thinkingParticles 6.5 for 3ds Max 2015-2017

Artikel 3ds Max, Artikel Cebas, Artikel Destruction, Artikel Simulation, Artikel Thinking Particles, Artikel VFX,
[ #Cebas #3dsMax #Simulation ]
Cebas Visual Technology has announced thinkingParticles the latest Subscription Drop 5 update now available. Valued Users can immediately download and avail to the many new and powerful operators and enhancements from their Cebas Product Manager.

Drop 5 Main New Operators:
• VolumeBreaker new Clustering effect - Paint and Smash ‘em!
• ShapeNoise - Deformation at your command!
• FlowEmitter new Particles Generator for fluid simulation.
• ParticleLight effects - Own it ! Procedural controls.
• HydroField flow ‘collisions’ and realistic foaming effects

>> See Also: thinkingParticles Tutorial | thinkingParticles Video

VolumeBreaker: paint and smash
VB Clustering gives you the flexibility to set fragment particles into different breakage cluster and make them appear more natural or have specific patterns.
The introduction of a breakable map allows for more creativity in deciding which areas should undergo a destruction. Procedurally-created volumeBreaker cells can be now merged with an existing raster to get a more homogenous look to the fragments.


ShapeNoise: deformation at your command!
Call it procedural deformation if you will, with this new addition, ShapeNoise Operator gives you the power to add a deformation to any particle shape’s area and edges. This operator offers many features to control and modify how a particle shape (mesh) can be displaced or changed in a way that enhances the look and feel of a VB broken mesh debris, right to each and every particle. While the main function of this operator is to work in conjunction with volumeBreaker, it may also be used with any type of particle mesh including fluids or instanced geometry.


FlowEmitter: consistency and flexibility in fluid effects
FlowEmitter resolves a current effects challenge in the market, that is how to achieve constant flow of fluid particle effects in an animation. With TP 6.5’s FlowEmitter, even with changes in the rate of particles generated, constant flow is now achieved, while preserving the distance between each particle. Visually, the FlowEmitter gives producers and the VFX artists a quick and powerful operator to create and modify realistic flowing or pouring effects in liquid simulations.


ParticleLight: Omni lighting with shadows
PLight - for a visual artist, lights play an important role in any animation or visual effects setup. Controlling lights is key to making awesome shots and creating depth and character in visuals. Now, thinkingParticles 6.5 will give you the power to control lights in a 3d scene, in more than one way. The PLight Operator can turn any particle into a real Omni light type along with proper shadow casting.
There are several amazing helpers attached to PLight for fast and easy controls including ColorGradient, a useful node to control lights and materials through procedural setups. You can also control the light animation or distribution with distance and velocity values.


HydroField flow ‘collisions’ and realistic foaming effects
ThinkingParticles 6.5 enhanced HydroField means more Fluid and Rigid Body ‘collisions’ with much better buoyancy and interaction. Physically-accurate transfer of momentum between fluid particles and rigid bodies is resolved and can be seen in real time simulation. The enhanced Multi-Physics Objects engulfed within a fluid will start to rise or sink depending on their specific physical properties, and all these values are adjustable in more than several ways.
HydroField is also enhanced with a new impact behavior for splashes. Splashes can now be used to create Hydrofield surface interactions and splash particles can be used to add volume to a Hydrofield.
  More Thinking Particles Plugin [post_ad]
[ #Cebas #3dsMax #Simulation ]
Cebas Visual Technology has announced thinkingParticles the latest Subscription Drop 5 update now available. Valued Users can immediately download and avail to the many new and powerful operators and enhancements from their Cebas Product Manager.

Drop 5 Main New Operators:
• VolumeBreaker new Clustering effect - Paint and Smash ‘em!
• ShapeNoise - Deformation at your command!
• FlowEmitter new Particles Generator for fluid simulation.
• ParticleLight effects - Own it ! Procedural controls.
• HydroField flow ‘collisions’ and realistic foaming effects

>> See Also: thinkingParticles Tutorial | thinkingParticles Video

VolumeBreaker: paint and smash
VB Clustering gives you the flexibility to set fragment particles into different breakage cluster and make them appear more natural or have specific patterns.
The introduction of a breakable map allows for more creativity in deciding which areas should undergo a destruction. Procedurally-created volumeBreaker cells can be now merged with an existing raster to get a more homogenous look to the fragments.


ShapeNoise: deformation at your command!
Call it procedural deformation if you will, with this new addition, ShapeNoise Operator gives you the power to add a deformation to any particle shape’s area and edges. This operator offers many features to control and modify how a particle shape (mesh) can be displaced or changed in a way that enhances the look and feel of a VB broken mesh debris, right to each and every particle. While the main function of this operator is to work in conjunction with volumeBreaker, it may also be used with any type of particle mesh including fluids or instanced geometry.


FlowEmitter: consistency and flexibility in fluid effects
FlowEmitter resolves a current effects challenge in the market, that is how to achieve constant flow of fluid particle effects in an animation. With TP 6.5’s FlowEmitter, even with changes in the rate of particles generated, constant flow is now achieved, while preserving the distance between each particle. Visually, the FlowEmitter gives producers and the VFX artists a quick and powerful operator to create and modify realistic flowing or pouring effects in liquid simulations.


ParticleLight: Omni lighting with shadows
PLight - for a visual artist, lights play an important role in any animation or visual effects setup. Controlling lights is key to making awesome shots and creating depth and character in visuals. Now, thinkingParticles 6.5 will give you the power to control lights in a 3d scene, in more than one way. The PLight Operator can turn any particle into a real Omni light type along with proper shadow casting.
There are several amazing helpers attached to PLight for fast and easy controls including ColorGradient, a useful node to control lights and materials through procedural setups. You can also control the light animation or distribution with distance and velocity values.


HydroField flow ‘collisions’ and realistic foaming effects
ThinkingParticles 6.5 enhanced HydroField means more Fluid and Rigid Body ‘collisions’ with much better buoyancy and interaction. Physically-accurate transfer of momentum between fluid particles and rigid bodies is resolved and can be seen in real time simulation. The enhanced Multi-Physics Objects engulfed within a fluid will start to rise or sink depending on their specific physical properties, and all these values are adjustable in more than several ways.
HydroField is also enhanced with a new impact behavior for splashes. Splashes can now be used to create Hydrofield surface interactions and splash particles can be used to add volume to a Hydrofield.
  More Thinking Particles Plugin [post_ad]

PSD-manager 4 for 3ds Max 2013 - 2017

Artikel 3ds Max, Artikel Cebas, Artikel Corona, Artikel PSD-manager, Artikel Rendering, Artikel Vray,
[ #3dsMax ]
cebas Visual Technology announced the immediate availability of psd-manager 4.0 - the multi-layer PSD exporter for Autodesk 3ds Max. The update provides new features and support for 3ds Max 2017

