Offline Render 1.8 Updated

Artikel news, Artikel Realtime, Artikel Rendering, Artikel Unity,
[ #Unity #Rendering #plugin #Realtime #news ]
Unity has just released their new Offline Render 1.8 plugin which allows users the ability to render in Real Time. It also allows users to capture a game view to a multi-channel OpenEXR or multiple PNG files, supporting not just the final output image, but also some common elements, like depth, per-light shadows, diffuse, AO (if present in scene as an Image Effect) and other G-Buffers. It supports create ObjectID pass, 360 monoscopic rendering and output to MP4 for both offline and realtime capture. Another interesting thing is the ability to render Unity scenes and take them into a standard post-production pipeline using your favorite compositing software. Check below for the availability.

>> See Also: Unity 5.6 now Available

Features
Multi-channel OpenEXR output
16-bit Half-float EXR
Offscreen rendering for higher resolutions
Capture UI
360 monoscopic render output in PNG
Output to EXR, PNG or MP4
Realtime capture
Capture multiple cameras simultaneously
10 out of the box render elements (Diffuse, Specular, Emission/Lighting, Reflections, Depth, Velocity, Normals, AO, Motion Vectors, ObjectID)
Forward render supported elements (Beauty, Depth, MotionVector, AO)
Developer API: Create your own custom passes. Documentation, sample code and sample scene included

Availability
The Offline render can be purchased from Unity's asset store for $30.
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[ #Unity #Rendering #plugin #Realtime #news ]
Unity has just released their new Offline Render 1.8 plugin which allows users the ability to render in Real Time. It also allows users to capture a game view to a multi-channel OpenEXR or multiple PNG files, supporting not just the final output image, but also some common elements, like depth, per-light shadows, diffuse, AO (if present in scene as an Image Effect) and other G-Buffers. It supports create ObjectID pass, 360 monoscopic rendering and output to MP4 for both offline and realtime capture. Another interesting thing is the ability to render Unity scenes and take them into a standard post-production pipeline using your favorite compositing software. Check below for the availability.

>> See Also: Unity 5.6 now Available

Features
Multi-channel OpenEXR output
16-bit Half-float EXR
Offscreen rendering for higher resolutions
Capture UI
360 monoscopic render output in PNG
Output to EXR, PNG or MP4
Realtime capture
Capture multiple cameras simultaneously
10 out of the box render elements (Diffuse, Specular, Emission/Lighting, Reflections, Depth, Velocity, Normals, AO, Motion Vectors, ObjectID)
Forward render supported elements (Beauty, Depth, MotionVector, AO)
Developer API: Create your own custom passes. Documentation, sample code and sample scene included

Availability
The Offline render can be purchased from Unity's asset store for $30.
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Cycles 4D – New Features and Improvements

Artikel Blender, Artikel Cinema 4D, Artikel Cycles 4D, Artikel Realtime, Artikel Rendering,
[ #Cycles4D #Cinema4D ]
Since last week, new features and improvements #1 came out with Cinema 4D Material support. This week the next updates included many Node Editor improvements to speed up your workflow and introduces the brand New Principled Shader providing an all-in-one PBR node, making it compatible with other software such as Pixar’s Renderman® and Unreal Engine®.
New updates #2:
• Improved Node Layout
• Node List
• Principled Node
• Node Sorting
• Mute/Unmute Nodes
• Note Node
• Promote Ports of Node Group
• Customize Node Editor Layout


>> See Also: Ray Depth Settings in Cycles4D


For more information on Cycles 4D visit insydium.uk/cycles4d/

  More Cinema 4D Plugin [post_ad]
[ #Cycles4D #Cinema4D ]
Since last week, new features and improvements #1 came out with Cinema 4D Material support. This week the next updates included many Node Editor improvements to speed up your workflow and introduces the brand New Principled Shader providing an all-in-one PBR node, making it compatible with other software such as Pixar’s Renderman® and Unreal Engine®.
New updates #2:
• Improved Node Layout
• Node List
• Principled Node
• Node Sorting
• Mute/Unmute Nodes
• Note Node
• Promote Ports of Node Group
• Customize Node Editor Layout


>> See Also: Ray Depth Settings in Cycles4D


For more information on Cycles 4D visit insydium.uk/cycles4d/

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Channel Chimp for Modo

Artikel Channel Chimp, Artikel Game, Artikel Modo, Artikel Realtime,
[ #Modo ]
Channel Chimp by Apptastic Software, a new add-on that allows you control Modo using external input devices including: game controllers, touch screen tablets and smartphones, MIDI, and OSC. Walk through your game level from a character point of view, or record your performance to create an archviz tour animation in minutes. Drive vehicles around dynamic environments, or make mograph animations driven by music. Puppeteer characters in real-time, or design your own custom interfaces for Modo.

Features
• Real-Time Input
- Animate any Modo channel in real-time
- Game controller support (HID compliant)
- MIDI support (including SysEx)
- OSC device support including touch screen tablets and phones

• Easily Control Cameras & Vehicles
- Easy to use game style camera and vehicle movement

• Record Performances
- Record and playback performances (including support for takes and trimming)
- Record in synch with the Modo timeline
- Record with live dynamics simulations
- Create animation keys in Modo from performance recordings

• Control MODO
-Trigger Modo commands, scripts, and macros using input devices


>> See Also: Replay Plugin for MODO - Workflow Automation Tools

Avaiability

Visit Apptastic Software‘s and the Foundry‘s websites for more details.

