DGDM has released SliB Match 1.0, the plugin for maya which mathematically calculates the camera viewpoint of a given background image and creates an oriented maya camera that's position and field of view perfectly match the perspective of the background image. This allows to place 3D objects inside your maya scene as if they were part of the background image.
Some Features of SLiB Match: • intuitive gui • Save/load vanishing line positions for later use • create camera projection shader with a single click • one-click texture baking [Redshift only] • RenderZoom function
DGDM has released SliB Match 1.0, the plugin for maya which mathematically calculates the camera viewpoint of a given background image and creates an oriented maya camera that's position and field of view perfectly match the perspective of the background image. This allows to place 3D objects inside your maya scene as if they were part of the background image.
Some Features of SLiB Match: • intuitive gui • Save/load vanishing line positions for later use • create camera projection shader with a single click • one-click texture baking [Redshift only] • RenderZoom function
Building on Arnold’s leadership in production ray-tracing, Arnold 5 represents an evolution in rendering for artists everywhere. Not just a feature release, Arnold 5 also represents a significant transition to a new architecture, paving the way for major developments to come. With a significant update to the Arnold core, faster rendering, new feature additions, enhancements to existing workflows and exciting new capabilities, Arnold 5 will help artists create more stunning imagery than ever.
New updates in Arnold Render V5.0 included: • Sampling performance - Dithered sampling - Better light sampling • New Standard surface shader • New standard hair shader • New standard volume shader • Light path expressions • Per light group AOV's • OSL Support
Building on Arnold’s leadership in production ray-tracing, Arnold 5 represents an evolution in rendering for artists everywhere. Not just a feature release, Arnold 5 also represents a significant transition to a new architecture, paving the way for major developments to come. With a significant update to the Arnold core, faster rendering, new feature additions, enhancements to existing workflows and exciting new capabilities, Arnold 5 will help artists create more stunning imagery than ever.
New updates in Arnold Render V5.0 included: • Sampling performance - Dithered sampling - Better light sampling • New Standard surface shader • New standard hair shader • New standard volume shader • Light path expressions • Per light group AOV's • OSL Support
Solid Angle releases major Arnold 5.0 update with improved performance and new shaders, bundled with 3ds Max 2018.
Highlight Enhancements in Arnold 5.0:
• Shaders: - Standard Surface: a new standard_surface shader was added, with intuitive and energy conserving parameters, a secondary specular coat with separate normal, metallic Fresnel, thin surface support and more. The standard shader is still available but considered deprecated. - Standard Hair: a new physically based standard_hair shader was added, with much more accurate specular and transmissive scattering, better diffuse scattering for dirty hair, melanin randomization, and simple and intuitive parameters. The older hair shader is still available but considered deprecated. - Standard Volume: a new standard_volume shader was added, usable for rendering a wide variety of volumes. The shader provides independent control of density, scattering color and transparency, in a way that is energy conserving by default. Fire can be rendered using blackbody emission driven by temperature. Displacement can be used to add more detail to volumes. This supersedes the density volume shader, which has been removed. - Utility shader: the utility shader has been enhanced with a new metal shading mode, and a roughness control has been added that affects plastic and metal modes.
• OSL, Closures and AOVs: - Open Shading Language: shaders can now be written in Open Shading Language, an advanced shading language for production GI renderers. OSL shaders placed in the shader search path are automatically registered as Arnold shader nodes, with their parameters converted to Arnold parameters. Once loaded, they can be inspected, instantiated and linked in exactly the same way as C++ shaders. OSL shaders can be used to implement texture patterns and materials using closures - Closures: a new closure parameter type has been added, which shaders can output instead of final colors. There are BSDF, BSSRDF, emission, matte, transparency and volume closures. See the API documentation and examples for more details on how to use these. Linking a color to a closure parameter will automatically create an emission closure with that color. A closure parameter however can't be linked or converted to a color, as the integrator only computes lighting after shader evaluation. - Light group AOVs: surface shaders now natively support light group AOVs, previously this feature was only available for volume shading. - Light path expressions: light path expressions are used to write lighting components into separate AOVs. No longer should individual shaders define AOVs for direct/indirect light and various layers, rather a regular expression syntax is used to define the subset of all scattering and emission events in the scene that should be written to each AOV. Built-in AOVs are available for the common cases.
