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[系统工具] 《Arnold照明系统V0.19.1版》Solidangle Maya To Arnold (MtoA) v0.19.1

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钓鱼的猎人 发表于 2012-10-13 09:05:04 | 显示全部楼层 |阅读模式 打印 上一主题 下一主题



Arnold是一个高端的Maya照明系统,在过去的几年中,Arnold 已被用于创造独特的视觉效果,主要应用于影视级的故事片,动画片,和高端商业项目。

Solidangle Maya To Arnold (MtoA) v0.19.1
Arnold is a global illumination system incorporating modern ray tracing and physically based shading techniques. Arnold offers greater speed, more power and higher quality. This gives studios using Arnold a distinct competitive advantage – especially in big-budget productions.

What’s new in 0.19.1
Version 0.19.0 of MtoA is based on version 4.0.9.1 of the Arnold core.



New features include:
. Reduced texture I/O: Ray differentials, used to calculate texture sampling footprints, have been
improved for the different ray types, which can produce dramatic speedups in scenes with large
numbers of high-resolution texture maps.

. Faster bump mapping: 25% less shader evaluations per call.
. Faster ray accel build: 25% less time to build the ray acceleration structures. Memory usage and ray
tracing speed are unaffected. (#3008)

. Cached of standins pointing to an .ass file: This feature can potentially save a lot of both memory and
disk I/O. Because of the experimental nature of this feature, users who want to try it must manually
enable it with the global option enable_procedural_cache in the User Options string field in the
Render Settings.

. Bumpdiff mode in the utility shader: This mode will show how far the bump and autobump normals vary
from the base smooth-shaded normals as a heatmap (blue is the same, going through green to red as
varying up to 90 degrees away). This is useful for debugging the balance between subdivision iterations
with displacement vs autobump making up for the rest.

PreCracked Installer Support:
Maya 2013 64 bit
Maya 2012 64 bit
Maya 2011 64 bit
Thanks to XFORCE for original codes and thanks to our donors for trust us.



Maya
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