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  1. 3Delight 9.0 and 3Delight For Maya 5.0

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    3DELIGHT 9.0 AND 3DELIGHT FOR MAYA 5.0

    ============================

    December 2009

     

    New Unlimited-threads License

    * A new unlimited-threads license is now available for both

    the 3Delight standalone renderer and the 3Delight for Maya

    plug-in. Clients that purchased the 8-thread license (and

    under yearly support) are automatically upgraded to

    unlimited-threads. The 8-thread license will no longer be

    available, but the 4-threads and 2-threads will continue to

    be available at a reduced pricing.

     

    3Delight For Maya

    * Introducing RIB Fragments: a user-friendly and flexible way

    of creating and managing RIB archives. This feature is

    useful to accelerate re-renders.

     

    * The display drivers UI has been improved and simplified

    making it easier to manage and visualize output variables

    (AOVs). "Primary Displays" and "Secondary Displays" have

    been collapsed into the same UI.

     

    * Major performance improvements to the 3Delight Relationship

    Editor which make it responsive even with very large scenes.

     

    * Improved UI in the 3Delight Relationship Editor by using

    distinctive icons for different shaders and attributes.

     

    * Added support for many useful Hypershade nodes, most

    importantly: misss shaders, car paint, metallic paint,

    glossy reflection and glossy refraction.

     

    * Scene parsing optimizations reduce RIB output time by 20%.

     

    * It is now possible to render Shave and a Haircut nodes

    without loading the 3dfmShave plug-in: 3Delight for Maya

    automatically uses Shave plug-in's RIB export function in

    that case.

     

    * Maya sprite particles can now be rendered as "volumes" for

    correct shadowing.

     

    * Maya fluids implementation enters a beta stage. All current

    limitations are listed in the user's manual in the

    Rendering Guidelines chapter.

     

    * Added Maya 2010 support and dropped Maya 8.0 support.

     

    3Delight Features

    * Introducing multi-camera rendering. This features enables

    the output of many camera views from a single render. This

    functionality is especially useful for stereo rendering as

    it saves rendering time.

     

    * Improvements to point-based occlusion quality: concave

    corners are rendered more accurately.

     

    * The subsurface shadeop can proceed from a point-cloud file.

    This can save a potentially costly pre-processing step when

    rendering sequences.

     

    * Billboard particles can now be rendered with a "thickness"

    for correct shadow casting.

     

    * Network caching, a feature unique to 3Delight, is now

    available on Windows systems.

     

    * Added detailed memory statistics to 3Delight to better

    track memory usage.

     

    3Delight Performance

    * Improved performance of occlusion() and indirectdiffuse()

    shadeops when rendering dense meshes. Speedups can reach

    200%.

     

    * Improved multi-threading performance on scenes containing

    procedural geometry (such as delayed read archives).

    Procedurals are now allowed to execute in parallel which

    can lead to speed improvements linear to the number of

    threads used.

     

    * Accelerated point-based occlusion as it now supports the

    "irradiance shadingrate". Speedups with default settings

    are in the range of 200% to 300%.

     

    * Improved multi-threading performance and memory consumption

    of subsurface scattering algorithm.

     

    * Improved deep shadow map creation performance. On large

    shadow maps, performance increases linearly with the number

    of cores. Temporary disk space usage during DSM creation

    has been reduced three-folds.

     

    * A new memory allocation scheme in the ray-tracer

    significantly lowers memory consumption when rendering

    object: only one object instance is kept in memory at any

    time. This feature is enabled through a special variable.

     

    * Improved point-cloud loading time. This has a positive

    performance impact on effects such as point-based occlusion

    and color bleeding.

     

    Shader Compiler

    * RSL 2.0 improvements including resizeable arrays, better

    supports for shader classes and more efficient execution.

     

    Pipeline & API

    * Introducing the "VolumeTracer" API. This RSL plug-in allows

    user to easily write volume renderers.

     

    * The "Sx" shader evaluation API is now embedded with the

    3Delight library (takes a single 3Delight license when

    used).

     

    * Added "Implicit Field" plug-in support (extension to the

    `RiBlobby' primitive).

     

    * Display drivers can now access 3Delight's deep frame buffer

    which provides the list of visible surfaces for each pixel

    sample.

     

    * Added new entries to the Ptc API and fixed compatibility

    issues.

     

    * `RiNuCurves' now support vertex normals.

     

     

    Big thanks to everyone for helping us with this release!

     

    -- aghiles

  2. Do przesuwania vertexa/obiektu o określoną wartość zobacz to co podkreślone na żółto w załączniku

     

    Co do drugiego posta to robisz tak jak napisali?

    5. In the top view, click-drag the blue arrow on the Move Tool manipulator downwards a small distance.

     

    The edge loop immediately snaps to a lower grid line. It is not positioned at the location you want, but all of the edges in the loop you selected are now aligned to each other.

     

    Nie zapomnij, że po wybraniu interesujących cię krawędzi musisz wybrać move tool (klawisz w na klawiaturze) i delikatnie przesunąć w lewo lub w prawo i wtedy wyrówna do siatki.

     

    pozdro

  3. A ja sadze, ze upgrade Mai, ktory pozwala Ci na oszczednosci rzedu 10K$, to jest cos, na co trudno wybrzydzac, w kazdym razie uzytkownikom Mai na subskrypcji. Wszyscy inny (na przyklad the Foundry, eye-on, Maxon, Newtek, SideFx i ich klienci) moga sie zastanawiac nad znaczeniem terminu "dumping"
    Ciekaw jestem jak dlugo by przeżyli z takim nastawieniem sprzedawcy aut/domów/lodówek/czegokolwiek materialnego

     

    pozdro

  4. Witam, problem jest w tym, ze masz ten plik w angular map (ksztalt obrazka to okrag) a potrzebujesz jako prostokat.

    Za pomoca HDRShop v1 (za darmo do sciagniecia ze strony debevec) przekonwertuj to sobie na panorame.

    1. Otworzyc ten plik w HDRShop

    2. Image > Panorama > Panoramic Transformations...

    3. Destination image > format: Latitude/Longitude > Ok

    4. Zapisac pod wybrana nazwa

    5. Podmienic ten plik w mai

     

    Mozna tez ten plik (angular map) podpiac bezposrednio w zakladce Render Settings > mental ray > Environment > Image Based Lighting

    I tam zmienic mapowanie ze Spherical na Angular

     

    pozdro

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