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Maya Tutorial: Cel Shading

Posted: 18 May 2010 09:10 AM PDT




Christophe Desse is working at Naughty Dog in Santa Monica, stop by Gnomon to create a tutorial on Cel Shading in Maya.

WATCH TUTORIAL !
Related links:

10 Year Anniversary Celebration Contest #1 - CG Textures Membership

Posted: 18 May 2010 09:05 AM PDT




It's the 10th Anniversary of ScriptSpot and there are quite a few prizes to give away! There will be a new contest with new prizes every Monday - you'll have an opportunity to win and may increase your chances of winning by referring your friends! This is the first contest and is valid from 5/17 thru 5/21.

ENTER HERE!
Related links:

scriptspot.com

MultiScatter is released!

Posted: 18 May 2010 07:59 AM PDT



iCube announced after years of development and testing MultiScatter is finally released!

MultiScatter is a new product, based on VRayScatter technology its designed to work not only with V-Ray but with Mental Ray too.

New in MultiScatter: multi-core processing support! It uses 4 CPU cores and runs almost 4 times quicker than VRayScatter which can use only one CPU core. And more!

MultiScatter allows VRay and Mentalray to generate huge amount of objects in array. The support for 64-bit systems allows MultiScatter to create and submit for render, for example, forest or even a city in a blink of an eye. Quick render time generation of objects with optimized RAM management makes process of scene creation as easy as ABC.

Features



* Capability of creation huge amount of objects in array (hundreds of thousands and millions)
* Quick rendertime generation of objects with optimized RAM management
* Random transformations (scale, rotation) of objects in array
* Distribution of objects based on bitmaps or procedural maps
* Scaling of objects based on bitmaps or procedural maps
* Realtime viewport preview of objects placement
* Different types of viewport preview of objects
* Special procedural map the MultiScatterTexture
* 64-bit support

Differences from VRayScatter:
1. Mental Ray support (geometry and Mental Proxy)
2. Not only VrayProxy but any kind of geometry supported
3. Many objects in one Scatter
4. Probability texture for objects "clustering"
5. Multithreading support in all operations including viewports
6. Picking objects directly from a scene
7. Materials, property and animation interactively depended to scene objects.
8. "Help pictures" for new users (possible to switch off).
9. Revolutionary viewport preview mode - points.
10. Diffuse colour or wirecolor preview in viewport.
11. Collision preview in viewport.
12. Converting MultiScatter object to single mesh or instant copied objects.
13. MultiScatter utility.


All customers who purchased VRayScatter from 01.01.2010 and up-to 17.05.2010 can migrate their license to MultiScatter for free. Customers who purchased VRayScatter before 01.01.2010 can migrate their license to MultiScatter for 100 euro.

CHECK IT OUT !
Related links:

rendering.ru

RPC 3.0 Plug-in for 3ds Max Design 2011

Posted: 18 May 2010 07:49 AM PDT



ArchVision announced RPC 3.0 Plug-in for 3ds Max Design 2011 is now available

Features:

* Revit Import Options
* RPC Mass Utility
* New RPC Lighting Options
* Improved Illumination Features
* V-Ray Compatible
* mental ray Shader Included
* Improved mental ray Rendering
* Floating License Management Tools
* RPC Shadow Plug-in License
* Compatible with 3ds Max 2011

This product is included with ArchVision RPC All Access content and plug-in plans. Learn more here: RPC All Access.

Check it HERE !

Related links:
archvision.com

Download Autodesk Mudbox 2011 Service Pack 1

Posted: 18 May 2010 06:39 AM PDT



Autodesk® Mudbox® 2011 - digital sculpting and texture painting software Service Pack 1 addresses stability issues and includes fixes across several functional areas including Posing and FBX file operations.
Mudbox 2011 Service Pack 1 fixes the following issues:

General fixes

* Edge Bleed option in Preferences > Paint now controls the edge bleed distance for map extraction
* Error using Eyedropper to pick color on mesh with no UVs. Mudbox now creates UVs automatically.
* Incorrect GPU RAM detection causing warnings to pop up. See Environment variables for updated information.
* Brush resize down/up hotkeys not working on values larger than 100
* Flatten to UV space using mesh with no UVs causes crash
* Shift hotkey not working for temporary weight painting smooth
* Painting using stencil crashes if stencil is 24bit/pixel .tga
* Dry brush with stencil on not working correctly
* Stencil image display: Full color now displays only when the Projection brush is active, black and white when other tools are selected.
* Luminosity of the stencil affects opacity of the stencil display when Projection brush is selected
* Flood function operates on all objects instead of active or selected objects
* Depending on the shadow Depth Map Resolution and the size of the movie, shadows do not render correctly in turntable movies

FBX fixes

* Instances cause import error
* Camera FOV and camera names from 3ds Max not importing correctly
* Crash on Mac OS X when importing malformed skeletons from 3ds Max
* Textures display incorrectly in imported files with different paint layer sizes

Posing fixes

* You can now delete skeletons from the Object List. Right-click and select Delete Object.
* Weight painting on multiple objects is now possible
* Weights not propagating properly on subdivision
* Shadows and ambient occlusion display does not update when posing
* Various interaction issues when selecting and posing joints
* Imported n-sided or triangle meshes with bones cannot be posed when subdivided


DOWNLOAD NOW !
Related links:

usa.autodesk.com

Mudbox tutorial - Creating an Ambient Occlusion Map

Posted: 18 May 2010 12:50 AM PDT




Tips&Tricks video series by Kenichi Nishida, showing how you can create Ambient Occlusion maps from within Mudbox.

WATCH VIDEO TUTORIAL !

BlendELF 0.9 Beta

Posted: 17 May 2010 07:31 PM PDT




BlendELF is a game engine written by me, Samuel Anjam, an IT student at the University of Jyväskylä. I am coding the engine as my portfolio project, as a proof of my skills in 3d graphics and game logics/systems coding. I release this engine under the assumption that it could be useful for other people in making prototypes, games and virtual realities.

Features


- Fast development through LUA
- C++ and .NET APIs available
- OpenGL renderer enabling crossplatform development and compatibility
- Dynamic visibility culling with hardware occlusion queries
- Completely shader based rendering architecture (Shader Model 3.0)
- Blender exporter
- Special effects like normal/parallax/specular mapping and particles
- Post processing effects like Bloom and Depth of Field
- Skeletal animation
- Physics powered by Bullet Physics
- Built in GUI objects like labels, buttons and pictures
- Built in 3d and stereo audio support, support for OGG and WAV formats





This posting includes an audio/video/photo media file: Download Now

Octane Render GPU-based rendering

Posted: 17 May 2010 06:47 PM PDT



Octane Render is a GPU based, un-biased, physically based renderer. Basically, it uses the video card's GPU (which now has extremely fast, programmable, floating point processors) to render. According to the marketing materials, "With a single, modern, GPU you can typically expect to see a 1000%-5000% (10X to 50X) speed increase over a typical un-biased, CPU based renderer.

Cgchannel have an article with some videos about
this rendering technologies

Related links:

cgchannel.com

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