  More Modo Plugin [post_ad]
[ #Modo ]
Channel Chimp by Apptastic Software, a new add-on that allows you control Modo using external input devices including: game controllers, touch screen tablets and smartphones, MIDI, and OSC. Walk through your game level from a character point of view, or record your performance to create an archviz tour animation in minutes. Drive vehicles around dynamic environments, or make mograph animations driven by music. Puppeteer characters in real-time, or design your own custom interfaces for Modo.

Features
• Real-Time Input
- Animate any Modo channel in real-time
- Game controller support (HID compliant)
- MIDI support (including SysEx)
- OSC device support including touch screen tablets and phones

• Easily Control Cameras & Vehicles
- Easy to use game style camera and vehicle movement

• Record Performances
- Record and playback performances (including support for takes and trimming)
- Record in synch with the Modo timeline
- Record with live dynamics simulations
- Create animation keys in Modo from performance recordings

• Control MODO
-Trigger Modo commands, scripts, and macros using input devices


>> See Also: Replay Plugin for MODO - Workflow Automation Tools

Avaiability

Visit Apptastic Software‘s and the Foundry‘s websites for more details.

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MoCapture plugin for 3ds Max

Artikel 3ds Max, Artikel 3ds Max Script, Artikel Capture, Artikel MoCapture, Artikel Motion Capture, Artikel Realtime,
[ #3dsMax #MoCapture ]
MoCapture is the plugin for 3dsMax, that uses video-based technology for motion capture and animation directly inside a 3dsMax. Forget about expensive equipment, sticky markers, endless importing and exporting from and to several 3D programs. With MoCapture, all you need is sit down in front of a webcam, act out the expressions you want to apply to your 3D character and watch it happen in real time within your 3dsMax.

v.1.0 Features:
- Automatic facial capture without markers and expensive equipment
- Easy setup of links between controllers and manipulators
- Supports any facial rigs, but 'Morpher' modifier-based rigs are recommended
- Supports Float Limit controllers
- Load / Save configuration file
- Supports PC-compatible video capture devices
- Records video stream inside Max

>> See Also: Download TerrainAxe for 3ds Max

Availibility

Get MoCapture plugin HERE

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[ #3dsMax #MoCapture ]
MoCapture is the plugin for 3dsMax, that uses video-based technology for motion capture and animation directly inside a 3dsMax. Forget about expensive equipment, sticky markers, endless importing and exporting from and to several 3D programs. With MoCapture, all you need is sit down in front of a webcam, act out the expressions you want to apply to your 3D character and watch it happen in real time within your 3dsMax.

v.1.0 Features:
- Automatic facial capture without markers and expensive equipment
- Easy setup of links between controllers and manipulators
- Supports any facial rigs, but 'Morpher' modifier-based rigs are recommended
- Supports Float Limit controllers
- Load / Save configuration file
- Supports PC-compatible video capture devices
- Records video stream inside Max

>> See Also: Download TerrainAxe for 3ds Max

Availibility

Get MoCapture plugin HERE

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Offline Render 1.5 is Available for Unity

Artikel Realtime, Artikel Rendering, Artikel Unity, Artikel VFX,
[ #Unity #Render #OfflineRender ]
Offline Render is an easy to use, realtime capture plugin for Unity. It allows you to capture the game view to a multi-channel OpenEXR, supporting not just the final output image, but also some common elements, like depth, per-light shadows, diffuse, AO (if present in a scene as an Image Effect) and other G-Buffers.

Offline Render allows you to render your Unity scenes and take them into a normal post-production pipeline using your favorite compositing software.

New features in Offline Render 1.5 includes ObjectID pass and support for forwarding rendering, with the latest version users can now render beauty pass in 360-degrees.

>> See Also: Getting Started With UPFS In Unity 5

Offline Render 1.5 - 360 video support


Availibility

Download Offline Render 1.5 for Unity 5.4.2 and above HERE. It costs $30.

  More Unity Plugin [post_ad]
[ #Unity #Render #OfflineRender ]
Offline Render is an easy to use, realtime capture plugin for Unity. It allows you to capture the game view to a multi-channel OpenEXR, supporting not just the final output image, but also some common elements, like depth, per-light shadows, diffuse, AO (if present in a scene as an Image Effect) and other G-Buffers.

Offline Render allows you to render your Unity scenes and take them into a normal post-production pipeline using your favorite compositing software.

New features in Offline Render 1.5 includes ObjectID pass and support for forwarding rendering, with the latest version users can now render beauty pass in 360-degrees.

>> See Also: Getting Started With UPFS In Unity 5

Offline Render 1.5 - 360 video support


Availibility

Download Offline Render 1.5 for Unity 5.4.2 and above HERE. It costs $30.

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Offline Render 1.2 - Developer API for Unity

Artikel Realtime, Artikel Rendering, Artikel Unity,
[ #Unity #Rendering ]
Offline Render 1.2 is OUT! Offline Render is a multi-channel Render plugin for Unity. New features include developer API that allow users to create their own custom pass channels for output in EXR. Documentation, sample code and sample scene are included.

>> See Also: Offline Render 1.1 for Unity is OUT

Take a look on Offline Render Demo for Unity.

