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Autor Tópico: Solid Angle Cinema4D to Arnold 2.5.0 for Cinema4D R18-R20  (Lida 146 vezes)

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Solid Angle Cinema4D to Arnold 2.5.0 for Cinema4D R18-R20
« em: 23 de Março de 2019, 14:29 »
Solid Angle Cinema4D to Arnold 2.5.0 for Cinema4D R18-R20





Solid Angle Cinema4D to Arnold 2.5.0 for Cinema4D R18-R20 | 953.9 mb


Solid Angle has released version 2.5.0 of Arnold for Cinema4D (C4DtoA). This plug-ins provides a bridge to the Arnold renderer from within the standard Cinema 4D interface. C4DtoA is now shipping with the latest Arnold 5.3.0.0 core.


2.5.0 - Release Date March 20, 2019:

FEATURES
- GPU rendering (BETA): You can now switch between CPU and GPU render devices interactively and expect visually similar results. NVIDIA� GPUs from Turing� to Maxwell� architectures are supported, and Arnold will take advantage of multiple GPUs, NVLink� and NVIDIA� RTX� hardware accelerated raytracing if available. Note that due to beta status of this feature, a number of features are missing, performance is not final, and use in production is not advised. Unsupported lights, shaders, parameters and AOVs are marked with an asterisk (*) in the label. We plan to gradually improve this in subsequent releases and will appreciate your feedback. For a complete description of requirements, features and caveats, see Getting Started with Arnold GPU.
- GPU rendering from the command line: The render device (CPU or GPU) can be controlled from the command line via the -arnoldDevice [cpu|gpu] flag.
- Pre-populate GPU cache: The OptiX� disk cache, which is automatically generated during JIT compilation prior to GPU rendering, contains a store of previously compiled OptiX� programs, so that subsequent renders start faster. The pre-population is a heavy process and it is recommended that the pre-population is triggered after installing a new Arnold version, updating to a new NVIDIA� driver, or changing the hardware configuration of GPUs on the system.
- Visible lights: Quad, disk, cylinder and point lights now have a Camera and a Transmission attribute, allowing these lights to become visible to camera and transmission rays. These attributes are left to 0 by default, thus not changing the default behaviour of the non-visible lights.
- Improved random-walk SSS: A new randomwalk_v2 SSS mode has been added that scatters more accurately and deeply through highly-transparent/optically-thin objects, which produces SSS with more saturated colors around fine surface detail and heavily backlit regions of an object. Note that renders will be more costly and noisier than with the original method, since random walks will be on average longer and more random.
- MaterialX export: Bakes the shader and other look properties for one or more shapes (e.g. Arnold Procedural) to a .mtlx file along with the description of the shaders and shading graphs.
- Added uv_projection shader
- Added matrix_interpolate shader
- Anisotropy controls for coat in standard_surface shader
- Added include_graph operator
- Added denoise_albedo built-in AOV
ENHANCEMENTS
- Improved skydome sampling
- Improved adaptive sampling
- Smart opaque: built-in shaders now set the Opaque flag automatically based on whether or not the shader settings would require disabling the opaque flag on the object to render correctly.
- Improved bump and normal mapping
- Instantaneous shutter option: This new option in the motion blur render settings now keeps motion keys and only sets the camera ray times to be equal to the reference time. Use this with motion vectors instead of setting shutter intervals to zero.
- Support for negative transmission extra roughness in standard_surface shader
- Added time mode in ramp shaders: The ramp and ramp_rgb shaders now have an additional time mode that computes the input based on the current time and the camera's start and end shutter interval.
- Use implicit UVs added to the ramp_rgb shader
- Append frame number to the driver path automatically
- Added volume scattering to the shape visibility flags
- Expose autobump visibility
- Expose ignore list in the render settings
- Assign operator network to procedurals
FIXES
- Polygon selection does not work when the name has unicode characters in it
- Problem with special character in the uv_transform UV set name
- Wrong bump mapping with custom projection
- Bump mapping is too soft when UVs are tiled in the texture tag. Note that the look has changed following this fix and now it is (correctly) stronger when a custom UV projection or tiles are set in the texture tag.
API
- There are modifications in the C4DtoA API which require third-parties to recompile their C4DtoA extensions.

About 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.

About Solid Angle. Solid Angle is the technology company behind the Arnold rendering software. With offices in Madrid and London, Solid Angle's customers include ILM, Framestore, Sony Pictures Imageworks, Rodeo FX, Luma Pictures, Image Engine, The Moving Picture Company, Digic Pictures, The Mill and Psyop. Arnold was designed to efficiently process the complex geometric datasets required for feature-length CGI animation and big-budget visual effects, while at the same time simplifying the pipeline. This unique renderer has been used to create the VFX seen in "Guardians of the Galaxy", "Elysium, "Gravity", "Pacific Rim", Marvel's "The Avengers", and "Alice in Wonderland", to name just some. Marcos Fajardo is the founder of Solid Angle and lead architect of Arnold. The software is now available as a standalone renderer, as a C++ API and as a set of plug-ins for leading 3D applications such as Maya, Softimage and Katana on Linux, Mac OS X and Windows.

About MAXON Computer GmbH. MAXON Computer GmbH is a developer for 3D graphics software, offering professional 3D modeling, painting, animation, and rendering solutions. MAXON's product line is centered around its core applications Cinema 4D, a leading animation package for media production, and BodyPaint 3D, its pioneering 3D painting package.

Product: Solid Angle Cinema4D to Arnold
Version: 2.5.0
Supported Architectures: x64
Website Home Page :
http://www.solidangle.com

Language: english
System Requirements: PC / MacOsx
Supported Operating Systems: The same OS for the version of software that you are using.
Software Prerequisites: Maxon Cinema4D R18-R20
Size: 953.9 mb


DOWNLOAD LINKS :


Código: [Seleccione]
https://rapidgator.net/file/051bf70913663f341f3a487b0d311c78/koxd1.C4D2A.2.5.0.mac.R18.rar.html
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