New Features:


Adjustment layers for a non-destructive workflow


  -Save 3ds max Gamma correction as precise Photoshop Adjustment Layer in the PSD file
  -  -Precisely matches 3ds max Gamma correction
  -  -Allows to correctly compose render elements in linear space within 8/16 bit PSD files

  -Save V-Ray color corrections as Adjustment Layer (embedded LUT)
  -  -Start tonal adjustments in the V-Ray framebuffer, then improve or revert as needed within Photoshop

Improved Render Elements Output:
  -New Auto-Sort mode keeps layers organized continuously
  -Render elements can now be encloed into a global layer group
  -Per render element control over Gamma correction and V-Ray color corrections
  -Updated built-in presets for over 200 render element types

Named Selection Sets Output:

  -3ds max Named Selection sets can now be used for quick and easy creation of masks
  -User friendly, since no IDs need to be assigned to create masks for arbitrary groups of objects
  -Masks can be exported as layers (Alpha Matte, Luminance Matte, Render Cut-out) or channels

Corona Renderer Support:

  -psd-manager now supports Corona (Rendered Image Output and Render Elements Output)
  -Built-in presets apply correct blending mode, layer visibility, layer order etc. for all Corona render elements
  -Auto-sort mode ensures Framestamp, Beauty, Bloom & Glare are on top of the stack and all Masking and Light Select elements stay among their own kind
  -Automatic Corona CMasking_Mask render element splitting & naming

V-Ray specific improvements

  -Optimized workflow for V-Ray Denoiser
  -  -Denoiser elements are automatically arranged on top of other layers
  -  -Gamma correction is applied to Denosier layer but not to elements that need to stay in linear space for back-to-beauty compositing
  -  -Optionally exclude render channels generated by V-Ray Denoiser from export
  -Export V-Ray color corrections as Color Lookup Adjustment Layer (LUT based)
  -New built-in presets for V-Ray Render Elements (Denoiser, NoiseLevel, MtlReflectIOR, OptionRE )
  -V-Ray color corrections are automatically applied to specific render elements only (RGB, Denoiser, ObjectSelect, MtlSelect)
  -V-Ray color corrections can be enabled per render element
  -VRayMtlSelect and VRayObjectSelect elements now use layer transparency by default

PSB Format support (Photoshop Large Document Format):

  -Creation of Photoshop documents over 2 gigabytes in file size or 30000 pixels in resolution is now supported
  -Automatic switching to PSB format when the limits of the PSD format are exceeded (no re-rendering required)

Improved Scene Layers Output:

  -List of scene layers is now shown as a hierarchy, sorted and resizable
  -Scene layers appear in order of the flattened hierarchy in the PSD file.
  -Empty layers are filtered out even when objects are just obscured or outside the field of view

Other new Features and Changes:

  -3ds max 2017 support
  -Custom dithering algorithm to avoid noticeable patterns of standard 3ds max dithering
  -Option to show or hide all masking layers
  -Support for ART Renderer render elements export (added workaround for ART bug)
  -Simplified deployment and updates using Cebas Product Manager

Pricing & Availability


psd-manager 4.0 is now available at the cebas shop starting from 5$/5€ a month (one year license). Licensing options now include both perpetual (Full 159$ / Upgrade 79$) and rental licenses. Prices may vary depending on the region you are located in. All purchases of psd-manager 3 made in 2016 will be upgraded to psd-manager 4 at no charge. The free upgrade can be ordered until end of March 2017 using this email form. Please contact info@cebas.com if you have any questions.

Related video:



  More 3ds Max Plugin [post_ad]
[ #3dsMax ]
cebas Visual Technology announced the immediate availability of psd-manager 4.0 - the multi-layer PSD exporter for Autodesk 3ds Max. The update provides new features and support for 3ds Max 2017

New Features:


Adjustment layers for a non-destructive workflow


  -Save 3ds max Gamma correction as precise Photoshop Adjustment Layer in the PSD file
  -  -Precisely matches 3ds max Gamma correction
  -  -Allows to correctly compose render elements in linear space within 8/16 bit PSD files

  -Save V-Ray color corrections as Adjustment Layer (embedded LUT)
  -  -Start tonal adjustments in the V-Ray framebuffer, then improve or revert as needed within Photoshop

Improved Render Elements Output:
  -New Auto-Sort mode keeps layers organized continuously
  -Render elements can now be encloed into a global layer group
  -Per render element control over Gamma correction and V-Ray color corrections
  -Updated built-in presets for over 200 render element types

Named Selection Sets Output:

  -3ds max Named Selection sets can now be used for quick and easy creation of masks
  -User friendly, since no IDs need to be assigned to create masks for arbitrary groups of objects
  -Masks can be exported as layers (Alpha Matte, Luminance Matte, Render Cut-out) or channels

Corona Renderer Support:

  -psd-manager now supports Corona (Rendered Image Output and Render Elements Output)
  -Built-in presets apply correct blending mode, layer visibility, layer order etc. for all Corona render elements
  -Auto-sort mode ensures Framestamp, Beauty, Bloom & Glare are on top of the stack and all Masking and Light Select elements stay among their own kind
  -Automatic Corona CMasking_Mask render element splitting & naming

V-Ray specific improvements

  -Optimized workflow for V-Ray Denoiser
  -  -Denoiser elements are automatically arranged on top of other layers
  -  -Gamma correction is applied to Denosier layer but not to elements that need to stay in linear space for back-to-beauty compositing
  -  -Optionally exclude render channels generated by V-Ray Denoiser from export
  -Export V-Ray color corrections as Color Lookup Adjustment Layer (LUT based)
  -New built-in presets for V-Ray Render Elements (Denoiser, NoiseLevel, MtlReflectIOR, OptionRE )
  -V-Ray color corrections are automatically applied to specific render elements only (RGB, Denoiser, ObjectSelect, MtlSelect)
  -V-Ray color corrections can be enabled per render element
  -VRayMtlSelect and VRayObjectSelect elements now use layer transparency by default

PSB Format support (Photoshop Large Document Format):

  -Creation of Photoshop documents over 2 gigabytes in file size or 30000 pixels in resolution is now supported
  -Automatic switching to PSB format when the limits of the PSD format are exceeded (no re-rendering required)

Improved Scene Layers Output:

  -List of scene layers is now shown as a hierarchy, sorted and resizable
  -Scene layers appear in order of the flattened hierarchy in the PSD file.
  -Empty layers are filtered out even when objects are just obscured or outside the field of view

Other new Features and Changes:

  -3ds max 2017 support
  -Custom dithering algorithm to avoid noticeable patterns of standard 3ds max dithering
  -Option to show or hide all masking layers
  -Support for ART Renderer render elements export (added workaround for ART bug)
  -Simplified deployment and updates using Cebas Product Manager

Pricing & Availability


psd-manager 4.0 is now available at the cebas shop starting from 5$/5€ a month (one year license). Licensing options now include both perpetual (Full 159$ / Upgrade 79$) and rental licenses. Prices may vary depending on the region you are located in. All purchases of psd-manager 3 made in 2016 will be upgraded to psd-manager 4 at no charge. The free upgrade can be ordered until end of March 2017 using this email form. Please contact info@cebas.com if you have any questions.

