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Solid Angle Arnold for Houdini (HtoA) v1.14.0
Software » 3D | автор: SonyQ (24.12.16)
Solid Angle Arnold for Houdini (HtoA) v1.14.0

Program Name: Arnold for Houdini (HtoA) v1.14.0
Program Type: SideFX Houdini plug-in
Developer: Solid Angle S.L.
Release Date: 24.12.2016
Interface Language: English
Platform: SideFX Houdini v15.5.607/v15.5.632/v15.5.673
File Size: 25.84Mb / 25.84Mb / 25.83Mb

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).

Инструкция по активации на Русском языке прилагается, см. 'install_ru.txt'


Arnold for Houdini (HtoA) is a plug-in for Houdini which provides a bridge to the Arnold rendering system from within the standard Houdini interface. Once installed, and the plug-in loaded in Houdini, all you need to do is select Arnold rendering in Houdini 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.

• 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 v1.14.0:
- Portal mode: Skydome lights now have a portal_mode parameter with options off, interior_only and interior_exterior to respectively turn off portals, block any light outside portals for interior only scenes, and let light outside portals through for mixed interior and exterior scenes. Blocking light outside portals more predictably reduces noise for interior only scenes, but is biased. (core#5601, htoa#847)
- Complex IOR shader: This shader can be used to render materials with complex index of refractions. The Standard shader can compute the Fresnel effect for dielectric materials like plastic and glass based on the refractive index of the material (n), however metals have a more complicated Fresnel reflective curve that depends also on another parameter called the extinction coefficient (k). You can either the n & k physical parameters for R, G , B or use the artistic Reflectance & Edgetint colors to define the Fresnel. The shader also comes with a number of presets for common metals. This shader should be used as a specular/reflection color map in the Standard shader, with the Fresnel option disabled, as it does its own Fresnel calculations. (csp#101)
- Thin film shader: This shader reproduces the effect of thin film interference on a surface. It can be linked to the Specular or Reflection color of a Standard shader with the Fresnel option disabled, as the shader does its own Fresnel calculations. (csp#103)
- Flakes shader: This shader creates a procedural flake normal map that can be used for materials such as car paint. Note that the map does not perform any filtering, so small flakes require more AA samples to become clean. (csp#102)
- Custom UV set for ramp shaders: The ramp_rgb and ramp_float shaders now allow the selection of a custom UV set (csp#104)
- Improved oriented curves mode: The oriented curves mode will now produce an actual 3D surface when rendering, making it more suitable for shapes like grass and feathers. This replaces the previous behavior that was based on the 2D ribbon mode. (core#5532)
- Faster minimum pixel width: min_pixel_width for curves and points is now significantly faster in certain situations. (core#5249)
- New output image metadata: arnold/camera/near_clip and arnold/camera/far_clip have been added to output image EXR metadata. (core#3175)
- File handle limits: We now report the file handle limit used by arnold at the top of the log and if the limit is hit, we print out a list of all the open files in order to aid in determining why there are so many files open at the same time. (core#5236, core#5237, core#5238)
- Auto-detect threads respects Linux CPU taskset: On Linux, if the Arnold process is run under a restricted CPU set, such as from taskset or numactl, then setting the number of threads to 0 will cause Arnold to use the number of cores it's been assigned, instead of the total number of logical cores in the system. (core#5283)
- Fixed volume and implicit bounding box calculation slow in batch when displayed as volumes in the viewport. (htoa#845)
- Fixed ground projection in specular with the shadow_matte shader. (csp#99)
- Fixed conflict with the built-in shadow_matte AOV. (csp#98)
- Fixed makeTxExecute() exception in IPR when selecting a non-TX texture in the Image shader. (htoa#840)
Incompatible changes
- The state_rgb shader has been removed as the shader globals it exposed did not make sense outside of a light loop or would have been unreliable to use. (csp#100)

See also the Arnold >> release notes for the full list of core enhancements and fixes.

- Compatible with Houdini, Houdini FX, Houdini Indie and Houdini Education 15
Please note that Houdini Apprentice does not support third party renderers and thus cannot run HtoA
- Windows 7 and later (vc11)
- CPU with at least SSE 4.2 instructions (2006 and later Intel CPUs, and 2011 and later AMD CPUs)

Solid.Angle.Houdini.To.Arnold.v1.14.0.for.Houdini.15.5.607-AMPED [Cracked RLM & License file]>>>>>>

Solid.Angle.Houdini.To.Arnold.v1.14.0.for.Houdini.15.5.632-AMPED [Cracked RLM & License file]>>>>>>

Solid.Angle.Houdini.To.Arnold.v1.14.0.for.Houdini.15.5.673-AMPED [Cracked RLM & License file]>>>>>>

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Другие новости по теме / See also:
  • Solid Angle Arnold for Houdini (HtoA) v2.1.2
  • Solid Angle Arnold for Houdini (HtoA) v1.14.4
  • Solid Angle Arnold for Houdini (HtoA) v2.0.0
  • Solid Angle Arnold for Houdini (HtoA) v2.2.0
  • Solid Angle Arnold for Houdini (HtoA) v1.14.3
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