Showing posts with label Software Plugin. Show all posts
Showing posts with label Software Plugin. Show all posts

Wednesday, April 14, 2021

Aescripts BAO Boa v1.4.7 Mac

 


The easiest, most precise and fastest way to warp layers along a path.
(You can download Autodesk Retopology Tools v1.1.0 for 3dsmax 2022 Here )

Have ever wished After Effects has a "Spline Deformer"? Then say hello to Boa!

Features

  • NEW: Use 'Stretch with verts match' to use mask vertices just like Puppet Pins and get per segment distortion.
  • Undistort part of the texture. For example when bending an arm but you want to leave the hand undistorted. See feature video below.
  • Warp any source along any mask path
  • Rotate and twist along the path
  • Full control over start, end, scale and z position along the path
  • Mesh definition and sub-sampling for complete quality control
  • Extrude and contour in 3D!
  • Reacts to comp camera and lights
  • Super fast rendering
  • Fully native plugin
    (you can download Saviors of Sapphire Wings / Stranger of Sword City Revisited Free Download (v1.0.5) Here )


    Link Aescripts BAO Boa v1.4.7 Mac Torrent:

    Up-Load         Link

    Mega4up        Link

    DropApk        Link    

    DLupload       Link

    DropGalaxy    : Link

    ZippyShare    : Link

    Mediafire        : Link




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Tuesday, April 13, 2021

Autodesk Retopology Tools v1.1.0 for 3dsmax 2022


Use to automatically optimize the geometry of your high-resolution model to create a clean, quad-based mesh. Useful for removing artifacts and other mesh issues for animation and rigging, these tools can also be used to apply textures and manipulate objects.(You can download V-Ray 5 for Rhino Here)

A clean 3D topology is key to achieving professional results. When a model's vertices, edges, and faces are better organized, animations will appear much more fluid and rendering will require less memory. Poorly-optimized meshes can also create visual artifacts as well as problems when applying modifiers. Using the Retopology Tools for 3ds Max, you can quickly correct many common problems introduced by a less than optimal mesh.

Retopology Best Practices

The following tools and techniques will help you quickly achieve great results when working with Retopology Tools for 3ds Max.

Poly Count and Shape

It is good practice to work with models that are under 200,000 polys, if possible.
Tip: Press 7 to show the current poly count in the top left of the viewport.

Retopology works best when an object contains uniform, equally-distributed faces. A number of modifiers are available that can help optimize the mesh before beginning the operation or if you encounter areas after computing that are still not desirable.

Useful Modifiers

The following modifiers can help achieve the best and fastest results when using the Retopology tools.

  • ProOptimize: Before computing the retopology, you can use this modifier to reduce the overall poly count.
  • Subdivide: Retopology works best on meshes containing either quads or uniform triangular polys. If a mesh contains long, thin triangular faces, use the Subdivide modifier to create smaller, more even triangles before beginning any retopology operations.
  • Slice: When working with symmetrical objects, use the Slice modifier to slice the object in half before beginning the Retopology operation. This will reduce calculation time.
  • Symmetry: After using the tools to achieve an optimal topology on a sliced object, restore the other half of the object using the Symmetry modifier.
  • Smooth: useful for cleaning the mesh and applying smoothing groups before beginning the Retopology operation.
  • Mesh Cleaner: Data imported from other applications or processed through operations such as Boolean can have malformed data that can impede the ability for Retopology to succeed or process quickly. Before applying the Retopology modifier, use Mesh Cleaner check and fix such errors.

Relax Brush and Relax Modifier

To repair any artifacts created by hard edges during the Retopology operation, use the Relax brush or modifier to smooth the edges and then recompute.

Holes, Spikes, and Small Details

Any holes left in your mesh will create additional complexity with the output because the algorithms will attempt to keep them. This will increase the processing time needed for retopology and influence the resulting mesh data.

Like holes, spikes or small details such as noise that comes from a photogrammetry capture can cause extra information to be calculated and slow down the overall processing time.

If this data is not needed, it is a good idea to manually remove it using the Relax Brush or Relax modifier to reduce the surface impact. Much like holes, spikes or small details such as noise that comes from a photogrammetry capture can cause extra information that needs to be calculated and slows down the overall processing time.

Deleting Isolated Elements

Sometimes small non-visible elements can appear within a mesh. Solving these elements requires extra processing time so it a good practice to select and delete them before using the Retopology tools.