• Color Management - Linear color spaces: any linear color space can now be specified through the color manager for any output driver that supports halfs or floats. - Color Managers: custom color_manager nodes can now be implemented to handle input and output color transforms. A color manager is a package similar to SynColor or OpenColorIO. If no color manager is specified in options.color_manager, Arnold will use the built-in one which supports linear (no transform), sRGB and Rec709 (non linear)
• Sampling - Dithered sampling: most samplers (e.g. soft shadows, indirect illumination, depth of field) will now take advantage of dithered sampling, which improves the visual distribution of noise specially at low sample rates. - Quad lights: sampling has been improved, reducing noise for surface lighting. For comparisons with the previous sampler, options.enable_new_quad_light_sampler can be disabled. - Cylinder lights: sampling has been improved, significantly reducing noise for cylinder lights in volumes or where cylinder lights are located near other surfaces. - Disk lights: a novel sampling algorithm has been implemented for disk lights which can greatly improve their rendering quality when shading points near the disk's surface, particularly in volumes
Solid Angle releases major Arnold 5.0 update with improved performance and new shaders, bundled with 3ds Max 2018.
Highlight Enhancements in Arnold 5.0:
• Shaders: - Standard Surface: a new standard_surface shader was added, with intuitive and energy conserving parameters, a secondary specular coat with separate normal, metallic Fresnel, thin surface support and more. The standard shader is still available but considered deprecated. - Standard Hair: a new physically based standard_hair shader was added, with much more accurate specular and transmissive scattering, better diffuse scattering for dirty hair, melanin randomization, and simple and intuitive parameters. The older hair shader is still available but considered deprecated. - Standard Volume: a new standard_volume shader was added, usable for rendering a wide variety of volumes. The shader provides independent control of density, scattering color and transparency, in a way that is energy conserving by default. Fire can be rendered using blackbody emission driven by temperature. Displacement can be used to add more detail to volumes. This supersedes the density volume shader, which has been removed. - Utility shader: the utility shader has been enhanced with a new metal shading mode, and a roughness control has been added that affects plastic and metal modes.
• OSL, Closures and AOVs: - Open Shading Language: shaders can now be written in Open Shading Language, an advanced shading language for production GI renderers. OSL shaders placed in the shader search path are automatically registered as Arnold shader nodes, with their parameters converted to Arnold parameters. Once loaded, they can be inspected, instantiated and linked in exactly the same way as C++ shaders. OSL shaders can be used to implement texture patterns and materials using closures - Closures: a new closure parameter type has been added, which shaders can output instead of final colors. There are BSDF, BSSRDF, emission, matte, transparency and volume closures. See the API documentation and examples for more details on how to use these. Linking a color to a closure parameter will automatically create an emission closure with that color. A closure parameter however can't be linked or converted to a color, as the integrator only computes lighting after shader evaluation. - Light group AOVs: surface shaders now natively support light group AOVs, previously this feature was only available for volume shading. - Light path expressions: light path expressions are used to write lighting components into separate AOVs. No longer should individual shaders define AOVs for direct/indirect light and various layers, rather a regular expression syntax is used to define the subset of all scattering and emission events in the scene that should be written to each AOV. Built-in AOVs are available for the common cases.
• Color Management - Linear color spaces: any linear color space can now be specified through the color manager for any output driver that supports halfs or floats. - Color Managers: custom color_manager nodes can now be implemented to handle input and output color transforms. A color manager is a package similar to SynColor or OpenColorIO. If no color manager is specified in options.color_manager, Arnold will use the built-in one which supports linear (no transform), sRGB and Rec709 (non linear)
• Sampling - Dithered sampling: most samplers (e.g. soft shadows, indirect illumination, depth of field) will now take advantage of dithered sampling, which improves the visual distribution of noise specially at low sample rates. - Quad lights: sampling has been improved, reducing noise for surface lighting. For comparisons with the previous sampler, options.enable_new_quad_light_sampler can be disabled. - Cylinder lights: sampling has been improved, significantly reducing noise for cylinder lights in volumes or where cylinder lights are located near other surfaces. - Disk lights: a novel sampling algorithm has been implemented for disk lights which can greatly improve their rendering quality when shading points near the disk's surface, particularly in volumes
Greyscalegorilla just released the HDRI Link plugin to speed up your Lighting workflow in Arnold, Octane and other third party renderers with HDRI Link.
