Napisano 20 Październik 201014 l 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
Napisano 21 Październik 201014 l Dzieki wielkie - i jeszcze ten japonski - dodatkowa atrakcja :D Bardzo ciekawym co dodali do "moderingu", jak to uroczo przetlumaczyla pani :D
Napisano 22 Październik 201014 l Podziekowac, ale chyba musze poczekac na oficjalne filmiki od luxology, cos ten ustream mi strasznie rwie.
Napisano 22 Październik 201014 l Autor No dobra, no to macie prawdziwą zajawkę z Paryża (2 października), prowadzoną przez samego Peeblera. Prawie 3h oglądania! Bon Appétit! ;)
Napisano 22 Październik 201014 l Autor 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 ;)
Napisano 8 Grudzień 201014 l 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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