To delete isolated elements:

  1. Add an Editable Poly modifier to the object.
  2. Press 5 to switch to Element mode.
  3. Click on the object to select it.
  4. Press Ctrl+I to invert the selection.
  5. If any element appears selected inside the mesh, press Delete to remove it from the object.

Post Retopology Processes

  • Weighted Normals: After generating an output you will want to apply a Weighted Normals (or Smooth) modifier onto your retopology output to generate a new set of explicit normal for the model.
  • Symmetry: If you applied a Slice modifier before processing your mesh with Retopology, apply a Symmetry modifier once the option is complete to make the model whole again.
  • Edit Poly/Edit Mesh: The retopology output is based on what the algorithm assumes and infers from your mesh data. Sometimes this results in data that may need small adjustments or quick fixes which can be done by applying Edit Poly or Edit Mesh modifiers. Examples include capping holes, bridging edges, moving vertices, removing extra edge loops.

Generative Models

When working with low-poly models that you plan to Boolean together and then retopologize into a clean quad output, it is recommended that you first remesh using the Subdivide modifier or use sub-divisional surfaces to add more form to your model. Otherwise you may reconstruct low-poly data that will appear angular. (You can download game Overcooked! Here)

Vray 5.00.44 for Cinema 4D R20/R21/S22/R23 Win


Build 5.00.44

Official release, Hotfix 2

Date - Mar 25, 2021


Improvements


 

  • VolumeGrid Preview Rollout for Cinema 4D - Velocity Streamlines
  • Integrate V-Ray TexRamp texture
  • Support for Cloner object with V-Ray Volume Grid in Cinema 4D


Bug fixes


 

  • Distributed rendering doesn't work correctly when rendering animations
  • Wrong material assignment on objects with dynamic caches
  • HairNextMtl doesn't work with bitmaps assigned to the diffuse color
  • Materials get tiled when scaled even if "tile" setting is disabled in Attributes manager
  • Image sequences are not rendered when used with the Cinema 4D bitmap
  • Cinema 4D noise doesn't work when used in Blend Material
  • Relative file paths do not work for non-texture assets
  • Deformed geometry does not update in animation
  • Motion blur only works for the first rendered frame
  • The Distance texture is not affected by geometry with applied skin deformer
  • Crashes on MacOS systems with more CPU cores
  • Cloning Proxy objects doesn't copy the assigned materials
  • Animated visibility of objects does not work

    Link Vray 5.00.44 for Cinema 4D R20/R21/S22/R23 Win TORRENT File:

    Up-Load         Link

    Mega4up        Link

    DropApk        Link    

    DLupload       Link

    DropGalaxy    : Link

    ZippyShare    : Link

    Mediafire        : Link




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    ---------------------------REPORT IF LINK BROKEN !---------------------------


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V-Ray 5 for Rhino, update 1.1 (5.10.02)

 V-Ray Vision:


• The Vision window is once again parented to the host application (Windows only). The temporary workaround positioning the window on top of all other windows (always on top) is removed
• A regression preventing V-Ray Proxy Scene references from being loaded in Vision is fixed
• Rotating a Proxy Mesh or a Cosmos Asset using a scale different than 1 no longer distorts the object
• Very small Proxy Mesh scaling factors no longer cause the mesh to appear incorrectly in Vision
• MacOS: Vision can now be used on macOS 10.14 - Mojave or earlier
• The Tone-mapping Curve option state now persists between sessions
• Navigation controls now work as expected when running Vision through remote desktop
• Scene loading progress bar implemented
• Deleting an object in a heavy scene no longer takes excessive time
(You can download game Overcooked! All You Can Eat here)

• Geometry scene data loading is optimized making heavy scenes faster to load and view in Vision

• The Proxy Mesh LOD system no longer causes issues when a layered material is used. This improves Vision compatibility with some 3rd-party assets
• The FreeImage library used for loading textures in Vision is replaced with OpenImageIO
• The texture mip-map level variations creation is optimized making it faster to load scenes with many large textures
• Textures containing built-in mip-maps are now loaded in a more optimal way. This applies to textures from the built-in material library and Cosmos
• A number of issues related to .tx texture loading are resolved. Textures will no longer appear vertically flipped or with a black band at the bottom
• The Orbit Navigation mode is improved in various ways. The Vision window size is taken into account when zooming, orbiting and panning to ensure consistency when resizing the app window
• A number of issues causing an incorrect spherical panorama output are resolved

