/procedural generation of lighting data (lightmaps for videogames)
• An interactive rendering and relighting tool

Why is Arnold different?
Arnold is an unbiased ray/path tracing engine. It doesn't use caching algorithms that introduce artifacts like photon mapping and final gather.

• Seamless integration with Maya shapes, cameras, lights and shaders.
• Image Based Lighting support, including a state of the art physical sky.
• Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
• Support for volume rendering with Maya Fluids.
• Support for Maya Hair and nHair.
• Particles and nParticles support, including particle instancer.
• Defer the creation of geometry at render time with the Stand-in placeholder nodes.
• Productivity boost: override sets, holdout mattes, shadow catcher, passes, UDIM style textures, and arbitrary primvar data.
• Extensible through plug-ins (Golaem, FumeFX for Maya, Yeti, Shave & Haircut).
• XGen integration.
• Texturable geometric lights.
• Deep EXR.
• Rendering of curves.

MtoA Documentation >>

What's new in v1.2.4.0:
- Initial Bifrost Support on Maya 2016 for Windows and Linux (OSX version coming soon). Foam nodes are rendered as particles (supporting motion blur), and Aero nodes are rendered as Arnold volume primitives. Both are shaded with Bifrost native materials, which containing several ramps based on the particle / volume attributes. Bifrost Liquids have to be converted to meshes and can be rendered with any shader.
- Refractive dispersion: The standard shader now supports chromatic dispersion through refraction. The new parameter dispersion_abbe specifies the Abbe number of the material, which describes how much the index of refraction varies across wavelengths. For glass and diamonds this is typically in the range 10 to 70, with lower numbers giving more dispersion. The default value is 0, which turns off dispersion. The chromatic noise can be reduced by either increasing the global AA samples, or the refraction samples.
- Volumetric scattering AOVs: Direct and indirect scattering in volumes can now be rendered separately using the new volume_direct and volume_indirect AOVs.
- New AOVs in Standard Shader : Direct and indirect SSS results are now saved separately in the new "direct_sss" and "indirect_sss" AOVs.
- Perspective OpenVDB volumes: The accompanying OpenVDB volume DSO provided with our DCC plugins has now been optimized to render perspective grids, also known as frustum buffers. The speedup depends on the specific perspective transformation, but we have seen 4x-6x faster rendering in tests.
- Faster opacity: The arnold core shaders (lambert, standard, etc...) now have significant speedups when shading with partial opacity, or when using opacity-mapped tree leaves. This optimization is controlled by the options attribute enable_fast_opacity enabled by default.
- Faster subdivision: Several optimizations were added to the Catmull-Clark subdivision engine. Adaptive subdivision mode is now 4% faster, and smooth derivatives (as needed by anisotropic surface shading) are 27% faster while using 8% less memory.
- Faster curves: Curves in thick mode now render 2-20% faster. Curves with non-zero "Min Pixel Width" now render up to 2x faster.
- .tx files support: .tx files will be visible on the Maya viewport as native textures in Maya 2014 and Maya 2015 (Maya 2016 already supports them natively).
- Added a "shader" parameter to the LightBlocker node.
- Added "Offset U" and "Offset V" attributes to the image node.
- Created a maya.connectable metadata so that attributes can be animated in maya without having to be declared as "linkable" for Arnold.
- MtoA now allows hardware shading implementation for custom shaders
- Opacity in utility shader: utility shaders with opacity will now render less transparent than before, previously it was incorrectly rendering too transparent. The new opacity behaviour better matches other shaders like standard and lambert.
- Bump and object scale: The bump2d, bump3d shaders now take into account object scale by default. Previously the bump displacement height would not scale along with the object, which was inconsistent with displacement and autobump. The new global options.bump_space is set to object by default, but can be set to world for backwards compatibility. This new global option will likely be removed in the next API-breaking major release.
- Driver time stats: Output driver time is now reported in the render time section of the log file stats. This can be used to detect bottlenecks related to deep image output, excessive number of AOVs or networking issues.
- Faster volumes: Volume lookups with multiple channels render 5% faster in various tests.
- Faster deep EXR: The driver_deepexr node has been optimized, resulting in up to 25% faster rendering, most notably when using volumes.

Maya 2014, Windows 64 bit
Maya 2015, Windows 64 bit
Maya 2016, Windows 64 bit

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Другие новости по теме / See also:
  • Solid Angle Arnold for Maya (MtoA) v1.2.4.1
  • Solid Angle Arnold for Maya (MtoA) v1.2.7.2
  • Solid Angle Arnold for Maya (MtoA) v1.2.7.3
  • Solid Angle Arnold for Maya (MtoA) v1.3.0.1
  • Solid Angle Maya to Arnold (MtoA) v0.18.0
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