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Solid Angle Arnold for Houdini (HtoA) v1.8.0
Software » 3D | автор: SonyQ (6.10.15)
Solid Angle Arnold for Houdini (HtoA) v1.8.0


Program Name: Arnold for Houdini (HtoA) v1.8.0
Program Type: SideFX Houdini plug-in
Developer: Solid Angle S.L.
Homepage: www.solidangle.com/arnold/arnold-for-houdini/
Release Date: 06.10.2015
Interface Language: English
Platform: SideFX Houdini v14/15
File Size: 21.85Mb / 21.8Mb / 21.84Mb

Arnold for Houdini (HtoA) представляет собой подключаемый модуль к Houdini, который перебрасывает мостик к системе рендеринга Arnold из стандартного интерфейса Houdini. После установки, а модуль загружается в Houdini, всё, что нужно сделать, так это выбрать систему Arnold в Houdini 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).

--------------------------------------

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.

Features
• All Arnold cameras (perspective, orthographic, spherical, fisheye) with depth of field and advanced shutter controls.
• All Arnold lights (point, distant, spot, quad, disk, cylinder, skydome, mesh) with light filters and accurate viewport representation.
• Custom Arnold shading network context with a comprehensive list of 106 shaders and utilities.
• Atmospheric and background effects.
• Volume rendering with support for OpenVDB and particles.
• Polymeshes, curves, points with support for displacement and bump mapping and subdivision.
• Procedurals, with sample Alembic and mandelbulb implementations.
• Accurate motion blur (transform, deform, velocity, acceleration), overridable per object.
• Geometry attributes translation as user data.
• Optional Arnold properties for objects and cameras.
• Render to AOVs, in single or separate files.
• Support all Houdini rendering contexts (render region, mplay, render viewer, render COP, batch), with support for AOVs and clickable buckets.
• Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
• Instancing.
• Multi-camera renders.
• DeepEXR support.

HtoA Documentation >>

What's new in v1.8.0:
Enhancements
See the Arnold 4.2.10.0 release notes >> for the full list of core enhancements.
- Reduced OpenVDB memory usage: In the OpenVDB DSO provided with our DCC plugins, voxel storage is now optimized to reduce memory usage by about 45%. Depending on the scene this may also reduce render time up to 10%. Additionally, slow .vdb file loading from network drives on Windows has been fixed, and we have improved the accounting of OpenVDB memory usage in the stats. (core#4858, core#4869, core#4870, core#4871)
- Autobump on polymeshes: The autobump feature, enabled by disp_autobump, is now supported on polymeshes with no subdivision. Previously it required subdivision to work. (core#4885)
- Faster subdivision: Faster exact (limit) normals and tangents, in certain cases, subdivision_smooth_derivs speedups up to 50%, smoothing speedups up to 25%. (core#4867, core#4868, core#4878)
- Faster AiVCellNoise3/4: The vector cell noise API functions AiVCellNoise3() and AiVCellNoise4(), which are used in e.g. MayaNoise type "billow", are now about 1.6x faster. (core#4889)
- EXR long names: Attribute and channel names up to 255 chars are now supported in EXR files. Arnold will warn if long names are used since the output files are not compatible with reader applications that use EXR libraries older than 1.7.0. (core#4862)
- Log improvements: The system/unaccounted line under the render time log category has been updated to actually report the unaccounted time, which we define as the total render time reported minus all the other render related time stats. Also, the rays/pixel stats printed at every 5% progress message is now more accurate, computed since the previous 5% message, and is no longer a "running average" of the rays/pixel for the entire image. (core#4843, core#4894)
- Flush SOP cache: When translating heavy geometry, the SOP cache keeps growing until no memory is available. The Arnold ROP now has an option to flush the SOP cache after each frame, this option is turned on by default. (htoa#667)
- Updated Shadow Matte: Numerous features and fixes have been applied to the Shadow Matte shader: An additional shadow_matte AOV now contains the shadow mask. The shadow_opacity parameter now correctly affect the shadow independently of the indirect components. A new diffuse_use_background flag allows to chose between the background and an arbitrary color for the indirect diffuse tint. The background does not affect the indirect specular any longer. The specular roughness now matches the Standard shader's look (csp#85)
Fixes
- Blocky artifacts with matte objects (core#4866)
- Incomplete cameras and objects with automatic Arnold properties when the Houdini install path contains spaces (htoa#651)
- Export vertex attributes as indexed user data only for polymeshes, the sole Arnold shape supporting them for now (htoa#581)
- Safer assignment of user data when the GDP translates as several Arnold nodes (htoa#687)
- Fix inconsistent file permissions after install for some files on Linux (htoa#673)
- Forced Phantom not working on objects without Arnold properties (htoa#688)
- The use_shadow_group parameter is wrongly set on shapes when a native Houdini light is in the scene (htoa#694)
- Wrong uniform user data count on polysoups with primitive attributes (htoa#684)
- Wrong order for per-instance materials, target objects and target .ass files in Houdini 15 when they are specified with the shop_materialpath, instance or instancefile string attributes (htoa#681)
- Cameras defined as digital assets are not exported (htoa#669)
Incompatible changes
- Output driver append mode: To prevent wasted work, Arnold will now error out when some drivers are in append mode and others are not, or do not support it. Also, when in append mode, display viewers (such as the one in kick, MtoA, etc) will not force a full render and instead will just display the new buckets as they are rendered. (core#4841)
- Non-planar 'Z' AOV: The Z-depth AOV for custom cameras or non-planar perspective cameras now corresponds to distance along the camera ray. This had been broken since 4.2.4.0, and before that had a different value for custom cameras. For those cameras, 'Z' used to be distance from 'P' to camera center, which could sometimes result in decreasing Z values along the ray. (core#4722)
- Scaled camera transforms: Only rotation and translation are allowed on camera transforms. Scaling or skew will be ignored, and a warning printed out. This was previously not done consistently, causing unexpected results with DOF. (core#2260)
- Faster AiVCellNoise3/4: The "seed" for the random numbers in these functions has effectively changed, so while the type of noise is the same, the specific output given is now different. (core#4889)
- Updated Shadow Matte: Due to the various fixes, the look of the Shadow Matte shader has changed, in particular the equivalent roughness parameter is the square root of what is was previously (csp#85)

Requirements
Compatible with Houdini 13 and 14 (Indie and Apprentice not supported)
Windows 7 and later (vc11)

Download:
Solid.Angle.Houdini.To.Arnold.v1.8.0.for.Houdini.14.0.395-AMPED [Cracked RLM & License file]
Depositfiles.com>>
Rusfolder.com>>
Letitbit.net>>


Solid.Angle.Houdini.To.Arnold.v1.8.0.for.Houdini.14.0.444-AMPED [Cracked RLM & License file | Unpacked]
Depositfiles.com>>
Rusfolder.com>>
Letitbit.net>>


Solid.Angle.Houdini.To.Arnold.v1.8.0.for.Houdini.15.0.179.25-AMPED [Cracked RLM & License file]
Depositfiles.com>>
Rusfolder.com>>
Letitbit.net>>


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Другие новости по теме / See also:
  • Solid Angle Arnold for Houdini (HtoA) v1.10.1
  • Solid Angle Arnold for Houdini (HtoA) v1.6.1
  • Solid Angle Arnold for Houdini (HtoA) v1.8.1
  • Solid Angle Arnold for Houdini (HtoA) v1.9.2
  • Solid Angle Arnold for Houdini (HtoA) v1.12.2
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