Related video:



  More 3ds Max Plugin [post_ad]

thinkingParticles 6.3 for 3ds Max 2014 - 2016

Artikel 3ds Max, Artikel Cebas, Artikel thinkingParticles, Artikel VFX,
[ #VFX ]
Cebas Visual Technology has announced thinkingParticles latest Subscription Drop 3 update now available on instant download to all Subscribers.

>> See Also: thinkingParticles Tutorial | thinkingParticles Video




New Caching Options and Methods with dramatic speedup:

Once again in response to user’s requests, Cebas thinkingParticles 6, Subscription Drop 3 is all about more powerful new features and enhancing the particle cache workflow and structures.

A new frame based particle cache file system has now been developed allowing for the storage of a cache file per frame step (TPC). This is in contrast to the already existing single file particle cache system (TPS). Cache write and read times have been dramatically improved in Subscription Drop 3 for all file cache operations. Writing a cache file is now up to 10 times faster than before; this means the disk transfer functions have been optimized by a wide margin. The following enhancements in detail are listed below:

Per Frame Caching option thanks to the new *.tpc format, with enhanced sub-sampling option for output. Selective Cache Channels; each particle cache file can be adjusted individually for its data to be output. Hierarchy particle cache manager: adjust and control cache stacking in an easy and efficient way. To accommodate for the new particle caching features in thinkingParticles the Max

Scripting functions have also been extended to cover more file caching related stuff withiin thinkingParticles

New Implicit Surfacing Options

thinkingParticles 6.3 offers two highly advanced algorithm options to create an ISO surface. Surface (6.3) brings a new method to thinkingParticles allowing for the creation of flat surfaces out of point clouds. It's the perfect tool for creating surfaces for liquids with a smooth and even surface. To learn more, refer to the online manual.

New Fluid Solver Options


thinkingParticles SPH based fluid solver has been enhanced in Subscription Drop 3. A new algorithm option has been added to the rollout menu; the new SPH2 method offers a much more improved and stable method to create fluids that are under larger pressure and bigger sub frame steps. While the first generation of fluid solver is still available to choose from and it offers the same great features as before; the new solver algorithm adds just more punch to the arsenal of fluid simulation effects available within thinkingParticles. It is suggested to use the newer incarnation of the fluid solver from now on, the previous method is mainly kept for compatibility reasons.

More New Features in Drop 3


  *Direct Alembic Import: thinkingParticles now supports direct file import of Alembic *.abc files, both pure Alembic particle files as well as mesh-based files. Alembic is an open source format widely used by large and medium sized studios around the world. Alembic is slowly becoming a standard file exchange format between different applications.

  *Direct Alembic Export: likewise, AlembicExport is a new export node offering *.abc file export functionality. Many of the Alembic file format features are directly supported by this node. Particles as well as meshes can be exported in one go. Alembic export can be done either in one single file including many particle groups or in multiple files containing individual particle groups. The exported files may contain a particle system (particle points, no meshes), an object per particle group or each particle is stored as one individual object (mesh). For particle system exports, the AlembicExport node allows for the selection of specific data channels to be exported (e.g. velocity, spin, age ...).

  *New Particle Group Right Click Menu Option: Right-Clicking on any particle group name will now bring up an new context sensitive menu. For each particle group name clicked, a list of Operators using or referencing this particle group will be listed. Further clicking on the Operator names will automatically bring up the relevant DynamicSet in question. This feature works great for debugging complex DynamicSet setups containing hundreds of nodes, and help speed up work tremendously.

  *Render Resets Simulation - this new feature allows for quick and easy rendering adjustments of materials and light. Instead of re-simulating the whole particle system over and over again when rendering a single frame; thinkingParticles can now take the information as seen in the modeling viewport from that exact frame as set with the frame slider in 3ds Max.

Render Instance - Subscription Drop 3 now supports render instancing for all compatible rendering engines (vray). In previous versions this only worked with finalRender. This brings the power of multi-billion face rendering to a wider range of renderers.

Enhancements of 6.2 features in Drop 3

  -Besides adding new methods to the Implicit surface operator, some work has gone into enhancing the overall processing time and stability of the surface operator.
  -The PositionBorn operator received some loving attention in the form of an enhanced random particle distribution when emit distance is used.
  -Bullet Physics has been updated as well: Bullet Rope; BulletRopeData; BulletRopeImport was missing the Margin parameter and all these are now fixed.
  -Another area that saw enhancements is the VolumeBreaker operator; helper object are now animatable and they are updated correctly.
  -The LayerToParticle operator got an overhaul which results in a general speed improvement.
  -To accommodate for the new particle caching features in thinkingParticles the Max Scripting functions is now extended to cover more file caching related stuff.
  -A small issue has been found in the PPassAB operator whereby the Particle Shape uses the wrong size. This is now fixed.
  -The Math operator had an issue with the Matrix Composition function and did not work. This is now fixed.
  -And a brand new enhancement to fluids: they will now work with the Freeze operator. Fluids can be frozen in time and released in time.
  -The Bullet vehicle operator will now work with the path follow even without a particle input.
  More VFX Plugin [post_ad]
[ #VFX ]
Cebas Visual Technology has announced thinkingParticles latest Subscription Drop 3 update now available on instant download to all Subscribers.

>> See Also: thinkingParticles Tutorial | thinkingParticles Video




New Caching Options and Methods with dramatic speedup:

Once again in response to user’s requests, Cebas thinkingParticles 6, Subscription Drop 3 is all about more powerful new features and enhancing the particle cache workflow and structures.

A new frame based particle cache file system has now been developed allowing for the storage of a cache file per frame step (TPC). This is in contrast to the already existing single file particle cache system (TPS). Cache write and read times have been dramatically improved in Subscription Drop 3 for all file cache operations. Writing a cache file is now up to 10 times faster than before; this means the disk transfer functions have been optimized by a wide margin. The following enhancements in detail are listed below:

Per Frame Caching option thanks to the new *.tpc format, with enhanced sub-sampling option for output. Selective Cache Channels; each particle cache file can be adjusted individually for its data to be output. Hierarchy particle cache manager: adjust and control cache stacking in an easy and efficient way. To accommodate for the new particle caching features in thinkingParticles the Max

Scripting functions have also been extended to cover more file caching related stuff withiin thinkingParticles

New Implicit Surfacing Options

thinkingParticles 6.3 offers two highly advanced algorithm options to create an ISO surface. Surface (6.3) brings a new method to thinkingParticles allowing for the creation of flat surfaces out of point clouds. It's the perfect tool for creating surfaces for liquids with a smooth and even surface. To learn more, refer to the online manual.

