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SolidAngle Arnold渲染器3dsmax接口插件V2.0.937版
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  • 发布时间:2018-3-27 03:34
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链接: https://pan.baidu.com/s/1Ea0HnmMf5PnhHlX1oGuTXQ 密码: yi5a
链接: https://pan.baidu.com/s/1Z-R7G_PdzGO_q1Dyq80GuQ 密码: ubaf
https://renrensucai.ctfile.com/fs/474554-292158543

本插件是关于SolidAngle Arnold渲染器3dsmax接口插件V2.0.937版,大小:440 MB,支持3dsmax 2018 - 2019版软件,支持Win64位系统,语言:英语。
Arnold渲染器是一款高级的、跨平台的渲染 API。是基于物理算法的电影级别渲染引擎,目前由Solid Angle SL 开发。正在被越来越多的好莱坞电影公司以及工作室作为首席渲染器使用。
Arnold渲染器是基于物理算法的电影级别渲染引擎,由Solid Angle SL 开发。正在被越来越多的好莱坞电影公司以及工作室作为首席渲染器使用。
与传统用于 CG 动画的 scanline(扫描线)渲染器(Renderman)不同,Arnold 是照片真实、基于物理的光线追踪渲染器。Arnold 使用前沿的算法,充分利用包括内存、磁盘空间、多核心、多线程、SSE 等在内的硬件资源。
Arnold 的设计构架能很容易地融入现有的制作流程。它建立在可插接的节点系统之上,用户可以通过编写新的 shader、摄像机、滤镜、输出节点、程序化模型、光线类型以及用户定义的的几何数据来扩展和定制系统。Arnold 构架的目标就是为动画及 VFX 渲染提供完整的解决方案。

Integration with 3ds Max shapes, cameras, lights and shaders.
Image Based Lighting support, including a state of the art physical sky.
3ds Max ActiveShade interactive rendering allows parameter changes to be rapidly previewed without interrupting your work.
Support for AOVs & Deep EXR files.
Defer the creation of geometry at render time with the Procedural placeholder nodes.
Texturable Mesh lights.
3rd Party Arnold shader support.
MAXtoA Cloud Rendering for stills and animations. Users can join the optional Autodesk ‘Render Pilot’ program, which now supports MAXtoA.
Enhancements:
New sub-surface scattering algorithm in standard_surface: unlike the empirical BSSRDF method based on diffusion theory, this new method actually traces below the surface with a real random walk and makes no assumptions about the geometry being locally flat. This means it can take into account anisotropic scattering like brute-force volume rendering and produces much better results around concavities and small details. It can also be substantially faster for large scattering radius. On the other hand, the new method can be slower in dense media, does not support sss_setname for blending two surfaces together, may require redialing materials to achieve a similar look, and is more sensitive to non-closed meshes, “mouth bags”, and internal geometry potentially casting shadows. This new algorithm is exposed in the standard_surface shader via the new parameters subsurface_type (with enum values diffusion and randomwalk) and subsurface_anisotropy (Henyey-Greenstein’s eccentricity g from -1.0 to +1.0). The default is to use the old empirical diffusion method in order not to break the look of existing scenes.
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