Availibility

More detail and purchase Offline Render 1.2 for Unity.
  More Unity Plugin [post_ad]
[ #Unity #Rendering ]
Offline Render 1.2 is OUT! Offline Render is a multi-channel Render plugin for Unity. New features include developer API that allow users to create their own custom pass channels for output in EXR. Documentation, sample code and sample scene are included.

>> See Also: Offline Render 1.1 for Unity is OUT

Take a look on Offline Render Demo for Unity.

Availibility

More detail and purchase Offline Render 1.2 for Unity.
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Offline Render 1.1 for Unity is OUT

Artikel Motion, Artikel Realtime, Artikel Rendering, Artikel Unity, Artikel VFX,
[ #Unity #Plugin #Realtime #OfflineRender ]
Offline Render 1.1 is OUT! New features include, support for new Unity motion vectors and rendering at ANY desired resolution with offscreen rendering and 16-bit Half-float EXR output for proper HDR compositing.

New features

• Removed external dependency for creating EXR
• Support for 16bit EXR output
• Added new pass (Motion vectors)
• Offscreen rendering

>> See Also: Substance for Unity beginner tutorial

Availibitily

More detail and purchase Offline Render 1.1 for Unity here!
  More Unity Plugin [post_ad]
[ #Unity #Plugin #Realtime #OfflineRender ]
Offline Render 1.1 is OUT! New features include, support for new Unity motion vectors and rendering at ANY desired resolution with offscreen rendering and 16-bit Half-float EXR output for proper HDR compositing.

New features

• Removed external dependency for creating EXR
• Support for 16bit EXR output
• Added new pass (Motion vectors)
• Offscreen rendering

>> See Also: Substance for Unity beginner tutorial

Availibitily

More detail and purchase Offline Render 1.1 for Unity here!
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Marmoset Toolbag Scene Importer for Unreal Engine

Artikel Download, Artikel Export, Artikel Material, Artikel Realtime, Artikel Unreal Engine,
[ #Marmoset #Import #UnrealEngine ]
The Toolbag Scene Importer is now available for free on the Unreal Engine Marketplace. It could cut down on re-work by using the Toolbag Scene Importer to load your Toolbag 2 and 3 scenes directly into Unreal Engine. On import, your models and textures will be loaded, materials automatically set up and an optional blueprint object created. Marmoset Toolbag’s industry standard physically-based rendering makes it easy to get a quick & accurate preview of your work before sending it off to Unreal. For best results, use the Unreal Engine 4 preset material in Toolbag to ensure that your content follows the metalness/roughness/GGX standard.

>> See Also: NeoFur 2.0 Hair Fur Plugin for Unreal Engine 4



Some technical Details :

Supported Features:
- Mesh and texture import
- Automatic material setup
- Support for common material modules
- Import as a blueprint
- Supports Toolbag 2 & Toolbag 3 scene files


Art created with specular maps will be converted to use Unreal's metalness shaders, however for best results content should be authored for the metalness workflow.


Not Supported:
- Images files that Unreal does not support, such as grayscale TGAs, TIFs, etc
- Animated content (animated meshes will be imported at the base pose)
- Scene objects such as cameras, fog, shadow caster, etc
- Some advanced material modules, such as secondary reflections, anisotropic reflections, Newton’s rings, detail normal maps, etc


Availibility

Download Example .tbscene File and Toolbag Scene Importer

>>Related video : Redwood Forest Unreal Engine 4 by Simon Barle


  More Unreal Engine Plugin [post_ad]
[ #Marmoset #Import #UnrealEngine ]
The Toolbag Scene Importer is now available for free on the Unreal Engine Marketplace. It could cut down on re-work by using the Toolbag Scene Importer to load your Toolbag 2 and 3 scenes directly into Unreal Engine. On import, your models and textures will be loaded, materials automatically set up and an optional blueprint object created. Marmoset Toolbag’s industry standard physically-based rendering makes it easy to get a quick & accurate preview of your work before sending it off to Unreal. For best results, use the Unreal Engine 4 preset material in Toolbag to ensure that your content follows the metalness/roughness/GGX standard.

>> See Also: NeoFur 2.0 Hair Fur Plugin for Unreal Engine 4



Some technical Details :

Supported Features:
- Mesh and texture import
- Automatic material setup
- Support for common material modules
- Import as a blueprint
- Supports Toolbag 2 & Toolbag 3 scene files


Art created with specular maps will be converted to use Unreal's metalness shaders, however for best results content should be authored for the metalness workflow.


Not Supported:
- Images files that Unreal does not support, such as grayscale TGAs, TIFs, etc
- Animated content (animated meshes will be imported at the base pose)
- Scene objects such as cameras, fog, shadow caster, etc
- Some advanced material modules, such as secondary reflections, anisotropic reflections, Newton’s rings, detail normal maps, etc


Availibility

Download Example .tbscene File and Toolbag Scene Importer

>>Related video : Redwood Forest Unreal Engine 4 by Simon Barle


  More Unreal Engine Plugin [post_ad]

NeoFur 2.0 Hair Fur Plugin for Unreal Engine 4

Artikel Hair Fur, Artikel NeoFur, Artikel Realtime, Artikel Unreal Engine,
[ #UnrealEngine ]
CAMPBELL, CA – Neoglyphic Entertainment, a storytelling company built for the digital age, today announced that it has released comprehensive feature updates to its award-winning, cross-platform, real-time fur and fiber technology, NeoFur. Now available, NeoFur 2.0 for Unreal Engine 4 enables developers to better tackle the creation of challenging fuzzy and fibrous characters, objects and surfaces such as furred creatures, carpets, blankets, mosses and other natural landscapes. NeoFur is an easy-to-use, in-editor tool focused on giving developers outstanding performance and a fidelity level never before possible in a real-time engine. The company will provide NeoFur 2.0 as a free upgrade for all existing licensees.