New Fluid Solver Options


thinkingParticles SPH based fluid solver has been enhanced in Subscription Drop 3. A new algorithm option has been added to the rollout menu; the new SPH2 method offers a much more improved and stable method to create fluids that are under larger pressure and bigger sub frame steps. While the first generation of fluid solver is still available to choose from and it offers the same great features as before; the new solver algorithm adds just more punch to the arsenal of fluid simulation effects available within thinkingParticles. It is suggested to use the newer incarnation of the fluid solver from now on, the previous method is mainly kept for compatibility reasons.

More New Features in Drop 3


  *Direct Alembic Import: thinkingParticles now supports direct file import of Alembic *.abc files, both pure Alembic particle files as well as mesh-based files. Alembic is an open source format widely used by large and medium sized studios around the world. Alembic is slowly becoming a standard file exchange format between different applications.

  *Direct Alembic Export: likewise, AlembicExport is a new export node offering *.abc file export functionality. Many of the Alembic file format features are directly supported by this node. Particles as well as meshes can be exported in one go. Alembic export can be done either in one single file including many particle groups or in multiple files containing individual particle groups. The exported files may contain a particle system (particle points, no meshes), an object per particle group or each particle is stored as one individual object (mesh). For particle system exports, the AlembicExport node allows for the selection of specific data channels to be exported (e.g. velocity, spin, age ...).

  *New Particle Group Right Click Menu Option: Right-Clicking on any particle group name will now bring up an new context sensitive menu. For each particle group name clicked, a list of Operators using or referencing this particle group will be listed. Further clicking on the Operator names will automatically bring up the relevant DynamicSet in question. This feature works great for debugging complex DynamicSet setups containing hundreds of nodes, and help speed up work tremendously.

  *Render Resets Simulation - this new feature allows for quick and easy rendering adjustments of materials and light. Instead of re-simulating the whole particle system over and over again when rendering a single frame; thinkingParticles can now take the information as seen in the modeling viewport from that exact frame as set with the frame slider in 3ds Max.

Render Instance - Subscription Drop 3 now supports render instancing for all compatible rendering engines (vray). In previous versions this only worked with finalRender. This brings the power of multi-billion face rendering to a wider range of renderers.

Enhancements of 6.2 features in Drop 3

  -Besides adding new methods to the Implicit surface operator, some work has gone into enhancing the overall processing time and stability of the surface operator.
  -The PositionBorn operator received some loving attention in the form of an enhanced random particle distribution when emit distance is used.
  -Bullet Physics has been updated as well: Bullet Rope; BulletRopeData; BulletRopeImport was missing the Margin parameter and all these are now fixed.
  -Another area that saw enhancements is the VolumeBreaker operator; helper object are now animatable and they are updated correctly.
  -The LayerToParticle operator got an overhaul which results in a general speed improvement.
  -To accommodate for the new particle caching features in thinkingParticles the Max Scripting functions is now extended to cover more file caching related stuff.
  -A small issue has been found in the PPassAB operator whereby the Particle Shape uses the wrong size. This is now fixed.
  -The Math operator had an issue with the Matrix Composition function and did not work. This is now fixed.
  -And a brand new enhancement to fluids: they will now work with the Freeze operator. Fluids can be frozen in time and released in time.
  -The Bullet vehicle operator will now work with the path follow even without a particle input.
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Cebas thinkingParticles 6 for 3ds Max 2013 - 2015

Artikel 3ds Max, Artikel Cebas, Artikel Motion Graphic, Artikel particle, Artikel Thinking Particles, Artikel thinkingParticles, Artikel VFX,
[ #VFX #3dsMax ]
Cebas has announced its flagship plugins widely known for its fully procedural and physically accurate, real world destruction and special effects simulations in the movie industry with many new feature like soft bodies, a fluid solver, and multi-physics

>> See Also: Cebas thinkingParticles 6 for 3ds Max


Cebas thinkingParticles 6 Overview



thinkingParticles 6.0 Shape Operator Node


ImplicitShape in thinkingParticles Release 6.0 is the newly designed Shape Operator node generating iso surface representations of density created by a particle cloud, and works to amazing 3d dimensions in creating a surface for fluid particle effects. It can also be used to create any kind of surface generated from particles and you can change multi-modality views to see its effects.


thinkingParticles 6.0 Multi-Physics Fluid Solver


MultiPhysics fluid dynamics presents a breakthru in realistic simulation of water and incompressible flowing substances. Release 6.0 integrates workflow of events to a high degree of manipulation based on realistic flow effects. The MultiPhysics Fluid Solver allows for soft-bodies interacting with rigid-bodies in FlowBoundary node; inter-particle procedural joints; HydroBoat


new thinkingParticles 6.0 Analyzer Tool


Another groundbreaker for thinkingParticles 6.0 is the real time Analyzer that tracks every development path of a simulation networks in all its complexity. The real-time Analyzer further empowers users to truly analyze in-depth details of DynamicSets; tracks PositionBorn in particle sets; emitterpaths; TrailBorn, FlowGroups captured in time intervals, giving users immense control, finest adjustments.


thinkingParticles 6.0 Generator SnapShot Operator


The Generator node can now procedurally create a mesh snapshot of any amount of particles forming one single larger particle representing the mesh at the time of snapshot using particle modelling and allow the complex whole to be simulated as one.


thinkingParticles 6.0 Distance-based TrailBorn


Powerful tool! Users create time-release complex structures based on procedural & particle modelling at interactive rates minus the hard work. Using Trail nodes, multi-level particles are generated - toggle distances of how the entire model meshes out procedurally, enabling effortless generation of sprawls, spiralling networks, symmetries or not.


ContactPoints Joint Creation


New Utility added to thinkingParticles 6 to enhance Joint creation combined with Physics simulation. Any number of meshes can be selected and joints placed at closest contact points between objects to simulate joint movements. Thousands of joints can be created with a few clicks instead of cumbersome clicks.


Enhanced 6.0 GeomContact


The GeomContact operator powerfully positions outputs between selected points of objects to create connections, procedurally, thereby giving the user greater flexibility and control as the object changes in scenarios across environments, interactively stable in conjunctions with other objects.


New Physics Parameter Handling


By introducing a new level of integrative multiphysics solvers, artists effectively assign independent simulation parameters to particles right away via the physics simulation setup options. E.g., anchoring several animations to a swinging rope (BTropeImport node) and assigning directly to each object/particle which physics-solver will affect its motion to the swinging rope and the parameters involved. The old style group-based settings were slower and have been deemed obsolete but can still be called up from the menu when needed.