Feature List
• Cinema 4D Tag Plugin • Drag and drop simplicity • Easy To Use Interface • Compatible with most third-party renderers including (Arnold, Octane, Cycles4D, V-Ray for C4D, iRay, Redshift, and more) • Fast loading GSG HDRI Browser • Compatible with all GSG HDRI Packs and Collections • Preview mode for fast HDRI Selection and Rendering • Full Rez mode for high rez reflections. • Store your HDRI Collection anywhere on your hard drive or attached storage.
Greyscalegorilla just released the HDRI Link plugin to speed up your Lighting workflow in Arnold, Octane and other third party renderers with HDRI Link.
Feature List
• Cinema 4D Tag Plugin • Drag and drop simplicity • Easy To Use Interface • Compatible with most third-party renderers including (Arnold, Octane, Cycles4D, V-Ray for C4D, iRay, Redshift, and more) • Fast loading GSG HDRI Browser • Compatible with all GSG HDRI Packs and Collections • Preview mode for fast HDRI Selection and Rendering • Full Rez mode for high rez reflections. • Store your HDRI Collection anywhere on your hard drive or attached storage.
The plugin support directly for rendering, sculpting clouds through OpenDVB is available now. Elementacular allows you to design cloud shapes through Maya mesh operations while continuously visualizing beautiful volumetric clouds directly in the viewport -- interactively and in high quality. The export to OpenVDB allows the cloud to integrate seamlessly with the rendering of the entire scene -- no more postproduction and composition needed to integrate the Elementacular clouds in your final image.
The major changes in Elementacular 1.5 : *OpenVDB export. *Support for all Maya versions 2014 all the way up to 2017 update 2. *Support for newest NVidia Graphics cards. *Support for AMD Graphics cards. *A new licensing system. *Fixed several flickering issues seen when moving a cloud out of a cameras view space. *Several performance tweaks and bug fixes.
The plugin support directly for rendering, sculpting clouds through OpenDVB is available now. Elementacular allows you to design cloud shapes through Maya mesh operations while continuously visualizing beautiful volumetric clouds directly in the viewport -- interactively and in high quality. The export to OpenVDB allows the cloud to integrate seamlessly with the rendering of the entire scene -- no more postproduction and composition needed to integrate the Elementacular clouds in your final image.
The major changes in Elementacular 1.5 : *OpenVDB export. *Support for all Maya versions 2014 all the way up to 2017 update 2. *Support for newest NVidia Graphics cards. *Support for AMD Graphics cards. *A new licensing system. *Fixed several flickering issues seen when moving a cloud out of a cameras view space. *Several performance tweaks and bug fixes.
Autodesk has announced Arnold plugin for 3ds Max. Check out Arnold for 3ds Max (MAXtoA) Feature video where showing Arnold for 3ds Max active shader, Arnold physical Sun & Sky, Arnold aiStandard Material
Autodesk has announced Arnold plugin for 3ds Max. Check out Arnold for 3ds Max (MAXtoA) Feature video where showing Arnold for 3ds Max active shader, Arnold physical Sun & Sky, Arnold aiStandard Material
At SIGGRAPH 2016, Autodesk has announced Arnold for 3ds Max (or MAXtoA) provides a bridge to the Arnold renderer from within the standard 3ds Max interface. Current v0.5 version of MAXtoA is a Preview Release.
Features -Integration with 3ds Max shapes, cameras, lights and shaders. -Image Based Lighting support, including a state of the art physical sky. -3ds Max ActiveShade interactive rendering allows parameter changes to be rapidly previewed without interrupting your work. -Support for AOVs & Deep EXR files. -Defer the creation of geometry at render time with the Procedural placeholder nodes. -Texturable Mesh lights. -3rd Party Arnold shader support. * MAXtoA Cloud Rendering for stills and animations. Users can join the optional Autodesk ‘Render Pilot’ program, which now supports MAXtoA.
Pricing
The Arnold for Maya plug-in is provided free-of-charge to customers that buy the Arnold core renderer. Click here for more information on pricing. Documentation
Whether you are new to Arnold or not, the Arnold for 3ds Max documentation should answer most of your questions. The documentation consists of a User Guide and a Tutorials section, and is available as html or pdf.
