Solid Angle has released Arnold 5

Artikel Arnold, Artikel Arnold for 3ds Max, Artikel Arnold For Cinema 4D, Artikel KATANA, Artikel MAXtoA, Artikel MtoA,
[ #Arnold #SolidAngle #Rendering ]
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

You can read the full release features HERE.

>> See Also: Arnold for Maya Guide


Chad Ashley from Greyscalegorilla has shares his favorite features in brand new Arnold 5 update.

  More Arnold Plugin [post_ad]
[ #Arnold #SolidAngle #Rendering ]
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

You can read the full release features HERE.

>> See Also: Arnold for Maya Guide


Chad Ashley from Greyscalegorilla has shares his favorite features in brand new Arnold 5 update.

  More Arnold Plugin [post_ad]

Writing/Reading from Modo to KATANA wih USD Plugin

Artikel KATANA, Artikel Modo,
[ #KATANA #MODO ]
In this short video, you will see how to write geometry data as Pixar USD from the Foundry Modo, and read it back in KATANA via Multiverse for KATANA. This is now possible on all Modo platforms (WIN/LINUX/MAC) and KATANA platforms (WIN/LINUX)

>> See Also: PSOFT Character Box 1.0.0 for MODO 902 - 10.x

Availibility

More info about Katana USD Plugins and Multiverse for KATANA

  More KATANA Plugin [post_ad]
[ #KATANA #MODO ]
In this short video, you will see how to write geometry data as Pixar USD from the Foundry Modo, and read it back in KATANA via Multiverse for KATANA. This is now possible on all Modo platforms (WIN/LINUX/MAC) and KATANA platforms (WIN/LINUX)

>> See Also: PSOFT Character Box 1.0.0 for MODO 902 - 10.x

Availibility

More info about Katana USD Plugins and Multiverse for KATANA

  More KATANA Plugin [post_ad]

Redshift for KATANA

Artikel GPU, Artikel KATANA, Artikel Redshift, Artikel Redshift for KATANA, Artikel Rendering,
[ #GPU ]
Redshift Rendering Technologies announced a new technical collaboration between Redshift and The Foundry’s lighting and look development tool, KATANA. The collaboration will work towards a Redshift plugin for KATANA that will be commercially available to purchase.

>> See Also: SLiB VPR 2.0 for Redshift in Maya


Redshift is the world’s first fully GPU-accelerated, biased renderer, capable of rendering scenes many times faster than existing CPU-based renderers.

The Foundry’s KATANA offers an efficient and collaborative approach to lighting and look development, providing the creative scope and scalability to meet the needs of today’s most demanding CG projects.

“We’re pleased to be working with the KATANA team to push Redshift in new and exciting directions,” says Panos Zompolas, CTO at Redshift. “KATANA is a production-proven and battle-tested tool that’s used in the biggest productions – we’re excited to expand its rendering capabilities with Redshift support.”

“Redshift has been making waves in the CG industry, so we’re thrilled to explore ways to integrate it with KATANA,” says Jordan Thistlewood, Senior Product Manager - Look Development and Lighting at The Foundry. “By offering Redshift as a render engine for KATANA, we’re giving customers more choice and faster renders via their GPU that leverages the powerful workflow options in KATANA.”

Related video




  More Rendering Plugin [post_ad]
[ #GPU ]
Redshift Rendering Technologies announced a new technical collaboration between Redshift and The Foundry’s lighting and look development tool, KATANA. The collaboration will work towards a Redshift plugin for KATANA that will be commercially available to purchase.

>> See Also: SLiB VPR 2.0 for Redshift in Maya


Redshift is the world’s first fully GPU-accelerated, biased renderer, capable of rendering scenes many times faster than existing CPU-based renderers.

The Foundry’s KATANA offers an efficient and collaborative approach to lighting and look development, providing the creative scope and scalability to meet the needs of today’s most demanding CG projects.

“We’re pleased to be working with the KATANA team to push Redshift in new and exciting directions,” says Panos Zompolas, CTO at Redshift. “KATANA is a production-proven and battle-tested tool that’s used in the biggest productions – we’re excited to expand its rendering capabilities with Redshift support.”

“Redshift has been making waves in the CG industry, so we’re thrilled to explore ways to integrate it with KATANA,” says Jordan Thistlewood, Senior Product Manager - Look Development and Lighting at The Foundry. “By offering Redshift as a render engine for KATANA, we’re giving customers more choice and faster renders via their GPU that leverages the powerful workflow options in KATANA.”

Related video




  More Rendering Plugin [post_ad]

V-Ray for MODO, NUKE and KATANA

Artikel Chaos Group, Artikel KATANA, Artikel Modo, Artikel NUKE, Artikel Rendering, Artikel The Foundry, Artikel Vray,
[ #Vray #Rendering #NUKE #Modo #KATANA ]
Chaos Group and The Foundry have announced that V-Ray will be available for a number of The Foundry's creative software solutions. Actually Vray for Nuke was shown in a video of Main Stage Presentation - Chaos Group at CG Event Moscow 2012 two Years ago!

>> See Also: Vray render tutorial

The two companies have been working together on the development of V-Ray for three of The Foundry's products: V-Ray for MODO, V-Ray for NUKE and V-Ray for KATANA. The MODO and NUKE versions will be unveiled for the first time at SIGGRAPH and can be seen in action at Chaos Group’s booth (#501).

Starting today, V-Ray for MODO and NUKE are available as a public beta, and the commercial version of V-Ray for KATANA is available for purchase.