Spline Physics, Spline Modeling


NEW nodes enable quick succession procedural spline modelling [3ds Max] New node, SplinePool, auto-generates a network of spline particles across any selected surfaces. The new nodes: SplineInit; SplineImport; SplineData; IsSpline; SplinePhysics; SplineKnot: the ultimate spline modelling tool for artists dealing with complex and diverse setups within tight deadlines.

Don't miss the thinkingParticle tutorial section
  More VFX Plugin
[ #VFX #3dsMax ]
Cebas has announced its flagship plugins widely known for its fully procedural and physically accurate, real world destruction and special effects simulations in the movie industry with many new feature like soft bodies, a fluid solver, and multi-physics

>> See Also: Cebas thinkingParticles 6 for 3ds Max


Cebas thinkingParticles 6 Overview



thinkingParticles 6.0 Shape Operator Node


ImplicitShape in thinkingParticles Release 6.0 is the newly designed Shape Operator node generating iso surface representations of density created by a particle cloud, and works to amazing 3d dimensions in creating a surface for fluid particle effects. It can also be used to create any kind of surface generated from particles and you can change multi-modality views to see its effects.


thinkingParticles 6.0 Multi-Physics Fluid Solver


MultiPhysics fluid dynamics presents a breakthru in realistic simulation of water and incompressible flowing substances. Release 6.0 integrates workflow of events to a high degree of manipulation based on realistic flow effects. The MultiPhysics Fluid Solver allows for soft-bodies interacting with rigid-bodies in FlowBoundary node; inter-particle procedural joints; HydroBoat


new thinkingParticles 6.0 Analyzer Tool


Another groundbreaker for thinkingParticles 6.0 is the real time Analyzer that tracks every development path of a simulation networks in all its complexity. The real-time Analyzer further empowers users to truly analyze in-depth details of DynamicSets; tracks PositionBorn in particle sets; emitterpaths; TrailBorn, FlowGroups captured in time intervals, giving users immense control, finest adjustments.


thinkingParticles 6.0 Generator SnapShot Operator


The Generator node can now procedurally create a mesh snapshot of any amount of particles forming one single larger particle representing the mesh at the time of snapshot using particle modelling and allow the complex whole to be simulated as one.


thinkingParticles 6.0 Distance-based TrailBorn


Powerful tool! Users create time-release complex structures based on procedural & particle modelling at interactive rates minus the hard work. Using Trail nodes, multi-level particles are generated - toggle distances of how the entire model meshes out procedurally, enabling effortless generation of sprawls, spiralling networks, symmetries or not.


ContactPoints Joint Creation


New Utility added to thinkingParticles 6 to enhance Joint creation combined with Physics simulation. Any number of meshes can be selected and joints placed at closest contact points between objects to simulate joint movements. Thousands of joints can be created with a few clicks instead of cumbersome clicks.


Enhanced 6.0 GeomContact


The GeomContact operator powerfully positions outputs between selected points of objects to create connections, procedurally, thereby giving the user greater flexibility and control as the object changes in scenarios across environments, interactively stable in conjunctions with other objects.


New Physics Parameter Handling


By introducing a new level of integrative multiphysics solvers, artists effectively assign independent simulation parameters to particles right away via the physics simulation setup options. E.g., anchoring several animations to a swinging rope (BTropeImport node) and assigning directly to each object/particle which physics-solver will affect its motion to the swinging rope and the parameters involved. The old style group-based settings were slower and have been deemed obsolete but can still be called up from the menu when needed.


Spline Physics, Spline Modeling


NEW nodes enable quick succession procedural spline modelling [3ds Max] New node, SplinePool, auto-generates a network of spline particles across any selected surfaces. The new nodes: SplineInit; SplineImport; SplineData; IsSpline; SplinePhysics; SplineKnot: the ultimate spline modelling tool for artists dealing with complex and diverse setups within tight deadlines.

Don't miss the thinkingParticle tutorial section
  More VFX Plugin

Cebas thinkingParticles 6 for 3ds Max

Artikel 3ds Max, Artikel Cebas, Artikel particle, Artikel Thinking Particles, Artikel VFX,
[ #VFX #3dsMax #thinkingParticles #SIGGRAPH2014 ]
Cebas has announced that its latest version of particles-turned-multiphysics simulation plugin for 3ds Max - thinkingParticles 6 will be announced at SIGGRAPH 2014, and expected shipping date of mid September.

>> See Also: Thinking Particles tutorial

Cebas is demoing thinkingParticles 6, the latest version of its increasingly-more-than-just-particles dynamics plugin for 3ds Max, at Siggraph 2014 next week.

Cebas thinkingParticles 6 for 3ds Max builds on the Bullet rigid-body dynamics and soft-body solver added in version 5 of the software, adding full cloth and soft-body dynamics and fluid simulation.


  More Thinking Particles Plugin
[ #VFX #3dsMax #thinkingParticles #SIGGRAPH2014 ]
Cebas has announced that its latest version of particles-turned-multiphysics simulation plugin for 3ds Max - thinkingParticles 6 will be announced at SIGGRAPH 2014, and expected shipping date of mid September.

>> See Also: Thinking Particles tutorial

Cebas is demoing thinkingParticles 6, the latest version of its increasingly-more-than-just-particles dynamics plugin for 3ds Max, at Siggraph 2014 next week.

Cebas thinkingParticles 6 for 3ds Max builds on the Bullet rigid-body dynamics and soft-body solver added in version 5 of the software, adding full cloth and soft-body dynamics and fluid simulation.


  More Thinking Particles Plugin

Cebas ThinkingParticles‬ 5 Service Pack 4 for 3ds Max 2015

Artikel 3ds Max, Artikel 3ds Max 2015, Artikel Cebas, Artikel Motion Graphic, Artikel particle, Artikel Thinking Particles, Artikel VFX,
[ #3dsmax #vfx #MotionGraphics ]
cebas Visual Technology Inc has announced the release of thinkingParticles 5 Service Pack 4 for 3ds Max and 3ds Max Design available for immediate download.

>> See Also: TheHouseFX's ThinkingParticles Training

The new build comes with compatibility for Autodesk 3ds Max and 3ds Design 2015 as well as major stability enhancements.
Service Pack 4 also includes support for UV hidden channels and some minor fixes that are sure to make users’ experiences with thinkingParticles 5 better than ever!
The release is available now for download, so check your cebas Product Manager for your FREE updates! More information here
  More 3ds Max Plugin
[ #3dsmax #vfx #MotionGraphics ]
cebas Visual Technology Inc has announced the release of thinkingParticles 5 Service Pack 4 for 3ds Max and 3ds Max Design available for immediate download.