“NeoFur 2.0 offers significant performance and feature improvements, giving developers even more options and control to implement visually stunning and realistic fur and fiber graphics. We’re seeing it used in PC and mobile games across multiple game platforms as well as animation, VR and film,” said Carlos Montero, VP, Graphics Technology. “We are thrilled with the development community’s positive feedback and quick adoption of NeoFur. To date NeoFur has been sold to developers and artists in 44 countries for individual passion projects all the way up to AAA productions. Perhaps most excitingly, the influence of real-time is broadening quickly, which we see reflected in our customer base that spans game studios, VFX houses, architectural visualization firms as well as digital agencies.”

NeoFur 2.0’s new features and performance improvements include:

Global Features
o Tutorial videos and over 30 included materials
o Motion blur now fully supported
o Significantly faster CPU simulation for Mobile, HTML5 and other CPU-only platforms
o Support for Nurbs curves via FBX (works w/ Maya hair systems)
o Support for Unreal Engine 4.13
o Support for Mac OSX Sierra

Shader features
o 4.11 Hair Shading model fully utilized
o Per-strand features: size, length, coloring, roughness, scattering
o Simulated Undercoat and Overcoat systems

Experimental features
o Variable hair clumping via vector maps
o Variable hair curling via UV offsets

NeoFur 2.0 creates a beautiful illusion of millions of strands of fur, now with realistic anisotropic reflections, light scattering and shadowing. Neoglyphic’s advances have allowed the use of compute shaders and other advanced shading strategies to take that technique to the next level, bringing fast simulation, realistic physics, and unique Level-Of-Detail systems designed to combat fill-rate.

NeoFur for Unreal Engine 4 has been met with acclaim from developers and Epic Games themselves, as the company was awarded Epic Games Unreal Dev Grant Award for their work on NeoFur in May 2016. NeoFur’s licensing options are aimed at providing access to the technology for individuals, indie developers and AAA studios. For pricing and sales information, please visit http://www.neoglyphic.com/neofur. To celebrate the launch, any license of NeoFur 2.0 for Unreal Engine 4 can be purchased for 20% off until October 6, 2016 by using code NEOFURPR20 at checkout.

  More Unreal Engine Plugin [post_ad]
[ #UnrealEngine ]
CAMPBELL, CA – Neoglyphic Entertainment, a storytelling company built for the digital age, today announced that it has released comprehensive feature updates to its award-winning, cross-platform, real-time fur and fiber technology, NeoFur. Now available, NeoFur 2.0 for Unreal Engine 4 enables developers to better tackle the creation of challenging fuzzy and fibrous characters, objects and surfaces such as furred creatures, carpets, blankets, mosses and other natural landscapes. NeoFur is an easy-to-use, in-editor tool focused on giving developers outstanding performance and a fidelity level never before possible in a real-time engine. The company will provide NeoFur 2.0 as a free upgrade for all existing licensees.

“NeoFur 2.0 offers significant performance and feature improvements, giving developers even more options and control to implement visually stunning and realistic fur and fiber graphics. We’re seeing it used in PC and mobile games across multiple game platforms as well as animation, VR and film,” said Carlos Montero, VP, Graphics Technology. “We are thrilled with the development community’s positive feedback and quick adoption of NeoFur. To date NeoFur has been sold to developers and artists in 44 countries for individual passion projects all the way up to AAA productions. Perhaps most excitingly, the influence of real-time is broadening quickly, which we see reflected in our customer base that spans game studios, VFX houses, architectural visualization firms as well as digital agencies.”

NeoFur 2.0’s new features and performance improvements include:

Global Features
o Tutorial videos and over 30 included materials
o Motion blur now fully supported
o Significantly faster CPU simulation for Mobile, HTML5 and other CPU-only platforms
o Support for Nurbs curves via FBX (works w/ Maya hair systems)
o Support for Unreal Engine 4.13
o Support for Mac OSX Sierra

Shader features
o 4.11 Hair Shading model fully utilized
o Per-strand features: size, length, coloring, roughness, scattering
o Simulated Undercoat and Overcoat systems

Experimental features
o Variable hair clumping via vector maps
o Variable hair curling via UV offsets

NeoFur 2.0 creates a beautiful illusion of millions of strands of fur, now with realistic anisotropic reflections, light scattering and shadowing. Neoglyphic’s advances have allowed the use of compute shaders and other advanced shading strategies to take that technique to the next level, bringing fast simulation, realistic physics, and unique Level-Of-Detail systems designed to combat fill-rate.

NeoFur for Unreal Engine 4 has been met with acclaim from developers and Epic Games themselves, as the company was awarded Epic Games Unreal Dev Grant Award for their work on NeoFur in May 2016. NeoFur’s licensing options are aimed at providing access to the technology for individuals, indie developers and AAA studios. For pricing and sales information, please visit http://www.neoglyphic.com/neofur. To celebrate the launch, any license of NeoFur 2.0 for Unreal Engine 4 can be purchased for 20% off until October 6, 2016 by using code NEOFURPR20 at checkout.

