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Solid Angle Cinema 4D to Arnold 4.7.3 (x64)

Solid Angle Cinema 4D to Arnold 4.7.3 (x64)
Free Download Solid Angle Cinema 4D to Arnold 4.7.3 | 5.2 Gb
Solid Angle, a bussines Autodesk, is pleased to announce the availability ofArnold 4.7.3 for Cinema 4D. This release uses Arnold 7.3.2.0 and is a minor feature release
Owner:Solid Angle
Product Name:Arnold for Cinema 4D
Version:4.7.3
Supported Architectures:x64
Website Home Page :www.arnoldrenderer.com
Languages Supported:english
System Requirements:Windows, macOs & Linux *
Size:5.2 Gb
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Enhancements
Toon tone-mapping:
You can now drive the hue and saturation of tonemapping in the toon shader. The toon shader has four new parameters that complement the existing value-based tonemapping parameters. The connected shader's U coordinate drives direct light hue and the V coordinate drives saturation, which enables textures like those below to map the toon shader's response to colored lighting (Note: make sure to set the image's wrapping mode to clamp and filter to closest for best results) (ARNOLD-10687). These toon parameters include:
- edge_tonemap_hue_saturation
- silhouette_tonemap_hue_saturation
- base_tonemap_hue_saturation
- specular_tonemap_hue_saturation
xSolid Angle Cinema 4D to Arnold 4.7.3
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xSolid Angle Cinema 4D to Arnold 4.7.3
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Color palette images -> base_tonemap_hue_saturation
Better volume denoising:Denoising volumes now produces better results. The changes in how volume albedo is computed help the denoiser to keep more details. Ringing artifacts when objects are viewed against the background are also reduced, and a new N_denoise AOV fixes some denoising artifacts visible in low-AA renders. (ARNOLD-14936, ARNOLD-13071)
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Many-lights support for light linking:Global light sampling is now applied per group of lights linked to a shape. That can improve rendering performance for scenes with light linking. The ALab scene now renders twice as fast when you use Global Light Sampling. (ARNOLD-14985)
Improved Standard Hair on GPU:The GPU renderer now supports the extra_depth parameter. This enables accurate rendering of blond or bright-colored hair without raising GI_specular_depth.
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Improved volume albedo AOV:Volume albedo values are now more physically-based. This improves volume denoising and any LPE AOV using volume albedo is now much more useful for compositing. For backwards compatibility, you can set the new global option legacy_volume_albedo to true. (ARNOLD-13071)
Improved OSL interoperability:The color4, color2, vector4, vector2, and matrix33 are now supported as output types of OSL shaders when connected to Arnold shaders. Additionally, Arnold shaders that output RGBA or Vector2 types can now be directly connected to OSL shader color4 and vector2 input parameters. Those features make it easier to mix Arnold and MaterialX standard library shader nodes. (ARNOLD-1398 ARNOLD-14692)
Update OpenVDB to version 11.0:Arnold now uses the latest OpenVDB library. For the list of changes between OpenVDB version 7.1.1 and version 11.0, see the release notes. (ARNOLD-11217)
USD Enhancements
Cylinder lights
- Cylinder lights are saved as UsdLuxCylinderLight primitives - usd#1894
API changes
Geometry baking API:
You can now bake subdivided and displaced geometry. You can save the baked geometry either in another universe or you can change the geometry in-place in the same universe. Typically, you would bake geometry by looping over scene nodes with AtNodeIterator. Currently, geometry baking applies to polymesh nodes only.(ARNOLD-2815)
AI_API AtNode* AiNodeGetProcessedGeometry(AtNode* source_node, AtUniverse *dest_universe);
Incompatible Changes
Save usdz files to a usdz_tx folder:
Previously when reading a .usdz file, any generated .tx files would be saved to a folder named.tmp. The .tmp extension may have led users to remove this folder prematurely, resulting in extra work the next time the usdz was rendered. These files will now be written to and read from a folder name.usdz_tx. (ARNOLD-14999)
Improved volume AOV:The volume albedo AOV and LPE scattering event has been improved. For backwards compatibility, you can set the new global option legacy_volume_albedo to true. (ARNOLD-13071)
Bug Fixes
ARNOLD-8165 - Crash when curvature, ambient occlusion, or round corners is used in displacement
ARNOLD-14551 - Add log notification when FIS is enabled
ARNOLD-14590 - Very bright lights, such as the sun, are not properly occluded by dense volumes
ARNOLD-14970 - [GPU] Rare "stack overflow exception" crash with OSL shaders
ARNOLD-14995 - [GPU] Crash when attempting to render a Bifrost volume
ARNOLD-14998 - Rare crash in Windows when texture_searchpath contains a root directory
ARNOLD-15015 - Profiler data is lost when other universes are destroyed
ARNOLD-15030 - GPU renderer and denoiser imagers incorrectly overriding FIS parameters set in options
ARNOLD-15040 - AiTextureLoad crashes with textures that use subimages as mipmaps
usd#1900 - Fix transform hierarchies for Arnold non-xformable primitives
usd#1903 - USD Writer should skip materials when the shader mask is disabled
usd#1906 - Fix light filters assignment order in the render delegate to make it consistent with the procedural.
usd#1912 - Procedural interactive updates don't consider primitives visibility
Arnoldis an advanced cross-platform rendering solution, developed by Solid Angle and used by renowned customers in film, television and animation. It was developed as a photo-realistic, physically-based ray tracing alternative to traditional scanline based rendering software for CG animation. Arnold uses cutting-edge algorithms that make the most effective use of your computer's hardware resources and was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system, so users can extend and customize the system by writing new shaders, cameras, filters and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects.
Arnold for Cinema4D (C4DtoA)supports most Cinema 4D features such as instances, cloners, deformers, generators, MoGraph geometry, hair, and ThinkingParticles. It also supports both animation and single frame distributed rendering in Team Render, allowing the use of all computers in a local network to speed-up Arnold rendering. Third-party plugins TurbulenceFD and X-Particles are natively supported, allowing artists to render high quality smoke, fire, and particle effects with fully interactive feedback. Other features include volume rendering with OpenVDB, a node-based material editor and a comprehensive list of shaders and utilities, including vertex maps and per-face materials.
How to render Cinema 4D Pyro in Arnold Renderer! (Quickstart)
Solid Angle SLis the technology company behind the Arnold rendering software, with offices in Madrid and London and customers throughout the world including Framestore, DreamWorks, ILM, Sony Pictures Imageworks, MPC, The Mill, Mikros Image and Rising Sun Pictures. Arnold was designed from the ground up to efficiently raytrace the complex geometric datasets required for feature-length CGI animation and big budget visual effects, while at the same time simplifying the pipeline, reducing the number of passes, minimizing storage requirements and greatly enhancing interactivity for lighting artists.




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