>> See Also: TheHouseFX's ThinkingParticles Training

The new build comes with compatibility for Autodesk 3ds Max and 3ds Design 2015 as well as major stability enhancements.
Service Pack 4 also includes support for UV hidden channels and some minor fixes that are sure to make users’ experiences with thinkingParticles 5 better than ever!
The release is available now for download, so check your cebas Product Manager for your FREE updates! More information here
  More 3ds Max Plugin

moskitoRender for 3ds Max 2013 - 2015

Artikel 3ds Max, Artikel Cebas, Artikel GPU, Artikel moskitoRender, Artikel Rendering,
[ #Cebas #Rendering #3dsMax ]
cebas Visual Technology Inc has announced the release of its highly anticipated moskitoRender for 3ds Max and 3ds Max Design, available online for immediate purchase.

>> See Also: Rendering tutorial

The full-featured GPU-Only renderer is the first of its kind to eliminate restrictions in today’s technology of graphics card processing units (GPU). Nearly every modern GPU renderer faces the same issues; due to hardware restrictions, only a few material rendering properties are supported - in fact - 3D artists are forced to only use one or a few specific materials. Not the case with moskitoRender: it provides full support for more than 1,300 materials found in the Autodesk Material Library as well as the vast amount of standard materials in 3ds Max. A real breakthrough in moskitoRender is how it’s designed to carry no material of its own, yet is compatible with materials from other core renderers and plug-ins.
This never-before-seen flexibility could only be achieved through the engineering of a whole new software design for a GPU rendering engine.
Using Nvidia’s latest GPU technology, cebas developed moskitoRender to take full advantage of the hardware and created one of the most sophisticated unbiased path-tracing renderers offering Physically Based Spectral Rendering. Users can expect to produce extremely accurate, photograph-like results that artists won’t stop raving about!
What users expect from any full featured renderer is a broad support of rendering effects that do more than offer basics such as; proper support for different Illumination models, camera effects, IES Lights and complex materials along with procedural textures. A modern photo realistic quality renderer has to show and offer enhanced support for the latest state-of-the-art skylight illumination models. Plus it won’t hurt to throw in more added features like native rendering support for 3rd party plugins and esoteric material properties like Subsurface Scattering - a must have to simulate translucent plastic or cloth materials.
Getting our latest piece of technology out the doors, is a great achievement for our Team! It was a bumpy road we had to travel but seeing the results makes all of this worth a while! We created the first GPU-only renderer offering such a vast support of materials and rendering effects - there is just nothing like it for 3ds Max on the market right now.” says Edwin Braun CEO of cebas Visual Technology Inc.

moskitoRender is the perfect renderer for the industry’s users across a wide spectrum - from visual effects artists to architects of all skill levels and backgrounds. The result is the same: easy to use, lightning fast, accurate and robust!

New Features:

Complex Material Support: Materials such as Blend, Layer and Mix or even the procedural textures artists are fond of are all supported and exist in a GPU optimized variant. Gradient Ramp? Why not! Matte Shadow? Sure!

moskitoRender is not a Toy: moskitoRender offers native multiple UV Map channel support as well as Sub/Object Material Support. Translucency and Subsurface-Scattering and Absorption are fully supported in GPU as well.

Volume Light Support: moskitoRender is one of the first GPU renderers to support standard 3ds Max volume light effects in GPU.
Multi-GPU Support: moskitoRender supports up to 2 GPU accelerator cards and it scales perfectly with a maximum speed gain of 2X faster than one card alone.

3D-Assets investment Security and Full Scene Compatibility: the capability to simply load an existing scene and hit render proves invaluable to everyone’s daily work. The unmatched support of standard 3ds Max materials along with most of the mental ray materials ensures that scenes are created without corrupting the workflow or future rendering pipeline. The time alone saved in fixing all these dreaded ‘Missing Materials’ and ‘Missing Light’ or ‘Missing Renderer’ error messages is worth the investment into this next generation GPU renderer.

New Skylight Model: moskitoRender features a new skylight model that is more accurate, solving several issues with existing skylight simulations in 3ds Max or Design. The new skylight model uses Physically Based Spectral Rendering in every aspect and offers an enhanced color and light transport model.

Unprecedented Material Support: moskitoRender is the first GPU-only renderer for 3ds Max and Design to introduce full support of the more than 1,300 Autodesk Material Library catalog along with most of the standard mental ray materials and shaders and the standard 3ds Max materials and textures. This feature, unique to moskitoRender, allows artists to directly load an AutoCAD DWG file that includes materials into 3ds Max and render it!

Instancing: moskitoRender was the first GPU renderer to challenge the common belief that instance geometry can not be attained with GPU! Now, and in contrast to “just” delivering plain instancing on GPU, moskitoRender challenges the industry yet again by offering the first true variation shader on GPU that can change the material based on individual elements of an instance or per whole instance.

Depth of Field: A true physically accurate rendering feature that can be adjusted in realtime. Instantly adjust and see parameter changes with moskitoRender's active shade and physical camera. DOF calculation is based on the exact same physical camera model introduced for the first time by finalRender.

Motion Blur: moskitoRender offers GPU-based full scene Motion Blur captured by its physical camera using different effects such as; Shutterspeed, FStop and film sensitivity. Along with 3ds Max’s Active Shade, it makes the whole experience fully interactive and immediate.

Active Shade: moskitoRender does not differentiate between Active Shade and Production Rendering except for its distinctive “realtime” or instant feedback on scene changes. It offers the best integrated version of Active Shade and it is much more advanced than anything that comes standard with 3ds Max.

Continuous Workflow: A great feature offered by moskito to facilitate and speed up the rendering process with no interruption encounters to delay a job from being well done! Existing lights and materials can be used “as is”. Even all of the standard Daylight options will work in pure GPU mode.
Highly Optimized and Non Restrictive: moskitoRender is made to leverage new generations of NVIDIA hardware in such a way that as restrictions are removed by new GPU hardware advances, moskitoRender is already a step ahead - able to take advantage of new technologies.

IES Lights (Photometric): With moskitoRender IES Light support, you get instant and accurate results! It can perfectly simulate area lights with all the intensities and light distribution using a photometric web in realtime.

Camera Effects and Exposure: moskitoRender has the unique feature of handling camera effects and exposure control by using a standard 3ds Max camera object. Instead of creating and using a special camera that is renderer-specific, moskitoRender keeps the scene clean and avoids overloading it with unnecessary data right from the get go!

Unbiased Path-Tracing: moskitoRender is one of the few renderers that uses Physically Based Spectral Rendering with its unbiased path-tracing. It is the most accurate method to calculate light. Better yet, it's easy and very simple to set up!

Full Forest Pack Support (3rd Party): Forest Pack Pro is a plugin for Autodesk 3ds Max, and 3ds Max Design, designed to give a complete solution for creation of vast surfaces of trees and plants. Forest enables you to scatter millions of proxies, high-poly meshes or billboards, and using custom geometry shaders, create scenes with virtually unlimited number of objects and polygons. With moskitoRender, you can now render all of this and even more hassle-free and in no time at all!