  More Unreal Engine Plugin [post_ad]

PopcornFX Plugin v1.0.0 for Unreal Engine 4

Artikel Game, Artikel particle, Artikel PopcornFX, Artikel Realtime, Artikel Unreal Engine, Artikel VFX,
[ #UnrealEngine ]
PopcornFX is a 3D realtime particles VFX middleware for video games. All the creation process is made in a dedicated effect editor and you have to manage them via a multiplatform runtime integration into the game-engine. PopcornFx’s stream processing architecture and scriptable particles makes it both high-performance and extremely powerful.

>> See Also: Houdini Engine for Unreal Editor

Particle effects are created by artists in the PopcornFx editor. They are then baked and saved with the game assets. The PopcornFx runtime integrated in the game engine then loads the effects and plays them back. Gameplay can then interact with the effects and change properties exposed by the artists.

You can download the FX editor, which is totally free and unlimited. This is the actual editor used in production
● A personal, non-commercial license for tests, educational, evaluation at only 25€.
● A Studio license valid for midsize or big studios and even AAA productions for 250€

Download


More details can be found here and here!

  More Plugin [post_ad]
[ #UnrealEngine ]
PopcornFX is a 3D realtime particles VFX middleware for video games. All the creation process is made in a dedicated effect editor and you have to manage them via a multiplatform runtime integration into the game-engine. PopcornFx’s stream processing architecture and scriptable particles makes it both high-performance and extremely powerful.

>> See Also: Houdini Engine for Unreal Editor

Particle effects are created by artists in the PopcornFx editor. They are then baked and saved with the game assets. The PopcornFx runtime integrated in the game engine then loads the effects and plays them back. Gameplay can then interact with the effects and change properties exposed by the artists.

You can download the FX editor, which is totally free and unlimited. This is the actual editor used in production
● A personal, non-commercial license for tests, educational, evaluation at only 25€.
● A Studio license valid for midsize or big studios and even AAA productions for 250€

Download


More details can be found here and here!

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Luxion Announces Advanced Support for Autodesk Maya and Maxon Cinema 4D

Artikel Cinema 4D, Artikel KeyShot, Artikel Luxion, Artikel Maya, Artikel Realtime, Artikel Rendering,
[ #KeyShot #Render #realtime #Cinema4D #adskMaya ]
Luxion, a leading developer of advanced rendering and lighting technology and maker of KeyShot®, the first real-time ray tracing and global illumination program, is pleased to announce new plugin support and advanced import options for Autodesk Maya 2016 and Maxon Cinema 4D, free of charge.

>> See Also: Keyshot tutorial


KeyShot continues to strengthen its support for the widest number of 3D file formats with new plugins for both Autodesk Maya 2016 and Maxon Cinema 4D. These integrations allow user of each software to install a small plugin that adds export of Maya and Cinema 4D files directly to KeyShot. Additionally, users have full LiveLinking support to update model change in KeyShot and may export KeyShot .bip files without the need to have KeyShot installed. Finally artists have a way of utilizing KeyShot directly from within these applications, allowing them to see their visuals sooner in the development process and create final production faster.

The new plugin for Autodesk Maya 2016 add complete export capabilities that allow users to retain model hierarchy as well as material colors and textures. Additional support for animations allow animations to be brought into KeyShot and rendered. The new plugin for Maxon Cinema 4D adds to the existing direct import options available in KeyShot, allowing artists to import and retain model hierarchy, grouped objects and cameras, as well as import animations to complete the rendering faster inside KeyShot. All plugin capabilities for both include:

  -Parts retain materials and layers
  -Maintain hierarchy of objects created in scene tree
  -Objects retain materials, can be unlinked
  -Support of camera and part animations
  -Support for hair
  -Layers independent of grouped objects
  -Support for model units
  -LiveLinking update of models in KeyShot
  -Export to .bip without KeyShot installed

Availability

The Cinema4D plugin is available now from keyshot.com/plugins. The Maya plugin will be available with the release of KeyShot 6.

Current KeyShot users interested in beta testing the Maya plugin may contact beta@luxion.com.

  More Cinema 4D Plugin [post_ad]
[ #KeyShot #Render #realtime #Cinema4D #adskMaya ]
Luxion, a leading developer of advanced rendering and lighting technology and maker of KeyShot®, the first real-time ray tracing and global illumination program, is pleased to announce new plugin support and advanced import options for Autodesk Maya 2016 and Maxon Cinema 4D, free of charge.

>> See Also: Keyshot tutorial


KeyShot continues to strengthen its support for the widest number of 3D file formats with new plugins for both Autodesk Maya 2016 and Maxon Cinema 4D. These integrations allow user of each software to install a small plugin that adds export of Maya and Cinema 4D files directly to KeyShot. Additionally, users have full LiveLinking support to update model change in KeyShot and may export KeyShot .bip files without the need to have KeyShot installed. Finally artists have a way of utilizing KeyShot directly from within these applications, allowing them to see their visuals sooner in the development process and create final production faster.

The new plugin for Autodesk Maya 2016 add complete export capabilities that allow users to retain model hierarchy as well as material colors and textures. Additional support for animations allow animations to be brought into KeyShot and rendered. The new plugin for Maxon Cinema 4D adds to the existing direct import options available in KeyShot, allowing artists to import and retain model hierarchy, grouped objects and cameras, as well as import animations to complete the rendering faster inside KeyShot. All plugin capabilities for both include:

  -Parts retain materials and layers
  -Maintain hierarchy of objects created in scene tree
  -Objects retain materials, can be unlinked
  -Support of camera and part animations
  -Support for hair
  -Layers independent of grouped objects
  -Support for model units
  -LiveLinking update of models in KeyShot
  -Export to .bip without KeyShot installed

Availability

The Cinema4D plugin is available now from keyshot.com/plugins. The Maya plugin will be available with the release of KeyShot 6.

