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Solid Angle Arnold for 3ds Max (MAXtoA) v1.2.893
Software » 3D | автор: SonyQ (17.11.17)
Solid Angle Arnold for 3ds Max (MAXtoA) v1.2.893


Program Name: Arnold for 3ds Max (MAXtoA) v1.2.893
Program Type: Autodesk 3ds Max plug-in
Developer: Solid Angle S.L.
Homepage: www.solidangle.com/arnold/arnold-for-3dsmax/
Release Date: 17.11.2017
Interface Language: English
Platform: Autodesk 3ds Max 2018, 64-bit ONLY
File Size: 22.78Mb

Arnold for 3ds Max (MAXtoA) представляет собой подключаемый модуль к Autodesk 3ds Max, который перебрасывает мостик к системе рендеринга Arnold из стандартного интерфейса 3ds Max. После установки, а модуль загружается в 3ds Max, всё, что нужно сделать, так это выбрать систему Arnold в 3ds Max 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 3ds Max (MAXtoA) is a plug-in for Autodesk 3ds Max which provides a bridge to the Arnold rendering system from within the standard 3ds Max interface. Once installed, and the plug-in loaded in 3ds Max, all you need to do is select Arnold rendering in 3ds Max 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
• Integration with 3ds Max shapes, cameras, lights and shaders.
• Image Based Lighting support, including a state of the art physical sky.
• 3ds Max ActiveShade interactive rendering allows parameter changes to be rapidly previewed without interrupting your work.
• Support for AOVs & Deep EXR files.
• Defer the creation of geometry at render time with the Procedural placeholder nodes.
• Texturable Mesh lights.
• 3rd Party Arnold shader support.
• MAXtoA Cloud Rendering for stills and animations. Users can join the optional Autodesk ‘Render Pilot’ program, which now supports MAXtoA.

MAXtoA Documentation >>

What's new in v1.2.893:
Enhancements
- New sub-surface scattering algorithm in standard_surface: unlike the empirical BSSRDF method based on diffusion theory, this new method actually traces below the surface with a real random walk and makes no assumptions about the geometry being locally flat. This means it can take into account anisotropic scattering like brute-force volume rendering and produces much better results around concavities and small details. It can also be substantially faster for large scattering radius. On the other hand, the new method can be slower in dense media, does not support sss_setname for blending two surfaces together, may require redialing materials to achieve a similar look, and is more sensitive to non-closed meshes, "mouth bags", and internal geometry potentially casting shadows. This new algorithm is exposed in the standard_surface shader via the new parameters subsurface_type (with enum values diffusion and randomwalk) and subsurface_anisotropy (Henyey-Greenstein's eccentricity g from -1.0 to +1.0). The default is to use the old empirical diffusion method in order not to break the look of existing scenes.
- New standard_surface's transmit_aovs flag: standard_surface shaders with transmission can now pass through AOVs, by enabling the transmit_aovs parameter. If the background is transparent, then the transmissive surface will become transparent so that it can be composited over another background.
- New car_paint shader: a dedicated shader for car paint, which can be thought of as the combination of a simplified version of the standard_surface and flakes shaders. This shader can create a wide range of car paint looks without having to connect several nodes.
- Improved flakes shader: the size parameter is replaced by the density parameter, which makes it easy to control the size and number of flakes. Alpha channel can be used as a mask. The new shader supports non-disc shapes and 3D flakes, which can be used for rendering gemstone inclusions like Goldstone, for example.
- Improved triplanar shader, now supporting projection through Voronoi cells using the new cell parameter. The rotation angle of the projected texture for each cell can be controlled with the cell_rotate parameter. Cells can be smoothly blended using the cell_blend parameter.
- Improved shadow_matte shader: we have revamped and simplified the shader to make it easier to use, and fixed a number of long-standing issues: Indirect illumination now fills the global diffuse_indirect and specular_indirect AOVs, so we have removed the shader’s (confusingly named) indirect_diffuse and indirect_specular AOVs. Self-reflections are no longer rendered. A new specular_IOR parameter was added that controls Fresnel reflection. Parameters offscreen_color and background_type were removed. The new enum parameter background can be set to either scene_background (default) or background_color, which allows connecting a specific texture in the background_color parameter slot. Parameter alpha_mask was added to control whether the alpha must be opaque or if it has to contain the shadow mask.
- Subdivision frustum culling options: it is now possible not to subdivide patches outside the view or dicing camera frustum. This is useful for any extended surface that is only partially visible as only the directly visible part will be subdivided. Similarly, no subdivision work will happen if a mesh is not directly visible. This can be turned on globally by setting subdiv_frustum_culling true in the rendering options and can be turned off for specific meshes with subdiv_frustum_ignore true in the Arnold Properties. The global subdiv_frustum_padding adds a world space padding to the frustum that can be increased as needed to minimize artifacts from out-of-view objects in cast shadows, reflections, etc. Note that motion blur is not yet taken into account and moving objects might require some additional padding.
- An environment variable (MAXtoA_LegacyMapSupport) is now available to turn on the legacy map support by default.
Fixes
- More robust support of the legacy maps during an Active Shade session.
- Fixed crashes when adding a geometry modifier during an Active Shade session.
- The SSS Set Name in the Arnold Properties is now correctly exported.

See the Arnold 5.0.2.0 >> release notes for the full list of enhancements and fixes.

Requirements
- Compatible with 3ds Max 2018 (64-bit)
- Windows 7 and later
- CPU with at least SSE 4.2 instructions (2006 and later Intel CPUs, and 2011 and later AMD CPUs)

Download:
Solid.Angle.3ds.Max.To.Arnold.v1.2.893.For.3ds.Max-AMPED [Cracked RLM & License file]
Depositfiles.com>>
Uploaded.net>>


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Другие новости по теме / See also:
  • Solid Angle Arnold for 3ds Max (MAXtoA) v0.6.376
  • Solid Angle Arnold for 3ds Max (MAXtoA) v0.8.514
  • Solid Angle Arnold for 3ds Max (MAXtoA) v1.0.836
  • Solid Angle Arnold for 3ds Max (MAXtoA) v1.0.832
  • Solid Angle Arnold for 3ds Max (MAXtoA) v1.2.897
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