Full RailClone 2 Support (3rd Party): RailClone is a 3ds Max plugin for parametric modeling based on custom geometry parts, definable by the user, and a set of construction rules. This new concept of modeling lets you build complex and realistic structures for Architectural Visualization, Civil Engineering, Industrial and Interior Design.
The software includes a full library of predefined styles, but it is not limited to a fixed set of primitives, you can use any geometry from the scene and define your own parametric models.
moskitoRender offers support for the plugin and its full library ensuring the highest quality of rendering there is.

System Specifications

  -3ds Max 2013, 3ds Max 2014, 3ds Max 2015
  -NVIDIA based CUDA enabled card (GTX, Quadro or Tesla)
  -Latest NVIDIA Drivers with CUDA 5.5 Support
  -Shading Model 2-3.5
  -Windows Operating System (for licensing and operation)

Download

You can Get moskitoRender for only 9.99*/month or Get moskitoRender for $295

  More Plugin
[ #Cebas #Rendering #3dsMax ]
cebas Visual Technology Inc has announced the release of its highly anticipated moskitoRender for 3ds Max and 3ds Max Design, available online for immediate purchase.

>> See Also: Rendering tutorial

The full-featured GPU-Only renderer is the first of its kind to eliminate restrictions in today’s technology of graphics card processing units (GPU). Nearly every modern GPU renderer faces the same issues; due to hardware restrictions, only a few material rendering properties are supported - in fact - 3D artists are forced to only use one or a few specific materials. Not the case with moskitoRender: it provides full support for more than 1,300 materials found in the Autodesk Material Library as well as the vast amount of standard materials in 3ds Max. A real breakthrough in moskitoRender is how it’s designed to carry no material of its own, yet is compatible with materials from other core renderers and plug-ins.
This never-before-seen flexibility could only be achieved through the engineering of a whole new software design for a GPU rendering engine.
Using Nvidia’s latest GPU technology, cebas developed moskitoRender to take full advantage of the hardware and created one of the most sophisticated unbiased path-tracing renderers offering Physically Based Spectral Rendering. Users can expect to produce extremely accurate, photograph-like results that artists won’t stop raving about!
What users expect from any full featured renderer is a broad support of rendering effects that do more than offer basics such as; proper support for different Illumination models, camera effects, IES Lights and complex materials along with procedural textures. A modern photo realistic quality renderer has to show and offer enhanced support for the latest state-of-the-art skylight illumination models. Plus it won’t hurt to throw in more added features like native rendering support for 3rd party plugins and esoteric material properties like Subsurface Scattering - a must have to simulate translucent plastic or cloth materials.
Getting our latest piece of technology out the doors, is a great achievement for our Team! It was a bumpy road we had to travel but seeing the results makes all of this worth a while! We created the first GPU-only renderer offering such a vast support of materials and rendering effects - there is just nothing like it for 3ds Max on the market right now.” says Edwin Braun CEO of cebas Visual Technology Inc.

moskitoRender is the perfect renderer for the industry’s users across a wide spectrum - from visual effects artists to architects of all skill levels and backgrounds. The result is the same: easy to use, lightning fast, accurate and robust!

New Features:

Complex Material Support: Materials such as Blend, Layer and Mix or even the procedural textures artists are fond of are all supported and exist in a GPU optimized variant. Gradient Ramp? Why not! Matte Shadow? Sure!

moskitoRender is not a Toy: moskitoRender offers native multiple UV Map channel support as well as Sub/Object Material Support. Translucency and Subsurface-Scattering and Absorption are fully supported in GPU as well.

Volume Light Support: moskitoRender is one of the first GPU renderers to support standard 3ds Max volume light effects in GPU.
Multi-GPU Support: moskitoRender supports up to 2 GPU accelerator cards and it scales perfectly with a maximum speed gain of 2X faster than one card alone.

3D-Assets investment Security and Full Scene Compatibility: the capability to simply load an existing scene and hit render proves invaluable to everyone’s daily work. The unmatched support of standard 3ds Max materials along with most of the mental ray materials ensures that scenes are created without corrupting the workflow or future rendering pipeline. The time alone saved in fixing all these dreaded ‘Missing Materials’ and ‘Missing Light’ or ‘Missing Renderer’ error messages is worth the investment into this next generation GPU renderer.

New Skylight Model: moskitoRender features a new skylight model that is more accurate, solving several issues with existing skylight simulations in 3ds Max or Design. The new skylight model uses Physically Based Spectral Rendering in every aspect and offers an enhanced color and light transport model.

Unprecedented Material Support: moskitoRender is the first GPU-only renderer for 3ds Max and Design to introduce full support of the more than 1,300 Autodesk Material Library catalog along with most of the standard mental ray materials and shaders and the standard 3ds Max materials and textures. This feature, unique to moskitoRender, allows artists to directly load an AutoCAD DWG file that includes materials into 3ds Max and render it!

Instancing: moskitoRender was the first GPU renderer to challenge the common belief that instance geometry can not be attained with GPU! Now, and in contrast to “just” delivering plain instancing on GPU, moskitoRender challenges the industry yet again by offering the first true variation shader on GPU that can change the material based on individual elements of an instance or per whole instance.

Depth of Field: A true physically accurate rendering feature that can be adjusted in realtime. Instantly adjust and see parameter changes with moskitoRender's active shade and physical camera. DOF calculation is based on the exact same physical camera model introduced for the first time by finalRender.

Motion Blur: moskitoRender offers GPU-based full scene Motion Blur captured by its physical camera using different effects such as; Shutterspeed, FStop and film sensitivity. Along with 3ds Max’s Active Shade, it makes the whole experience fully interactive and immediate.

Active Shade: moskitoRender does not differentiate between Active Shade and Production Rendering except for its distinctive “realtime” or instant feedback on scene changes. It offers the best integrated version of Active Shade and it is much more advanced than anything that comes standard with 3ds Max.

Continuous Workflow: A great feature offered by moskito to facilitate and speed up the rendering process with no interruption encounters to delay a job from being well done! Existing lights and materials can be used “as is”. Even all of the standard Daylight options will work in pure GPU mode.
Highly Optimized and Non Restrictive: moskitoRender is made to leverage new generations of NVIDIA hardware in such a way that as restrictions are removed by new GPU hardware advances, moskitoRender is already a step ahead - able to take advantage of new technologies.

IES Lights (Photometric): With moskitoRender IES Light support, you get instant and accurate results! It can perfectly simulate area lights with all the intensities and light distribution using a photometric web in realtime.

Camera Effects and Exposure: moskitoRender has the unique feature of handling camera effects and exposure control by using a standard 3ds Max camera object. Instead of creating and using a special camera that is renderer-specific, moskitoRender keeps the scene clean and avoids overloading it with unnecessary data right from the get go!

Unbiased Path-Tracing: moskitoRender is one of the few renderers that uses Physically Based Spectral Rendering with its unbiased path-tracing. It is the most accurate method to calculate light. Better yet, it's easy and very simple to set up!