Current KeyShot users interested in beta testing the Maya plugin may contact beta@luxion.com.

  More Cinema 4D Plugin [post_ad]

KeyShot for ZBrush

Artikel KeyShot, Artikel KeyShot for ZBrush, Artikel Realtime, Artikel Rendering, Artikel Zbrush,
[ #KeyShot #ZBrush #Render #Realtime ]
KeyShot for ZBrush (through the ZBrush to KeyShot Bridge) allows you to paint, light and view your models in real-time with the ability to send all model changes back to KeyShot for an unmatched workflow in creating concepts and product visuals.

>> See Also: Keyshot tutorial


KeyShot for ZBrush + Bridge Features:

- Includes KeyShot for ZBrush + ZBrush to KeyShot Bridge
- All KeyShot HD features, limited to ZBrush import only
- All material and lighting presets, including KeyShot Cloud access
- Realtime viewing of material, lighting and camera changes
- Custom materials and lighting environments
- Unlimited output resolution
- Import of ZBrush mesh via the ZBrush to KeyShot Bridge
- Maintain mesh size, position and structure on transfer
- Retain all SubTools, Polypaint and MatCaps® on transfer
- Update mesh through Luxion’s LiveLinkingTM technology
- Two installs, single transferable activation

ZBrush to KeyShot Bridge Features:

- Bridge ZBrush to KeyShot Pro or KeyShot HD
- Single-click transfer of high poly mesh (without decimation) to KeyShot
- Maintain mesh size, position and structure on transfer
- Retain all SubTools, Polypaint and MatCaps® on transfer
- Continue work in ZBrush while model renders in KeyShot
- Send changes on model back to KeyShot with a single click
More detail and get KeyShot for ZBrush here!
  More Plugin
[ #KeyShot #ZBrush #Render #Realtime ]
KeyShot for ZBrush (through the ZBrush to KeyShot Bridge) allows you to paint, light and view your models in real-time with the ability to send all model changes back to KeyShot for an unmatched workflow in creating concepts and product visuals.

>> See Also: Keyshot tutorial


KeyShot for ZBrush + Bridge Features:

- Includes KeyShot for ZBrush + ZBrush to KeyShot Bridge
- All KeyShot HD features, limited to ZBrush import only
- All material and lighting presets, including KeyShot Cloud access
- Realtime viewing of material, lighting and camera changes
- Custom materials and lighting environments
- Unlimited output resolution
- Import of ZBrush mesh via the ZBrush to KeyShot Bridge
- Maintain mesh size, position and structure on transfer
- Retain all SubTools, Polypaint and MatCaps® on transfer
- Update mesh through Luxion’s LiveLinkingTM technology
- Two installs, single transferable activation

ZBrush to KeyShot Bridge Features:

- Bridge ZBrush to KeyShot Pro or KeyShot HD
- Single-click transfer of high poly mesh (without decimation) to KeyShot
- Maintain mesh size, position and structure on transfer
- Retain all SubTools, Polypaint and MatCaps® on transfer
- Continue work in ZBrush while model renders in KeyShot
- Send changes on model back to KeyShot with a single click
More detail and get KeyShot for ZBrush here!
  More Plugin

Elementacular for Autodesk Maya Review

Artikel Cloud, Artikel Elementacular, Artikel Maya, Artikel Phung Dinh Dzung, Artikel Realtime, Artikel Review,
[ #adskMaya #Realtime ]
Few months ago, Alexandra Institute has released the Cloud simulation tool for Autodesk Maya: Elementacular and today Founder of Thunder Cloud Studio - Phung Dinh Dzung will give us a depth look at this plugin.

>> See Also: Geo Maya Hair 2 for Maya by Phung Dinh Dzung



Forget about the long hours of endless simulation and tweaking Maya fluid, Elementacular is an innovative plugin from The Alexandra Institute which allow Maya users to quickly create clouds and similar volumetric structure using geometry meshes as base shape - in real-time.

Utilizing OpenGL Hardware is one of the strongest feature of this plugin, artists can instantly see the result on the go. Even though it is only compatible with a limited range of Nvidia graphic cards but the performance and display responsive time is impressive.


With different settings/ resolution of Elementacular volume , OpenGL Viewport are still very responsive at 14 ~30 FPS

Installation & usage of the plugin is simple: Run setup file, open up Maya, create any polygon-based mesh then apply Elementacular shader. You’re done.


Using polygon meshes as base shapes, user just need to apply Elementacular shader, the Volumetric clouds will be automatically generated and taking shape of the base meshes. This is a very powerful and friendly workflow to create volumetric element of any complexities and shade.


Elementacular cloud volume automatically take the shape of the base geometry and update in real-time.
Elementacular also provide users with huge load of controls over the shape, texture and look of the volumetric, from tone mapping for HDR renders to 3D noise textures base to control albedo, density, emission, roughness etc. You can create and animate any type of cloud and volumetric shape in infinite number of styles from realistic to stylized cartoon. On top of all, these controls are keyable and responsive in real-time.
One surprise feature of Elementacular is that its volume shape reacted to Maya lights in real-time directly on viewport. Multi lights compute scattering physically within the volume, it is very responsive and giving accurate result.
The only setback of this awesome plugin is the lack of documentations and proper tutorials. All settings and controls are easy readable and self-explanation, but a tutorial or tips & tricks document would even be better for user to get used to the plugin quicker. The plug-in does come with several example scenes which should help you get started.