Support
You should be able to find the answer to most questions on support.solidangle.com in the documentation or support blog. Customers with a current maintenance and support contract can also email support@solidangle.com. Requirements & Platforms
-Compatible with Max 2017 -Windows 10 and later -CPU with at least SSSE3 instructions (2006 and later Intel CPUs, and 2011 and later AMD CPUs)
Downloads
Arnold for Maya is available for Windows, Linux and Mac OS X and for various versions of 3ds Max. Go to the downloads page. More Rendering Plugin [post_ad]
[ #SIGGRAPH2016 ]
At SIGGRAPH 2016, Autodesk has announced Arnold for 3ds Max (or MAXtoA) provides a bridge to the Arnold renderer from within the standard 3ds Max interface. Current v0.5 version of MAXtoA is a Preview Release.
Features -Integration with 3ds Max shapes, cameras, lights and shaders. -Image Based Lighting support, including a state of the art physical sky. -3ds Max ActiveShade interactive rendering allows parameter changes to be rapidly previewed without interrupting your work. -Support for AOVs & Deep EXR files. -Defer the creation of geometry at render time with the Procedural placeholder nodes. -Texturable Mesh lights. -3rd Party Arnold shader support. * MAXtoA Cloud Rendering for stills and animations. Users can join the optional Autodesk ‘Render Pilot’ program, which now supports MAXtoA.
Pricing
The Arnold for Maya plug-in is provided free-of-charge to customers that buy the Arnold core renderer. Click here for more information on pricing. Documentation
Whether you are new to Arnold or not, the Arnold for 3ds Max documentation should answer most of your questions. The documentation consists of a User Guide and a Tutorials section, and is available as html or pdf.
Support
You should be able to find the answer to most questions on support.solidangle.com in the documentation or support blog. Customers with a current maintenance and support contract can also email support@solidangle.com. Requirements & Platforms
-Compatible with Max 2017 -Windows 10 and later -CPU with at least SSSE3 instructions (2006 and later Intel CPUs, and 2011 and later AMD CPUs)
Downloads
Arnold for Maya is available for Windows, Linux and Mac OS X and for various versions of 3ds Max. Go to the downloads page. More Rendering Plugin [post_ad]
Developed by Lighting TD at Framestore - Vahan Sosoyan, Aton is Arnold Renderer Interface-compatible display driver and Nuke plug-in for direct rendering into the Nuke interface
-Multiple frames support: By default it is enabled, meaning Aton is now taking into account the frame attribute supplied by MtoA and syncing Nuke's timeline accordingly, so you can have a sequence of rendered different frames cached in a single Aton node. -Enable AOVs toggle: If you Disable AOVs, Aton will start to ignore and not cache them for you. This can come useful if you want to render multiple frames, at the same time keeping the memory usage low. -Multiple nodes support: It's now possible to create a multiple Aton nodes either in the same Nuke script or in the separate instance, as well as run renders from a different instances of Maya simultaneously. In order to get this to work, make sure that your Aton node's Port number is matching with the one which has been added to the Aton for Maya GUI. -Frame Stamp enhancements: Arnold version and Frame numbers have been added to the Status bar, and the Time is now resetting after every IPR iteration. -Capture All Frames: It's possible to capture all the rendered frames at once, as a sequence. In this mode the frame number will be inserted in the file names instead of the current date. -Increased Performance, Memory optimizations and bug fixes: White scan-lines are no longer visible during rendering, meaning the buffer is now reading by a single thread, which gives a better performance at IPR. All the cached buffers have only 3 channels instead of 4 while the Alpha is a special case for the RGBA channel only.
Download
Aton v1.1.0 works with Nuke9.0v7 and MtoA 1.2.4.0 at Windows 7, OSX 10.6, Linux GCC 4.2.1 and available for download here More NUKE Plugin [post_ad]
[ #Arnold #NUKE ]
Developed by Lighting TD at Framestore - Vahan Sosoyan, Aton is Arnold Renderer Interface-compatible display driver and Nuke plug-in for direct rendering into the Nuke interface
-Multiple frames support: By default it is enabled, meaning Aton is now taking into account the frame attribute supplied by MtoA and syncing Nuke's timeline accordingly, so you can have a sequence of rendered different frames cached in a single Aton node. -Enable AOVs toggle: If you Disable AOVs, Aton will start to ignore and not cache them for you. This can come useful if you want to render multiple frames, at the same time keeping the memory usage low. -Multiple nodes support: It's now possible to create a multiple Aton nodes either in the same Nuke script or in the separate instance, as well as run renders from a different instances of Maya simultaneously. In order to get this to work, make sure that your Aton node's Port number is matching with the one which has been added to the Aton for Maya GUI. -Frame Stamp enhancements: Arnold version and Frame numbers have been added to the Status bar, and the Time is now resetting after every IPR iteration. -Capture All Frames: It's possible to capture all the rendered frames at once, as a sequence. In this mode the frame number will be inserted in the file names instead of the current date. -Increased Performance, Memory optimizations and bug fixes: White scan-lines are no longer visible during rendering, meaning the buffer is now reading by a single thread, which gives a better performance at IPR. All the cached buffers have only 3 channels instead of 4 while the Alpha is a special case for the RGBA channel only.