Full Forest Pack Support (3rd Party): Forest Pack Pro is a plugin for Autodesk 3ds Max, and 3ds Max Design, designed to give a complete solution for creation of vast surfaces of trees and plants. Forest enables you to scatter millions of proxies, high-poly meshes or billboards, and using custom geometry shaders, create scenes with virtually unlimited number of objects and polygons. With moskitoRender, you can now render all of this and even more hassle-free and in no time at all!

Full RailClone 2 Support (3rd Party): RailClone is a 3ds Max plugin for parametric modeling based on custom geometry parts, definable by the user, and a set of construction rules. This new concept of modeling lets you build complex and realistic structures for Architectural Visualization, Civil Engineering, Industrial and Interior Design.
The software includes a full library of predefined styles, but it is not limited to a fixed set of primitives, you can use any geometry from the scene and define your own parametric models.
moskitoRender offers support for the plugin and its full library ensuring the highest quality of rendering there is.

System Specifications

  -3ds Max 2013, 3ds Max 2014, 3ds Max 2015
  -NVIDIA based CUDA enabled card (GTX, Quadro or Tesla)
  -Latest NVIDIA Drivers with CUDA 5.5 Support
  -Shading Model 2-3.5
  -Windows Operating System (for licensing and operation)

Download

You can Get moskitoRender for only 9.99*/month or Get moskitoRender for $295

  More Plugin

Cebas moskitoRender for 3ds Max

Artikel 3ds Max, Artikel Cebas, Artikel Featured, Artikel moskitoRender, Artikel Rendering,
[ #moskitoRender #Cebas #Rendering #3ds Max ]
cebas Visual Technology Inc has announced their new moskitoRender for 3ds Max

moskitoRender™ is the first full-featured GPU renderer for 3ds Max with the least amount of hardware and creative restrictions of all GPU-only renderers on the market! moskitoRender represents the next generation of robust rendering systems for 3ds Max and Design - it offers a true continuous workflow with easy setup, less parameters and lightning fast results. moskitoRender is one of the very few, if not the only, renderer that has NO materials of its own, yet supports ALL of the 1,300 materials from the Autodesk Material Library as well as the standard 3ds Max materials.

moskitoRender is a true Physically Based Spectral Rendering solution meant to replace any one of the standard 3ds Max rendering options. Its rendering system offers a unique new CUDA based core technology that is highly optimized and overcomes many of the limitations found in other GPU-only renderers. Image creation is based on strict unbiased path-tracing methods.
In its core, moskitoRender handles light and colors and their distribution between different surfaces in the form of electromagnetic waves; it is the only known method to accurately represent natural occurring effects like Diffraction for example.

The unapologetic use of unbiased path-tracing with Physically Based Spectral Rendering sets moskitoRender apart from any other GPU-only rendering system on the market. This combination simulates many real world illumination and camera effects in "one go" without the need to add any extra methods and algorithms to simulate soft shadows, depth of field, motion blur, caustics, ambient occlusion, and global Illumination to name a few. moskitoRender can easily produce images that are indistinguishable from photographs.

Although moskitoRender is based on physically accurate calculation models to create photo realistic renderings, it still allows artists to unleash their imagination providing them with the freedom needed to feed their artistic appetite. It is exactly this kind of flexibility that is to be seen and experienced by our users for the first time in a GPU-only rendering solution.

moskitoRender is the first GPU-only renderer for 3ds Max to introduce full support of the more than 1,300 Autodesk Material Library catalog along with most of the standard mental ray materials and shaders and the standard 3ds Max materials and textures. Examples of supported materials include complex beasts like the Environment/Background Switcher texture, Matte/Shadow/Reflection material and such compound textures like Blend, Layer, Falloff and Composite.

The way moskitoRender works is such that Textures, normally found in a 3ds Max scene, are automatically converted into highly optimized GPU code. moskitoRender might be the closest thing ever to achieving the goal of completely replacing a CPU renderer.

Although moskitoRender is based on physically accurate calculation models to create photo realistic renderings, it still allows artists to unleash their imagination providing them with the freedom needed to feed their artistic appetite.

Prices and release dates have not been set yet, but will be announced very soon

  More 3ds Max Plugin

[ #moskitoRender #Cebas #Rendering #3ds Max ]
cebas Visual Technology Inc has announced their new moskitoRender for 3ds Max

moskitoRender™ is the first full-featured GPU renderer for 3ds Max with the least amount of hardware and creative restrictions of all GPU-only renderers on the market! moskitoRender represents the next generation of robust rendering systems for 3ds Max and Design - it offers a true continuous workflow with easy setup, less parameters and lightning fast results. moskitoRender is one of the very few, if not the only, renderer that has NO materials of its own, yet supports ALL of the 1,300 materials from the Autodesk Material Library as well as the standard 3ds Max materials.

moskitoRender is a true Physically Based Spectral Rendering solution meant to replace any one of the standard 3ds Max rendering options. Its rendering system offers a unique new CUDA based core technology that is highly optimized and overcomes many of the limitations found in other GPU-only renderers. Image creation is based on strict unbiased path-tracing methods.
In its core, moskitoRender handles light and colors and their distribution between different surfaces in the form of electromagnetic waves; it is the only known method to accurately represent natural occurring effects like Diffraction for example.

The unapologetic use of unbiased path-tracing with Physically Based Spectral Rendering sets moskitoRender apart from any other GPU-only rendering system on the market. This combination simulates many real world illumination and camera effects in "one go" without the need to add any extra methods and algorithms to simulate soft shadows, depth of field, motion blur, caustics, ambient occlusion, and global Illumination to name a few. moskitoRender can easily produce images that are indistinguishable from photographs.

Although moskitoRender is based on physically accurate calculation models to create photo realistic renderings, it still allows artists to unleash their imagination providing them with the freedom needed to feed their artistic appetite. It is exactly this kind of flexibility that is to be seen and experienced by our users for the first time in a GPU-only rendering solution.

moskitoRender is the first GPU-only renderer for 3ds Max to introduce full support of the more than 1,300 Autodesk Material Library catalog along with most of the standard mental ray materials and shaders and the standard 3ds Max materials and textures. Examples of supported materials include complex beasts like the Environment/Background Switcher texture, Matte/Shadow/Reflection material and such compound textures like Blend, Layer, Falloff and Composite.

The way moskitoRender works is such that Textures, normally found in a 3ds Max scene, are automatically converted into highly optimized GPU code. moskitoRender might be the closest thing ever to achieving the goal of completely replacing a CPU renderer.

Although moskitoRender is based on physically accurate calculation models to create photo realistic renderings, it still allows artists to unleash their imagination providing them with the freedom needed to feed their artistic appetite.

Prices and release dates have not been set yet, but will be announced very soon

  More 3ds Max Plugin

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