Elementacular volumes consists of tightly fitted voxel grids which means that when you are working with more shaders at once you will get a performance hit. It does however give you the highest resolution per object. The team is actively working on getting increasing better performance going forward.


Tested with Geforce GTX 660 4GB

One last bug we encountered. Random blocks appear around the Elementacular volume when we re-apply different Elementacular shaders onto objects.
However version 2.0 is coming next year, expected to fix all this bugs and are definitely promising!

About Review Author:

Phung Dinh Dzung is Founder and Team Leader of Thunder Cloud Studio - 3D Animation & Game Outsourcing studio, work experiences including : Art Director at The Color Club International and Creature Artist/ Effect Modeler at Double Negative London, Author of popular hair script : GMH2 . For more information please visit www.thundercloud-studio.com
  More Maya Plugin
[ #adskMaya #Realtime ]
Few months ago, Alexandra Institute has released the Cloud simulation tool for Autodesk Maya: Elementacular and today Founder of Thunder Cloud Studio - Phung Dinh Dzung will give us a depth look at this plugin.

>> See Also: Geo Maya Hair 2 for Maya by Phung Dinh Dzung



Forget about the long hours of endless simulation and tweaking Maya fluid, Elementacular is an innovative plugin from The Alexandra Institute which allow Maya users to quickly create clouds and similar volumetric structure using geometry meshes as base shape - in real-time.

Utilizing OpenGL Hardware is one of the strongest feature of this plugin, artists can instantly see the result on the go. Even though it is only compatible with a limited range of Nvidia graphic cards but the performance and display responsive time is impressive.


With different settings/ resolution of Elementacular volume , OpenGL Viewport are still very responsive at 14 ~30 FPS

Installation & usage of the plugin is simple: Run setup file, open up Maya, create any polygon-based mesh then apply Elementacular shader. You’re done.


Using polygon meshes as base shapes, user just need to apply Elementacular shader, the Volumetric clouds will be automatically generated and taking shape of the base meshes. This is a very powerful and friendly workflow to create volumetric element of any complexities and shade.


Elementacular cloud volume automatically take the shape of the base geometry and update in real-time.
Elementacular also provide users with huge load of controls over the shape, texture and look of the volumetric, from tone mapping for HDR renders to 3D noise textures base to control albedo, density, emission, roughness etc. You can create and animate any type of cloud and volumetric shape in infinite number of styles from realistic to stylized cartoon. On top of all, these controls are keyable and responsive in real-time.
One surprise feature of Elementacular is that its volume shape reacted to Maya lights in real-time directly on viewport. Multi lights compute scattering physically within the volume, it is very responsive and giving accurate result.
The only setback of this awesome plugin is the lack of documentations and proper tutorials. All settings and controls are easy readable and self-explanation, but a tutorial or tips & tricks document would even be better for user to get used to the plugin quicker. The plug-in does come with several example scenes which should help you get started.

Elementacular volumes consists of tightly fitted voxel grids which means that when you are working with more shaders at once you will get a performance hit. It does however give you the highest resolution per object. The team is actively working on getting increasing better performance going forward.


Tested with Geforce GTX 660 4GB

One last bug we encountered. Random blocks appear around the Elementacular volume when we re-apply different Elementacular shaders onto objects.
However version 2.0 is coming next year, expected to fix all this bugs and are definitely promising!

About Review Author:

Phung Dinh Dzung is Founder and Team Leader of Thunder Cloud Studio - 3D Animation & Game Outsourcing studio, work experiences including : Art Director at The Color Club International and Creature Artist/ Effect Modeler at Double Negative London, Author of popular hair script : GMH2 . For more information please visit www.thundercloud-studio.com
  More Maya Plugin

Elementacular 1.2 for Autodesk Maya

Artikel Cloud, Artikel Elementacular, Artikel Environment, Artikel Maya, Artikel Realtime, Artikel Simulation,
[ #adskMaya ]
Aarhus, Denmark – Alexandra Institute today announced the release of Elementacular 1.2 based on cutting-edge computer graphics research. It includes a wide range of demonstration scenes, full 32-bit HDR pipeline, much improved noise generation and a new plug-in deployment that allows easy install and updates.

>> See Also: Learn Autodesk Maya


Fastest volume workflow you have seen!

Forget the long simulation and rendering times normally associated with volume construction. Elementacular is fully driven by geometry – combined with powerful GPU accelerated user-controlled fractal generation. Quickly tweak your results without having to re-parameterize.

Create photorealistic clouds through interactive and intuitive modeling directly in the Maya viewport

Control clouds entirely by geometry manipulations

Elementacular changes the way you work with volumes. Normally creating clouds is a very time consuming complex process involving fluid simulations and complex final render setup. Elementacular enables a dramatically different workflow allowing you to transform geometry into complex beautiful clouds by simply applying the Elementacular Cloud Shader to your piece of geometry. Elementacular builds on top of a powerful GPU accelerated voxelizer, which instantly transforms geometry into clouds.

