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Solid Angle Arnold for Cinema 4D (C4DtoA) v2.3.0
Software » 3D | автор: SonyQ (9.04.18)
Solid Angle Arnold for Cinema 4D (C4DtoA) v2.3.0


Program Name: Arnold for Cinema 4D (C4DtoA) v2.3.0
Program Type: MAXON Cinema 4D plug-in
Developer: Solid Angle S.L.
Homepage: www.solidangle.com/arnold/arnold-for-cinema-4d/
Release Date: 09.04.2018
Interface Language: English
Platform: MAXON Cinema 4D R17/R18/R19 (all products except Lite)
File Size: 146.16Mb / 146.17Mb / 146.84Mb

Arnold for Cinema 4D (C4DtoA) представляет собой подключаемый модуль к Cinema 4D, который перебрасывает мостик к системе рендеринга Arnold из стандартного интерфейса Cinema 4D. После установки и загрузки модуля в Cinema 4D, всё, что нужно сделать, так это выбрать систему Arnold в Cinema4D 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 Cinema 4D (C4DtoA) provides a bridge to the Arnold renderer from within the standard Cinema 4D interface. 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
• Seamless integration with C4D: objects (instances, cloners, deformers, generators), MoGraph geometry, hair and splines.
• Support for both native particles and Thinking Particles.
• The fastest interactive rendering (IPR) of all Arnold plugins, allows parameter changes to be rapidly previewed without interrupting your work.
• Arnold Shading Network Editor, a node-based material editor.
• A comprehensive list of shaders and utilities, including vertex maps and per-face materials.
• Volume rendering with OpenVDB.
• Deferred, render time generation of geometry with the Arnold procedural node.
• Native linear workflow.
• Team Render, including single-frame distributed rendering.
• Support for third party plugins like X-Particles and Turbulence FD.

C4toA Documentation >>

What's new in v2.3.0:
FEATURES
- Toon shader: 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 parameter, 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 render 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 Camera (AA) samples, but no more than AA samples max. The adaptive sampler's sensitivity to noise may be controlled through the Adaptive threshold render option, where lower threshold values will apply higher sampling rates to a greater number of pixels.
- Denoiser (OptiX): the fast, GPU-powered Nvidia OptiX AI denoiser is now available in Arnold. The denoiser can be applied to any outputs. As a limitation, it does not work with multi-channel images.
- Denoiser (noice): a stand-alone, post-process denoiser executable called Noice is now bundled with Arnold. This is a high-quality denoiser that takes into account multiple frames and multiple light AOVs.
- Alembic procedural: a procedural node called alembic which is capable of reading Alembic .abc files has been added, available through the Arnold Procedural object.
- 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. Operators can be chained together in a graph which is evaluated from a given target operator. Some operators provide a selection parameter which determines, using a wildcard expression, what nodes are processed by the operator. A series of operator nodes are now available: materialx, set_parameter, disable, collection, switch_operator, and set_transform.
- Procedural overrides: a new section is added to the Arnold Procedural object, called Parameter Overrides, which allows users to override any parameters (e.g. shaders of individual polymeshes) of the Arnold nodes created by the procedural.
- New AOV write RGBA shader: the aov_write_rgba shader has been added which complements the existing RGB, float and int variations of this shader.
- Structured statistics: render statistics can now be output to JSON files at the end of each render pass, either appended to or overwriting an existing .json file. This is much easier for tools to inspect rather than attempt to parse out the raw-text statistics in the logs that were meant for human consumption.
- Better time statistics: additional timing statistics, organized by both nodes and categories, will now be output. This makes it possible to know which objects are most expensive to render and what parts of the renderer took the most amount of time. Detailed information about rendering performance can be output to a file in JSON format, such as "my_profile.json", and then visualized in Google's Chrome web browser "chrome://tracing/".
- Progressive refinement (EXPERIMENTAL): a new rendering mode that completes a render call in multiple passes has been added to the IPR window. When enabled the noise progressively converges towards the result at the final AA sample settings. Note that, in its current unoptimized state, the final passes can take very long to filter at high AA samples. This will be addressed in a future update.
ENHANCEMENTS
- Matte shader opacity: the matte shader has gained an opacity parameter, so it can honor transparency the same way the built-in matte object parameter does.
- Per-light group shadow mattes: The shadow_matte shader has a new Light 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 standard hair shader: the standard_hair shader now supports the Extra samples parameter to use additional GI samples on a per-shader basis.
- New wrap mode in image shader: similar to the preexisting black wrap mode, there is now a missing wrap mode where lookups to the image shader that are outside the texture will use the Missing texture color.
- 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 shader: with the new face mode option, color can be randomized per quadrangle as well as a triangle.
- Normal parameter in passthrough shader: the passthrough shader now has a Normal parameter that allows for the assignment of a normal or bump map that affects the entire network of shaders it is connected to.
- Use $AOV token in the driver path
- Support for custom volume material previews
- Warn the user when changing licensing environment variables
- Remove the Install Node-locked license dialog
FIXES
- UDIM textures do not render when Use existing .tx textures is on
NOTES
- The Optix denoiser is only compatible with a Nvidia driver version of at least 390 installed.
API
- There are modifications in the C4DtoA API which require third-parties to recompile their C4DtoA extensions.

Requirements
- Compatible with Cinema 4D R17, R18, and R19 (all products except Lite)
- Windows 7 and later
- No GPU or graphics card requirements
- CPU with at least SSE 4.1 instructions (2006 and later Intel CPUs, and 2011 and later AMD CPUs)
- C4DtoA 2.0 and later require the Visual Studio 2015 redistributable >>

Download:
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Solid.Angle.Cinema4D.To.Arnold.v2.3.0.For.Cinema4D.R18-AMPED [Cracked RLM & License file]
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Solid.Angle.Cinema4D.To.Arnold.v2.3.0.For.Cinema4D.R19-AMPED [Cracked RLM & License file]
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Другие новости по теме / See also:
  • Solid Angle Arnold for Cinema 4D (C4DtoA) v2.0.3.2
  • Solid Angle Arnold for Cinema 4D (C4DtoA) v2.0.3.3
  • Solid Angle Arnold for Cinema 4D (C4DtoA) v2.0.1
  • Solid Angle Arnold for Cinema 4D (C4DtoA) v1.5.1
  • Solid Angle Arnold for Cinema 4D (C4DtoA) v1.6.2
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