Download
Aton v1.1.0 works with Nuke9.0v7 and MtoA 1.2.4.0 at Windows 7, OSX 10.6, Linux GCC 4.2.1 and available for download here More NUKE Plugin [post_ad]
- OCIO support - A/B wipe comparison tool - Display Settings can be controlled by Maya Color Management - Support for Render Layers - Procedural nodes and Standins can be selected by picking in the viewer - Improved Crop region tool - Save images as EXR - Save all AOVs in a Multi-Layer EXR - Load existing images into the Snapshots library - Support for Render Layers - Render View options are now saved in the maya scene - All options can be set by script
- OCIO support - A/B wipe comparison tool - Display Settings can be controlled by Maya Color Management - Support for Render Layers - Procedural nodes and Standins can be selected by picking in the viewer - Improved Crop region tool - Save images as EXR - Save all AOVs in a Multi-Layer EXR - Load existing images into the Snapshots library - Support for Render Layers - Render View options are now saved in the maya scene - All options can be set by script
Developed by Former Modeling Intern at MPC - Zeno Pelgrims, ZOIC is a camera shader for the Arnold renderer capable of simulating some optically imperfect lens effects. It supports both image based bokeh shapes and optical vignetting (cat eye effect)
Developed by Former Modeling Intern at MPC - Zeno Pelgrims, ZOIC is a camera shader for the Arnold renderer capable of simulating some optically imperfect lens effects. It supports both image based bokeh shapes and optical vignetting (cat eye effect)
SOLID ANGLE, the creator of the industry leading “Arnold” global illumination ray tracer for animation and visual effects, has officially released version 1.0 of Arnold for Cinema 4D (C4DtoA).
Since its preview at SIGGRAPH 2014, the Arnold plug-in for Cinema 4D has been polished and optimized thanks to extensive feedback from its beta-testing program. C4DtoA supports most Cinema 4D features such as instances, cloners, deformers, generators, MoGraph geometry, hair, and Thinking Particles.
C4DtoA 1.0 implements the most fluid Arnold IPR experience yet. Interactive results are seen in virtually all Cinema 4D components, including creating, moving, and deforming objects, as well as adjusting lights, materials, and volumes.
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.
C4DtoA is the only render plug-in that supports both animation and single-frame distributed rendering in Team Render, allowing the use of all computers in a local network to speed-up Arnold rendering. Another unique feature in C4DtoA is a node-based material editor for assembling arbitrarily complex shader networks, following Arnold's node-based approach.
Third-party plug-ins TurbulenceFD and X-Particles are natively supported, allowing artists to render high quality smoke, fire, and particle effects with fully interactive feedback.
“We are excited to see Arnold finally available to all Cinema 4D artists,” said Solid Angle founder and CEO Marcos Fajardo. “It was great working with MAXON’s engineers as we pushed the APIs to make C4DtoA as fast and interactive as possible.”
Oliver Meiseberg, Director Product and Partnership Management at MAXON, states: “With Arnold, Cinema 4D users get an extremely powerful and easy to use renderer. Customer demand has been enormous and I am very excited about Solid Angle’s outstanding development work. Special thanks go to Daniel Hennies who brought this project into being”.
C4DtoA 1.0 was demoed to a cheering audience at FMX 2015 by Aixsponza's Manuel Casasola Merkle. View the FMX presentation.
Download:
Individual node-locked licenses can be purchased from Solid Angle's new web shop. Free trials are also available for download.
SOLID ANGLE, the creator of the industry leading “Arnold” global illumination ray tracer for animation and visual effects, has officially released version 1.0 of Arnold for Cinema 4D (C4DtoA).