You maintain full control over the cloud shape through direct manipulation of the underlying geometry – even after it is converted into a cloud! If you do not like your resulting cloud – Go ahead and adjust the geometry, lighting or fractal.

Render photorealistic clouds in real-time

The plugin gives real-time high-quality rendering directly in the viewport and supports advanced multi-scattering of light inside the cloud for added realism. Because Elementacular is able to instantly turn geometry into clouds, and the fact that the renderer is custom tailored to rendering clouds, the artist is able to tweak the look of the cloud to their liking. All while enjoying the real-time result directly in the viewport.

Combining state-of-the-art rendering research with a strong GPU implementation allows Elementacular to render high-quality volumetric effects in real-time. Which include:

  -Physically based multi-scattering of light.
  -User-controlled volume emission.
  -User-controlled reflectance.
  -Multiple light sources.
  -Full 32-bit HDR pipeline.


Pricing and Availability

Elementacular for Maya is available now. A personal license is $175 incl. VAT. For studio licenses please contact license@elementacular.com


  More Plugin
[ #adskMaya ]
Aarhus, Denmark – Alexandra Institute today announced the release of Elementacular 1.2 based on cutting-edge computer graphics research. It includes a wide range of demonstration scenes, full 32-bit HDR pipeline, much improved noise generation and a new plug-in deployment that allows easy install and updates.

>> See Also: Learn Autodesk Maya


Fastest volume workflow you have seen!

Forget the long simulation and rendering times normally associated with volume construction. Elementacular is fully driven by geometry – combined with powerful GPU accelerated user-controlled fractal generation. Quickly tweak your results without having to re-parameterize.

Create photorealistic clouds through interactive and intuitive modeling directly in the Maya viewport

Control clouds entirely by geometry manipulations

Elementacular changes the way you work with volumes. Normally creating clouds is a very time consuming complex process involving fluid simulations and complex final render setup. Elementacular enables a dramatically different workflow allowing you to transform geometry into complex beautiful clouds by simply applying the Elementacular Cloud Shader to your piece of geometry. Elementacular builds on top of a powerful GPU accelerated voxelizer, which instantly transforms geometry into clouds.

You maintain full control over the cloud shape through direct manipulation of the underlying geometry – even after it is converted into a cloud! If you do not like your resulting cloud – Go ahead and adjust the geometry, lighting or fractal.

Render photorealistic clouds in real-time

The plugin gives real-time high-quality rendering directly in the viewport and supports advanced multi-scattering of light inside the cloud for added realism. Because Elementacular is able to instantly turn geometry into clouds, and the fact that the renderer is custom tailored to rendering clouds, the artist is able to tweak the look of the cloud to their liking. All while enjoying the real-time result directly in the viewport.

Combining state-of-the-art rendering research with a strong GPU implementation allows Elementacular to render high-quality volumetric effects in real-time. Which include:

  -Physically based multi-scattering of light.
  -User-controlled volume emission.
  -User-controlled reflectance.
  -Multiple light sources.
  -Full 32-bit HDR pipeline.


Pricing and Availability

Elementacular for Maya is available now. A personal license is $175 incl. VAT. For studio licenses please contact license@elementacular.com


  More Plugin

Hair fur realtime rendering with V-Ray RT GPU

Artikel Hair Fur, Artikel Ornatrix, Artikel Realtime, Artikel Rendering, Artikel VRay-RT,
[ #realtime #Vray ]
Check out a video showing real-time Ornatrix hair rendering with VRay-RT from Chaos Group

>> See Also: Ornatrix V3 for 3ds Max



  More Hair Fur Plugin
[ #realtime #Vray ]
Check out a video showing real-time Ornatrix hair rendering with VRay-RT from Chaos Group

>> See Also: Ornatrix V3 for 3ds Max



  More Hair Fur Plugin

V-Ray RT for Softimage Demo

Artikel Featured, Artikel Realtime, Artikel Rendering, Artikel Softimage, Artikel Vray,
[ #Softimage #Vray #Rendering ]
Chaos Group has shared the video showing the R&D demo of V-Ray RT for Softimage. There are 2 types of the RT rendering: CPU and GPU and it's really fast to create the Preview render. Let's take a look!

>> See Also: V-Ray for Autodesk Softimage features videos


V-Ray for Softimage includes ICE support, efficient Global Illumination, versatile shaders, and much more. If you want to learn more about Vray for Softimage you can check V-Ray for Softimage Webinar: "The making of Sajnt"
  More Softimage Plugin

[ #Softimage #Vray #Rendering ]
Chaos Group has shared the video showing the R&D demo of V-Ray RT for Softimage. There are 2 types of the RT rendering: CPU and GPU and it's really fast to create the Preview render. Let's take a look!

>> See Also: V-Ray for Autodesk Softimage features videos


V-Ray for Softimage includes ICE support, efficient Global Illumination, versatile shaders, and much more. If you want to learn more about Vray for Softimage you can check V-Ray for Softimage Webinar: "The making of Sajnt"
  More Softimage Plugin

FurryBall 4.6 is now available

Artikel 3ds Max, Artikel Arnold, Artikel FurryBall, Artikel GPU, Artikel Maya, Artikel Mental Ray, Artikel Realtime, Artikel Rendering, Artikel V-Ray,
[ #FurryBall #3dsMax #Maya ]
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


More information here
  More Maya Plugin

[ #FurryBall #3dsMax #Maya ]
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


More information here
  More Maya Plugin

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