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[Maya] Solid Angle Maya to Arnold (MtoA) v1.2.3.1 (Win/Mac)

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发表于 2015-8-26 15:51:49 | 显示全部楼层 |阅读模式

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Program Name: Arnold for Maya (MtoA) v1.2.3.18 A: O. n. R0 T- I; J# |" X
Program Type: Autodesk Maya plug-in
+ g7 }$ d! B4 F2 _Developer: Solid Angle S.L.
4 B/ D  q/ b, X+ p4 b! k* EHomepage: www.solidangle.com/arnold/arnold-for-maya/
8 e* H) y' ?/ e. HRelease Date: 22.08.2015
( r$ k% Q( D- ^! h8 qInterface Language: English
3 v" }' m9 ?7 M4 y8 l4 W1 Y9 qPlatform: Autodesk Maya 2014/2015/2016) t  i/ p1 s. S! |( b; V' q
File Size: 9.52Mb / 9.5Mb / 9.5Mb
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- X& Z5 L) J6 l  t- {Arnold for Maya (MtoA) is a plug-in for Autodesk Maya which provides a bridge to the Arnold rendering system from within the standard Maya interface. Once installed, and the plug-in loaded in Maya, all you need to do is select Arnold rendering in Maya 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.+ K8 \- ^6 K% e: H  d
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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.
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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.
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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:
& W7 Q6 ^$ _. d& U( p  Q$ D• A ray server for traditional scanline renderers" }7 O1 n% E5 e9 m' n8 P4 x# x
• A tool for baking/procedural generation of lighting data (lightmaps for videogames)! D" S1 e7 ^- c. @% z+ e: H
• An interactive rendering and relighting tool7 \; L+ |* w* T, k$ s" `' X3 \5 ^

( E/ M  \5 n8 O- A7 JWhy is Arnold different?. h, p( F1 E8 ?/ s
Arnold is an unbiased ray/path tracing engine. It doesn't use caching algorithms that introduce artifacts like photon mapping and final gather.
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( H! f" ], d& R, R) N! f) FFeatures1 t/ C& C# _4 z( Z) h4 c' G
• Seamless integration with Maya shapes, cameras, lights and shaders.
$ a# J/ q; ^$ x, Z• Image Based Lighting support, including a state of the art physical sky.
1 A5 ^) m- d9 K' Y+ {/ I( ^- ~• Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
" k! [2 `% K* P9 ]# h! m9 |  b• Support for volume rendering with Maya Fluids.2 p4 ]7 i4 w) ?8 z! B7 I
• Support for Maya Hair and nHair.
/ X8 j+ a5 E  ?5 B• Particles and nParticles support, including particle instancer.
; T2 O- Z7 g  N+ m: P• Defer the creation of geometry at render time with the Stand-in placeholder nodes.5 E+ K7 R: m" ~
• Productivity boost: override sets, holdout mattes, shadow catcher, passes, UDIM style textures, and arbitrary primvar data.
+ C" f2 R& R3 `& a9 d8 v4 K• Extensible through plug-ins (Golaem, FumeFX for Maya, Yeti, Shave & Haircut).1 @9 V  S* c6 y6 L+ Y7 ?  g
• XGen integration.
. |, w' ]0 v" i+ m3 k; ~$ L• Texturable geometric lights.# P, W$ G0 K& [9 h. F/ n' c
• Deep EXR.
6 s/ J. C. _3 E% ]7 G• Rendering of curves.1 Y' f; ^, y2 @( _  }9 l4 O
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MtoA Documentation >>  C5 l# c9 b% D0 B' S' P+ Y
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What's new in v1.2.3.1:9 {; C' L/ B# `
HIGHLIGHTED NEW FEATURES) \. C7 z3 Q% W- Q; P/ K( b0 N
- Faster cutout texture mapped opacity, with more accurate renders (in previous versions, an object was rendered more transparent when it was further away from the camera). This optimization can introduce noise or flicker on far away geometry, similar to when rendering far away high-resolution geometry. If this happens, it is best to use a high amount of AA samples to reduce flickering in animation. The fast opacity flag is enabled for anything that is connected to an RGB parameter called "opacity", so third-party shaders that have an RGB "opacity" parameter will automatically benefit from this.
' r$ B! e6 X9 ]! ]  |, x/ z& f- Multiple scattering for volumes: Indirect light in volumes now supports an arbitrary number of bounces instead of being fixed to one bounce. It is now possible to render volumes such as clouds for which multiple scattering has a large influence on their appearance. The new Volume parameter in the Ray Depth settings sets the number of bounces.
$ Z# d( Q: o- T) `- Per-light volume contribution: A volume contribution scaling parameter was added to lights, similar to the existing diffuse and specular parameters.
6 Q9 M- n& _3 V2 s! E' l* `' H9 o9 u- Deep volume output support: Volumes are now visible in deep renders (note that older atmosphere shaders and volumetric mattes are not supported yet).
" {% h7 H* {; C7 [& }  e& i- Faster UDIMs: UDIMs accessed through the built-in image shader node now internally use texture handles, which helps improve multi-threading performance.# l$ t$ m* Q5 s5 w3 ]
NOTES
6 a0 |/ w1 D. W# D  e1 |; R3 c- The default value of Volume indirect samples has been changed from 0 to 2, which could change the look of old scenes.8 K4 Q, ^! y) |, |
- An indirectDiffuse parameter has been added to the Arnold settings tab of the HairShape. If equal to 0, then no indirect diffuse lighting is computed.
  w# J4 @3 h! ~4 E) o) U1 {- The direct_transmission AOV for hair is exposed in the UI.- _- z1 Q6 ?" h+ m
FIXES
) T& Z  H& ~0 H' {% c' X#2086 - Error exporting XGen archives containing "|" or ":" in object names
7 q; m! w' E, c" E  @: @#2088 - Port Udim fixes to Maya File from Arnold Image node
. @3 V; N$ ]5 s, P  g" ^: H#2091 - Unable to keyframe Volume Sample Float and RGB shaders$ l( s' ~# z! x; p$ K2 y
#2094 - colorConnectedToAlpha* attributes are not used in MayaLayeredTexture$ r/ v, H* I  ?  m+ G
#2096 - Illuminate by default broken after light-linking refactoring
  S% x. S& G! M#2097 - Overscan with Render To Texture3 h6 C8 W  n2 ^- k
#2107 - Expose direct_transmission AOV for hair9 |. R' Q7 h7 x8 x) b, \5 M3 J
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Requirements6 T/ q' a  K! R8 G3 H
Maya 2014, Windows 64 bit
# }* A) L* [  WMaya 2015, Windows 64 bit
5 D/ a! r: x' S6 eMaya 2016, Windows 64 bit
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Download:
* \. D, X5 z1 d1 S& Y$ mhttps://www.solidangle.com/arnold/download/archive/( G' S( a2 a( a5 o$ W* y

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' S7 A# m$ d2 E) W0 W# e. m3 f注:软件请直接倒官网直接下载

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