Since its preview at SIGGRAPH 2014, the Arnold plug-in for Cinema 4D has been polished and optimized thanks to extensive feedback from its beta-testing program. C4DtoA supports most Cinema 4D features such as instances, cloners, deformers, generators, MoGraph geometry, hair, and Thinking Particles.
C4DtoA 1.0 implements the most fluid Arnold IPR experience yet. Interactive results are seen in virtually all Cinema 4D components, including creating, moving, and deforming objects, as well as adjusting lights, materials, and volumes.
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.
C4DtoA is the only render plug-in that supports both animation and single-frame distributed rendering in Team Render, allowing the use of all computers in a local network to speed-up Arnold rendering. Another unique feature in C4DtoA is a node-based material editor for assembling arbitrarily complex shader networks, following Arnold's node-based approach.
Third-party plug-ins TurbulenceFD and X-Particles are natively supported, allowing artists to render high quality smoke, fire, and particle effects with fully interactive feedback.
“We are excited to see Arnold finally available to all Cinema 4D artists,” said Solid Angle founder and CEO Marcos Fajardo. “It was great working with MAXON’s engineers as we pushed the APIs to make C4DtoA as fast and interactive as possible.”
Oliver Meiseberg, Director Product and Partnership Management at MAXON, states: “With Arnold, Cinema 4D users get an extremely powerful and easy to use renderer. Customer demand has been enormous and I am very excited about Solid Angle’s outstanding development work. Special thanks go to Daniel Hennies who brought this project into being”.
C4DtoA 1.0 was demoed to a cheering audience at FMX 2015 by Aixsponza's Manuel Casasola Merkle. View the FMX presentation.
Download:
Individual node-locked licenses can be purchased from Solid Angle's new web shop. Free trials are also available for download.
VFX artist and C4DAPT founder Pingo van der Brinkloev has a look at using Solid Angle's rendering engine Arnold for C4D which was introduced in SIGGRAPH 2014
Arnold for C4D is currently in alpha, and slated for release in Q4 2014. Learn more about Arnold for C4D, an exclusive in depth setup guide is available as part of C4DAPT2 vimeo.com/ondemand/c4dapt2 More Cinema 4D Plugin
[ #Arnold #Render #Cinema4D #C4D ]
VFX artist and C4DAPT founder Pingo van der Brinkloev has a look at using Solid Angle's rendering engine Arnold for C4D which was introduced in SIGGRAPH 2014
Arnold for C4D is currently in alpha, and slated for release in Q4 2014. Learn more about Arnold for C4D, an exclusive in depth setup guide is available as part of C4DAPT2 vimeo.com/ondemand/c4dapt2 More Cinema 4D Plugin
Developed by Rico Koschmitzky and Arvid Schneider, arViewportRender gives lighting Artist the ability to make use of Autodesk Maya's standard render view in a more artistic and practical way. It has been used in two feature film productions and the feedback so far was really great. The Plugin is in the deverlopement now and only works with Solidangles Arnold renderer
Developed by Rico Koschmitzky and Arvid Schneider, arViewportRender gives lighting Artist the ability to make use of Autodesk Maya's standard render view in a more artistic and practical way. It has been used in two feature film productions and the feedback so far was really great. The Plugin is in the deverlopement now and only works with Solidangles Arnold renderer
Solid Angle have released Arnold for Houdini 1.0 (HtoA).HtoA provides a tight integration with Houdini, in a way that is familiar to both Houdini users and Arnold users in Maya or Softimage. It also enables smooth lighting workflows between Houdini and other DCC applications, since setups can be exported and shared. The Arnold for Houdini plug-in comes with the latest – and fastest – version of the Arnold core (version 4.2.1) and is provided free of charge to all customers on current Maintenance & Support.