“Chaos Group and The Foundry’s products have been cornerstones of Atomic Fiction's workflow since day one,” said Kevin Baillie, co-founder and VFX supervisor at Atomic Fiction. “Both companies share an obvious passion for making amazing, production-focused tools, and are constantly looking towards the future. We’re excited that their futures are converging to unify our rendering pipeline across our favorite applications!”

Built on V-Ray’s latest 3.0 core rendering technology, the integration with The Foundry's tools streamlines the workflow for studios with pipelines built around V-Ray, NUKE, MODO, and KATANA.

The products:

V-Ray for MODO – Provides flexibility and production-proven rendering capabilities for MODO artists creating 3D content. Now in public beta.



V-Ray for NUKE – Unifies the pipeline between NUKE artists and 3D artists for unprecedented workflow improvements at all stages of production, while providing access to V-Ray's advanced ray tracing capabilities. Now in public beta.

V-Ray for KATANA – First used on “Captain America: The Winter Soldier” by Industrial Light & Magic, the industry-leading lighting and look development package is now coupled with industry-standard rendering technology. Available upon request.

Bill Collis, CEO of The Foundry comments: “We have been working together with Chaos Group for a number of years and it’s great that we are now able to offer this integration between our products. V-Ray has a great user-base in our own key markets, VFX and design, and we are excited to help our clients to access these technologies in a more streamlined and efficient workflow.”

Users looking to hear more about the V-Ray for The Foundry’s tools will get their chance at SIGGRAPH 2014, as both companies will be discussing this exciting new development as part of a series of joint events.

“Chaos Group and The Foundry products are staples of the VFX and broadcast industries, which makes every measure of efficiency or improvement a step forward for artists in the trenches,” said Peter Mitev, CEO of Chaos Group. “With this alliance, we will continue to give artists whatever they need to be successful at every stage of their pipeline.”

SIGGRAPH schedule:

Chaos Group on-stage interview – Chaos Group’s Chief Commercial Officer Lon Grohs will join Brad Peebler (President of the Americas at The Foundry) in The Foundry Booth (#601, right next to the Chaos Group Booth) for a web-streamed discussion of the announcement on Wednesday, August 13 at 10:00 a.m.

MODO/MARI user group – Chaos Group will outline the new functionality of V-Ray for MODO at the Vancouver session of this popular user group. It is open to the public and will be held August 13 at the Georgia Ballroom A at The Hyatt Regency Hotel from 7:00 – 8:30 p.m.
  More Vray Plugin
[ #Vray #Rendering #NUKE #Modo #KATANA ]
Chaos Group and The Foundry have announced that V-Ray will be available for a number of The Foundry's creative software solutions. Actually Vray for Nuke was shown in a video of Main Stage Presentation - Chaos Group at CG Event Moscow 2012 two Years ago!

>> See Also: Vray render tutorial

The two companies have been working together on the development of V-Ray for three of The Foundry's products: V-Ray for MODO, V-Ray for NUKE and V-Ray for KATANA. The MODO and NUKE versions will be unveiled for the first time at SIGGRAPH and can be seen in action at Chaos Group’s booth (#501).

Starting today, V-Ray for MODO and NUKE are available as a public beta, and the commercial version of V-Ray for KATANA is available for purchase.

“Chaos Group and The Foundry’s products have been cornerstones of Atomic Fiction's workflow since day one,” said Kevin Baillie, co-founder and VFX supervisor at Atomic Fiction. “Both companies share an obvious passion for making amazing, production-focused tools, and are constantly looking towards the future. We’re excited that their futures are converging to unify our rendering pipeline across our favorite applications!”

Built on V-Ray’s latest 3.0 core rendering technology, the integration with The Foundry's tools streamlines the workflow for studios with pipelines built around V-Ray, NUKE, MODO, and KATANA.

The products:

V-Ray for MODO – Provides flexibility and production-proven rendering capabilities for MODO artists creating 3D content. Now in public beta.



V-Ray for NUKE – Unifies the pipeline between NUKE artists and 3D artists for unprecedented workflow improvements at all stages of production, while providing access to V-Ray's advanced ray tracing capabilities. Now in public beta.

V-Ray for KATANA – First used on “Captain America: The Winter Soldier” by Industrial Light & Magic, the industry-leading lighting and look development package is now coupled with industry-standard rendering technology. Available upon request.

Bill Collis, CEO of The Foundry comments: “We have been working together with Chaos Group for a number of years and it’s great that we are now able to offer this integration between our products. V-Ray has a great user-base in our own key markets, VFX and design, and we are excited to help our clients to access these technologies in a more streamlined and efficient workflow.”

Users looking to hear more about the V-Ray for The Foundry’s tools will get their chance at SIGGRAPH 2014, as both companies will be discussing this exciting new development as part of a series of joint events.

“Chaos Group and The Foundry products are staples of the VFX and broadcast industries, which makes every measure of efficiency or improvement a step forward for artists in the trenches,” said Peter Mitev, CEO of Chaos Group. “With this alliance, we will continue to give artists whatever they need to be successful at every stage of their pipeline.”

SIGGRAPH schedule:

Chaos Group on-stage interview – Chaos Group’s Chief Commercial Officer Lon Grohs will join Brad Peebler (President of the Americas at The Foundry) in The Foundry Booth (#601, right next to the Chaos Group Booth) for a web-streamed discussion of the announcement on Wednesday, August 13 at 10:00 a.m.

MODO/MARI user group – Chaos Group will outline the new functionality of V-Ray for MODO at the Vancouver session of this popular user group. It is open to the public and will be held August 13 at the Georgia Ballroom A at The Hyatt Regency Hotel from 7:00 – 8:30 p.m.
  More Vray Plugin

Popular Games