G.P Napisano 20 Październik 2010 Napisano 20 Październik 2010 Spragnieni zobaczenia modo 501 w akcji powinni obejrzeć dwa poniższe nagrania z 3DCG CAMP 2010: http://www.ustream.tv/recorded/10210844 http://www.ustream.tv/recorded/10211332
Nezumi Napisano 21 Październik 2010 Napisano 21 Październik 2010 Dzieki wielkie - i jeszcze ten japonski - dodatkowa atrakcja :D Bardzo ciekawym co dodali do "moderingu", jak to uroczo przetlumaczyla pani :D
mirach Napisano 22 Październik 2010 Napisano 22 Październik 2010 Podziekowac, ale chyba musze poczekac na oficjalne filmiki od luxology, cos ten ustream mi strasznie rwie.
G.P Napisano 22 Październik 2010 Autor Napisano 22 Październik 2010 No dobra, no to macie prawdziwą zajawkę z Paryża (2 października), prowadzoną przez samego Peeblera. Prawie 3h oglądania! Bon Appétit! ;)
G.P Napisano 22 Październik 2010 Autor Napisano 22 Październik 2010 Lista nowości (nieoficjalna): Modeling, Sculpting and UV mapping improvements - Pixar Subdivision - yeah, you've seen it, but it's still just so cool! - UV Distortion view - Preserve curvature with slice tools - Add loop tool - Add point tool - Edge extend and slide now work with background constraints - Symmetrical linear falloff - RayGL – renders preview in any viewport - Smoothing groups - Select diagonal edges –convert tris to quads by deleting these edges - Snapping tools improved – now part of the tool pipe, can be saved as tool preset, hold X key to temporarily disable - Multi-res sculpting - New sculpting brush presets Animation improvements - Animation setup – nodal view, many new modifiers including conditional Many general UI enhancements - Create project directories - Lock items – very useful for nailing down a camera so it’s not accidently keyed - New color picker – very full featured, think Kuler inside a floating window in Modo - Totally new help system – F1 actually works! Rendering improvements - Preview render is much faster - Extended render pass – bake a render until you’re happy with it - Current layer overlay – select an item in the shader tree and see how that layer is affecting your render - Preivew under the cursor – essentially you can paint your preview render in the areas you are most concerned about - Fur can be disabled in the preview - Rendering is 2-3 times faster and in many cases looks better - New bump mapping – behaves like displacement, looks much better than traditional bump, value based on distance instead of percentage - DOF looks to be vastly improved, graininess nowhere to be found - Bokeh effects – control over aperture shape - View frustum culling for fur – if camera doesn’t see it, it’s not calculated - Displacement as bump – honestly, didn’t fully understand this one, but it looked fantastic and required less memory than traditional displacement - OpenEXR tileable images – enables use of ginormous images within shader tree, example looked like Blue Marble imagery – ~10GB image on a globe - Hair guides – tip combing for better control over guides - Occlusion textures – this is very cool, AO is now a texture item in the shader tree, so no need to bake out for use as a layer mask etc. Many new parameters to control of the look of the AO as well. - Ability to texture a single poly on both sides with two separate textures – example shown was a label on a bottle SDK available to developers - Procedural geometry example – gear created, all parameters controlled (spoke, teeth, etc.) – can also be frozen to mesh - Procedural trees being developed by third party - ~120 new procedural textures – some very cool ones shown off included snake scales and veins - Bullet dynamics engine coming from third party developer – examples looked fantastic! Also - Freeze replicators to mesh items - Bake replicator point sources to mesh - Motion vector output via OpenEXR - Default environment no longer looks like cartoon world - Materials respect embedded image alpha - Render outlines – not quite wireframe render, but has a lot of cool controls including line thickness and depth falloff - Search within shader tree and item list – filtering works as it does currently in command history palette I pewnie więcej drobnych, ale umilających i przyspieszających prace dodatków. "Emisja" programu przewidziana na koniec roku (bieżącego ;)
Nezumi Napisano 8 Grudzień 2010 Napisano 8 Grudzień 2010 Moze to i to samo ale w czesciach i nie trzeba sciagac duzo zeby zobaczyc co nas interesuje: Schematic View: http://www.luxology.com/video/view.aspx?id=596 Modeling enhancements: http://www.luxology.com/video/view.aspx?id=589 Assembly Groups: http://www.luxology.com/video/view.aspx?id=597 Multi-Resolution Sculpting: http://www.luxology.com/video/view.aspx?id=594 Pixar SDS: http://www.luxology.com/video/view.aspx?id=586 http://www.luxology.com/video/view.aspx?id=587 Snapping enhancement: http://www.luxology.com/video/view.aspx?id=593 Rendering features: http://www.luxology.com/video/view.aspx?id=599 Mnie jak zwykle zainteresowal sculpt. Jesli jest tak dobrze jak na filmikach to biedny mudbox :D
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