-Render in any Houdini context: render view, render region or MPlay -Interactive rendering to rapidly preview parameter changes in cameras, lights and shaders -Dedicated Arnold shading networks with 106 shaders and utilities -Pass Houdini geometry attributes as Arnold user data -Volume rendering using OpenVDB -Particles, rendered as disks, spheres, quads or volumes -Curves, rendered as ribbon, thick or oriented -Accurate motion blur, including changing topology -Full point instancing -All Arnold cameras projections, with depth of field and advanced shutter controls -All Arnold lights, with light filters and accurate viewport representation -Atmospheric and background effects -Multi-camera rendering -Render to AOVs, in single or separate files -DeepEXR support
Compatibility
This release uses Arnold 4.2.1.2 and OpenVDB 2.3.0. Binaries available for the following Houdini production builds: -13.0.509 -13.0.498 -13.0.476
and for the following platforms: -Linux x86_64 (gcc4.4) -Windows 7 x64 (vc11) -Mac OS X 10.8+
Solid Angle have released Arnold for Houdini 1.0 (HtoA).HtoA provides a tight integration with Houdini, in a way that is familiar to both Houdini users and Arnold users in Maya or Softimage. It also enables smooth lighting workflows between Houdini and other DCC applications, since setups can be exported and shared. The Arnold for Houdini plug-in comes with the latest – and fastest – version of the Arnold core (version 4.2.1) and is provided free of charge to all customers on current Maintenance & Support.
-Render in any Houdini context: render view, render region or MPlay -Interactive rendering to rapidly preview parameter changes in cameras, lights and shaders -Dedicated Arnold shading networks with 106 shaders and utilities -Pass Houdini geometry attributes as Arnold user data -Volume rendering using OpenVDB -Particles, rendered as disks, spheres, quads or volumes -Curves, rendered as ribbon, thick or oriented -Accurate motion blur, including changing topology -Full point instancing -All Arnold cameras projections, with depth of field and advanced shutter controls -All Arnold lights, with light filters and accurate viewport representation -Atmospheric and background effects -Multi-camera rendering -Render to AOVs, in single or separate files -DeepEXR support
Compatibility
This release uses Arnold 4.2.1.2 and OpenVDB 2.3.0. Binaries available for the following Houdini production builds: -13.0.509 -13.0.498 -13.0.476
and for the following platforms: -Linux x86_64 (gcc4.4) -Windows 7 x64 (vc11) -Mac OS X 10.8+
SOLID ANGLE, maker of Arnold, the industry leading global illumination ray tracer, and MAXON, leading developer of professional 3D software solutions for modeling, painting, animation and rendering, will unveil Arnold for Cinema 4D (C4DtoA) at SIGGRAPH. After several years of independent development, the Arnold for Cinema plugin is now officially within the Solid Angle stable and will debut on the MAXON booth (#1422) on August 12th, at 9:30. This bridge between the two applications will allow Cinema 4D artists direct access to the advanced rendering capabilities of Arnold.
Solid Angle founder and CEO Marcos Fajardo said: “Customers have been asking for a bridge to Cinema 4D for several years. We are delighted to be working with MAXON to make this a reality.”
MAXON Cinema 4D Product Manager Oliver Meiseberg said: “Arnold for Cinema 4D is extremely important to us for high end visual effects. We are proud to be delivering the first public showing of C4DtoA at SIGGRAPH.“ Currently in alpha, Arnold for Cinema 4D is slated for release in Q4 2014. And if you still don't know much about Arnold Render you should check the Arnold Showreel 2013 More Rendering Plugin
[ #Arnold #Cinema4D #C4D #Render ]
SOLID ANGLE, maker of Arnold, the industry leading global illumination ray tracer, and MAXON, leading developer of professional 3D software solutions for modeling, painting, animation and rendering, will unveil Arnold for Cinema 4D (C4DtoA) at SIGGRAPH. After several years of independent development, the Arnold for Cinema plugin is now officially within the Solid Angle stable and will debut on the MAXON booth (#1422) on August 12th, at 9:30. This bridge between the two applications will allow Cinema 4D artists direct access to the advanced rendering capabilities of Arnold.
Solid Angle founder and CEO Marcos Fajardo said: “Customers have been asking for a bridge to Cinema 4D for several years. We are delighted to be working with MAXON to make this a reality.”
MAXON Cinema 4D Product Manager Oliver Meiseberg said: “Arnold for Cinema 4D is extremely important to us for high end visual effects. We are proud to be delivering the first public showing of C4DtoA at SIGGRAPH.“ Currently in alpha, Arnold for Cinema 4D is slated for release in Q4 2014. And if you still don't know much about Arnold Render you should check the Arnold Showreel 2013 More Rendering Plugin
He wrote: "A group of friends and I have been working for three months with the goal of making Mari a better look development tool. We are very close to release the Arnold - aiStandard shader for MARI(developed with support from Solidangle), during the Alpha/Beta phase of Mari 2.6.
