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Solid Angle Arnold for 3ds Max (MAXtoA) v1.2.930
Software » 3D | автор: SonyQ (12.04.18)
Solid Angle Arnold for 3ds Max (MAXtoA) v1.2.930

Program Name: Arnold for 3ds Max (MAXtoA) v1.2.930
Program Type: Autodesk 3ds Max plug-in
Developer: Solid Angle S.L.
Release Date: 11.04.2018
Interface Language: English
Platform: Autodesk 3ds Max 2018 & 2019, 64-bit ONLY
File Size: 230.34Mb / 230.18Mb

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 и загрузки модуля 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.

• 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 v1.2.930:
• Non-Photorealistic Rendering: a non-photorealistic rendering (NPR) solution is provided as the combination of the contour filter and toon shader. The contour filter draws contour lines using the information provided by the toon shader and it works even for reflected or refracted objects. The toon shader can be used to obtain a cell animation look. A variety of interesting effects can be achieved by, for example, changing the line width using the edge_width_scale, connecting a procedural texture to mask_color, or using stylized highlights.
• Adaptive sampling: Arnold now has the capability of adapting the sampling rate of each pixel when the enable_adaptive_sampling option is enabled, allowing it to dedicate a greater number of camera samples (and thus also a greater amount of render time) to the pixels that show a greater variation in their sample values. When used, all pixels will receive a sampling rate of at least AA_samples, but no more than AA_samples_max. The adaptive sampler's sensitivity to noise may be controlled through the AA_adaptive_threshold render option, where lower threshold values will apply higher sampling rates to a greater number of pixels.
• Denoiser (noice): a stand-alone, post-process denoiser executable called noice.exe is now bundled with Arnold. This is a high-quality denoiser that takes into account multiple frames and multiple light AOVs. It requires variance information for the beauty output, which can be enabled with the new parameter Output Variance AOV. It can optionally use normal, depth and albedo in order to improve the denoising.
• Denoiser (OptiX): the fast, GPU-powered Nvidia OptiX AI denoiser is now available. By enabling the Denoise parameter in an AOV, Arnold will output this AOV twice: once with the original result, and a second one (suffixed with "_denoise") showing the denoised result. A denoised beauty pass can be obtained by enabling Denoise on an RGBA AOV. Note that denoising happens at the end of a full frame render, and not at each bucket.
• Alembic procedural: a procedural node called alembic which is capable of reading Alembic .abc files has been added.
• Operators: operators are a new node type which perform per-object (node) parameter assignments and overrides, including late-bindings and deferred overrides on procedurally generated nodes. Operators can also create nodes and carry out general scene inspection and modifications. A series of operator nodes are now available: materialx, set_parameter, disable, collection, switch_operator, and set_transform.
• More efficient texture mapping: the performance of certain types of texture lookups, including opacity masks, skydome_lights, and certain kinds of specular and diffuse rays has been optimized.
• Matte shader opacity: the shader matte has gained an opacity parameter, so it can honor transparency the same way the built-in matte object parameter does.
• Per-lightgroup shadow mattes: The shader shadow_matte has a new aov_group parameter that when enabled makes the shader sensitive only to lights with a matching aov setting.
• Trace sets in ambient occlusion shader: the ambient_occlusion shader now supports the trace_set parameter to specify which objects are included or excluded.
• Extra samples in hair shader: the standard_hair shader now supports the extra_samples parameter to use additional GI samples on a per-shader basis.
• ID AOVs in standard_surface and standard_hair: the standard_surface and standard_hair shaders now support ID AOVs. These are useful for creating mattes.
• Face mode option in color_jitter: with the new face_mode option, color can be randomized per quadrangle as well as triangle.
• New AOV-write shader: an aov_write_rgba shader has been added which complements the existing rgb, float and int variations of this shader.
• Layer shaders: the newly added layer_float and layer_shader shaders can be used to mix float values and closures respectively. layer_rgba allows to composite textures.
• trace_set shader now exposed.
• Checkbox added to display the buckets' corners.
• Arnold objects' UI (Volume, Procedural, Alembic) now Qt.
• Arnold Answer added to the Arnold menu.
- Light groups crashes 3ds Max at render time if a light turned off is included.

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

- Compatible with 3ds Max 2018 and 2019 (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)

Solid.Angle.3ds.Max.To.Arnold.v2.0.930.For.3ds.Max.2018-AMPED [Cracked RLM & License file]>>>>

Solid.Angle.3ds.Max.To.Arnold.v2.0.930.For.3ds.Max.2019-AMPED [Cracked RLM & License file]>>>>

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Другие новости по теме / See also:
  • Solid Angle Arnold for 3ds Max (MAXtoA) v1.2.926
  • Solid Angle Arnold for 3ds Max (MAXtoA) v2.0.931
  • Solid Angle Arnold for 3ds Max (MAXtoA) v1.0.832
  • Solid Angle Arnold for 3ds Max (MAXtoA) v2.2.961
  • Solid Angle Arnold for 3ds Max (MAXtoA) v1.2.897
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