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Solid Angle Arnold for Houdini (HtoA) v3.2.0
Software » 3D | автор: SonyQ (23.10.18)
Solid Angle Arnold for Houdini (HtoA) v3.2.0


Program Name: Arnold for Houdini (HtoA) v3.2.0
Program Type: SideFX Houdini plug-in
Developer: Solid Angle S.L.
Homepage: www.solidangle.com/arnold/arnold-for-houdini/
Release Date: 21.10.2018
Interface Language: English
Platform: SideFX Houdini v16.5.536 / v16.5.571 / v17.0.352
File Size: 190.21Mb / 190.23Mb

Arnold for Houdini (HtoA) представляет собой подключаемый модуль к Houdini, который перебрасывает мостик к системе рендеринга Arnold из стандартного интерфейса Houdini. После установки и загрузки модуля 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.

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 v3.2.0:
This release uses Arnold 5.2.1.0 and OpenVDB 4.0.0.
Please note that Houdini Apprentice does not support third-party renderers and thus cannot run HtoA.
Enhancements
- Round corners shader: This shader modifies the shading normals near edges to give the appearance of a round corner. The simpler way to use this shader is to connect its output normal to standard_surface.normal or standard_surface.coat_normal (core#7517)
- Normal map blending: A new normal_map blending mode was added to the layer_rgba shader. This makes easier to create fine details and is more efficient than connecting multiple bump or normal mapping nodes. (core#7523)
- Faster adaptive subdivision: Faster adaptive subdivision due to more efficient computation of irregular patches: x2 speedup in some cases. (core#7344, core#7444, core#7488)
- Faster operator evaluation: Operator evaluation is now up to 20x faster on large scenes thanks to expression caching and graph pre-processing. (core#7001, core#7508)
- JSON log file additions: The JSON stats file has more info, such as the hardware used. (core#7196)
- LPE image metadata: Output image metadata now includes the full light path expression for each layer. (core#7499)
- Alembic archives: The Alembic procedural will reuse alembic file handles, keeping up to 8 file handles open for better cache handling in parallel node initialisation. (core#7071)
Incompatible changes
- Range shader gain: The gain parameter on the range shader is now inverted for consistency with the AiGain() API function (core#7477)
- JSON stats change: The JSON stats format has changed in order to resolve some ambiguities with nested fields. (core#7074, core#7530)
- JSON stats version: The JSON stats file now has a "JSON log version" field that will be incremented each time a breaking change is made to the JSON stats format. (core#7530)
Fixes
- Alembic packed primitive translation optimisations motion (htoa#1023)
- Optimisations for rendering multiple alembic primitives (htoa#1106, core#7493)
- MaterialX generated shaders are scoped under their node graph names. (core#7443)
- Unexpected missing parameter warning on custom procedural instances. (core#7548)
- Copy id to child alembic nodes. (core#7442)
- Shaders should check that samples are always strictly positive. (core#7573)
- Alembic geometry has incorrect transform with make_instance enabled. (core#7567)
- Alembic transform/deformation motion blur mismatch. (core#7539)
- The first parameter of OSL nodes is not initialized to the default value. (core#7524)
- Remove the OptiX dependency on mac. (core#7520)
- User parameters not properly propagated or read from parent procedural. (core#7516)
- Alembic Crash with arbGeoParam array property. (core#7507)
- Autobump (and bump) disappear for some pixels. (core#7505)
- Alembic procedural expansion with make_instance on using an object_transform parameter. (core#7501)
- Noice: when looking for feature AOVs prioritize AOVs with the correct filter. (core#7497)
- Kick -laovs should not grab a license. (core#7495)
- Add sheen AOV labels. (core#7492, htoa#1105)
- Texture baking: small triangles can cause artifacts. (core#7480)
- Gain function in range shader is inverted. (core#7477)
- Alembic object transform fix. (core#7475)
- Curves memory report missing some entries. (core#7474)
- Shadow group is not inherited in ginstance. (core#7472)
- D'Eon BCSDF must be evaluated when `base_color` is small. (core#7470)
- Render callback does not support an "empty" callback. (core#7467)
- MaterialX: Supported parameter arrays are not processed by operator and node definition generation. (core#7466)
- Adaptive camera samples higher than expected. (core#7461)
- Thread safety of alembic procedural tokenize function. (core#7456)
- Cell noise time not evaluated when linked. (core#7445)
- Volume AOVs: shadow rays interfere with new Z and ID AOVs. (core#7432)
- Volumes: register new AOV volume_Z. (core#7431)
- Transform motion in procedural that only contains lights can give invalid lights. (core#7422)
- Make flatness check for quad_light more robust. (core#7419)
- Noice: skip denoising AOVs with no associated variance. (core#7418)
- Noice: support additional channel suffixes and warn if the suffix is unsupported. (core#7417)
- Noice: incorrect handling of variance AOVs in a separate file. (core#7416)
- Noice: issues with certain crop windows combinations. (core#7415)
- Alembic files with single entry array attributes should be considered not arrays. (core#7413)
- Metadata lexer should ignore more than three # in a row. (core#7388)
- Nested timing stats are ambiguous in json output. (core#7074)
- Recover from failed optix launches. (core#6727)
- Export full path instead of node name when writing to .ass while expanding procedurals. (core#6221)
- Alembic transform incorrect with motion blur. (core#7579)
- Alembic with make_instance and parallel node init enabled causes disappearing geometry. (core#7478)
- Alembic crash with make_instance enabled and changing frames. (core#7446)

See also the Arnold 5.2.1.0 >> release notes for the full list of core enhancements and fixes.

Requirements
- Houdini, Houdini FX, Houdini Indie or Houdini Education (Houdini Apprentice is not supported)
- Windows 7 and later
- CPU with at least SSE 4.1 instructions (2006 and later Intel CPUs, and 2011 and later AMD CPUs)

Download:
Solid.Angle.Houdini.To.Arnold.v3.2.0.for.Houdini.16.5.536-AMPED [Cracked RLM & License file]
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Uploaded.net>>


Solid.Angle.Houdini.To.Arnold.v3.2.0.for.Houdini.16.5.571-AMPED [Cracked RLM & License file]
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Uploaded.net>>


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Другие новости по теме / See also:
  • Solid Angle Arnold for Houdini (HtoA) v3.1.1
  • Solid Angle Arnold for Houdini (HtoA) v3.0.2
  • Solid Angle Arnold for Houdini (HtoA) v3.0.3
  • Solid Angle Arnold for Houdini (HtoA) v3.0.1
  • Solid Angle Arnold for Houdini (HtoA) v3.0.3
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