In addition, we also offer a new production workflow in the form of an automated texture exporter for Maya. The exporter works closely in conjunction with the new shader - sending across all texture inputs and shader attributes from Mari to Maya and building a new shading network from the exported data."
Arnold Shader for MARI 2.6
V-Ray Shader for MARI 2.6
Some images from the development stage.
Metallic Car Paint
Matt Plastic
Chocolate
[ #vray #Arnold #mari #Texture #Shader ]
Check out some videos from Shader Developer - Antonio Neto showing V-Ray and Arnold shader for MARI 2.6.
He wrote: "A group of friends and I have been working for three months with the goal of making Mari a better look development tool. We are very close to release the Arnold - aiStandard shader for MARI(developed with support from Solidangle), during the Alpha/Beta phase of Mari 2.6.
In addition, we also offer a new production workflow in the form of an automated texture exporter for Maya. The exporter works closely in conjunction with the new shader - sending across all texture inputs and shader attributes from Mari to Maya and building a new shading network from the exported data."
aaa-studio has announced that Its unique real-time GPU production quality final frame renderer - FurryBall version 4.6 for Maya, 3DS Max, standalone and network with many new features and FREE update for all 4.x users is now available.
The main new features we added is Ray traced SSS (with special feature blending texture from the surface into the object), Layered materials (up to 4 layers with alpha masks) and real camera behave Multipass Depth of Field. From version 4.6 FurryBall also support basic Arnold, Mental Ray and V-Ray materials (Color, Specular and Transparency).
New features:
enderer engine - Standalone -Added layered material (up to 4 layers with alpha masks) -Added Raytraced SSS with texture blending into object -Added real camera behave - multipass Depth of Field -Added shadow catcher per object -Added support for velvet in raytracing -Added shadow terminator fix -Added max ray intensity parameter -Added support for groups in instancer -Added basic support for some Mental Ray, Arnold, V-Ray materials -25% - 50% Speed up for the compiling effects -Fixed carpaint in ray tracing -Fixed ray traced color intensity -Fixed alpha mask with ray traced transparency -Fixed directional lights with default parameters -Fixed environment maps background update -Fixed stereo cameras in standalone application -Fixed reduce textures in cuda attribute change -Fixed render node presets -Fixed normals for mirrored objects (negative scale, still problem with instances) -New benchmark scene for Multi-GPU
Maya Plugin (2010, 2011,2012, 2013, 2014) -Added feature selector (Raytracing x Rasterization) for each effect separately -Render passes revision + new passes -FurryBall settings nodes revision
3DS Max Plugin (2013, 2014) -Added feature selector (Raytracing x Rasterization) for each effect separately -Object instantiation support -Fixed loading of camera parameters
aaa-studio has announced that Its unique real-time GPU production quality final frame renderer - FurryBall version 4.6 for Maya, 3DS Max, standalone and network with many new features and FREE update for all 4.x users is now available.
The main new features we added is Ray traced SSS (with special feature blending texture from the surface into the object), Layered materials (up to 4 layers with alpha masks) and real camera behave Multipass Depth of Field. From version 4.6 FurryBall also support basic Arnold, Mental Ray and V-Ray materials (Color, Specular and Transparency).
New features:
enderer engine - Standalone -Added layered material (up to 4 layers with alpha masks) -Added Raytraced SSS with texture blending into object -Added real camera behave - multipass Depth of Field -Added shadow catcher per object -Added support for velvet in raytracing -Added shadow terminator fix -Added max ray intensity parameter -Added support for groups in instancer -Added basic support for some Mental Ray, Arnold, V-Ray materials -25% - 50% Speed up for the compiling effects -Fixed carpaint in ray tracing -Fixed ray traced color intensity -Fixed alpha mask with ray traced transparency -Fixed directional lights with default parameters -Fixed environment maps background update -Fixed stereo cameras in standalone application -Fixed reduce textures in cuda attribute change -Fixed render node presets -Fixed normals for mirrored objects (negative scale, still problem with instances) -New benchmark scene for Multi-GPU
Maya Plugin (2010, 2011,2012, 2013, 2014) -Added feature selector (Raytracing x Rasterization) for each effect separately -Render passes revision + new passes -FurryBall settings nodes revision
3DS Max Plugin (2013, 2014) -Added feature selector (Raytracing x Rasterization) for each effect separately -Object instantiation support -Fixed loading of camera parameters