Cosmos Integration:

• Asset download progress indication implemented. See the Asset Editor section for details
• Asset upgrade function implemented. See the Asset Editor section for details
• A number of Cosmos asset issues in Vision are resolved. See the vision section for details

Other Improvements & Bug Fixes:

Installation:

• Chaos License Server updated to version 5.5.3
• Chaos Cloud client application updated to version 1.10.0
• Cosmos client application updated to version 2021.03.15

Asset Editor:

• Cosmos assets Upgrade function implemented. An Upgrade icon appears on the right of the asset name in the outliner when a new version is available on the Cosmos servers. Use it to download the new version and replace the outdated one in the scene
• Cosmos asset status indicator implemented. A small icon appears on the right side of the asset properties header to indicate whether the paths to the textures and other external reference files used by the asset are valid. Hover over the icon for more detailed information
• Cosmos asset download progress is now displayed in the outliner. The progress percentage appears while an asset is being downloaded or upgraded
• Custom camera type user interface implemented. When a non-standard camera type is selected with a script the appropriate UI controls (like FOV and Height) are listed in the Camera settings rollout
• Camera clipping user interface implemented. When the camera clipping is enabled with a script the appropriate UI controls (Clipping Near, Clipping Far) are listed in the Camera settings rollout
• Renaming an environment Bitmap texture no longer changes its Texture Placement mapping to spherical
• An issue preventing VRScan material parameters from being set correctly on load is resolved. Properties like the Coat IOR are derived from the built-in VRScan parameter block and set as soon as the material file is loaded
• Double-clicking on a Light Gen swatch no longer creates two LIGHT_GEN_DOME lights in the project

Integration:

• 3D Preview for Proxy Mesh, Scene and Cosmos assets placement implemented. Importing a Cosmos asset (or a proxy) activates the placement tool and attaches the preview to the mouse cursor
• Image preview is now displayed when a Cosmos asset is dragged over the Rhino window
• The Cloud Batch rendering feature is re-enabled. Use the Cloud button in the V-Ray Batch Window to submit a selection of scenes, views and snapshots together as a batch to the Chaos Cloud. A new web wizard guides through the rest of the process. All the scenes are analysed in advance and potential issues are reported
• The VFB state is preserved when the Current Renderer engine in Rhino changes
• Cosmos assets not containing light sources no longer appear in the VFB’s Light Mix list
• An issue with the WCS (box style) texture mapping used in the Rhino materials is resolved. Scenes containing textures mapped this way no longer crash on render
• The custom orientation of the Rhino Document Sun in the Asset editor is now synchronized with the manual Sun control in Rhino
• The ‘Ctrl + [‘ and ‘Ctrl + ]‘ can now be used by default to toggle the side panels of the V-Ray Frame Buffer (VFB). The VFB is now consistent with the Asset Editor in this regard
• A number of issues with face material assignment combined with default or unnamed materials in Rhino 6 are resolved. The custom material no longer overrides the unnamed ones when rendered or when the object is exported as a Proxy Mesh
• Sun animation from Grasshopper can once again be rendered in the Rhino project
• Duplicating a Plane Clipper in the Asset Editor now makes a copy in Rhino
• An issue causing some Cosmos asset materials to be duplicated after Merge is resolved
• Assigning a Python list object to a V-Ray array parameter using the Python syntax no longer leads to a crash
• Newly created Infinite Plane, Proxies, Cosmos Assets and Lights are now correctly added to the active Rhino layer (instead of the first one in the layers list)
• The Rhino document no longer gets flagged as ‘modified’ after a Save, SaveAs, New, Export or AutoSave command is used
• The ongoing viewport rendering process (VPR) is now correctly interrupted when the current renderer is changed in Rhino
• Importing the ‘rhVRay’ module into ‘RhinoPython’ no longer requires manually adding the V-Ray for Rhino installation directory to Rhino Pyhton's search directories
• Photon mapped caustics from the Sun no longer render incorrectly in specific situations
• Pack Project is no longer allowed before a modified document is saved
• Deleting a material applied to a Fur or Clipper from the Rhino’s material list during interactive rendering no longer leads to a crash
• Materials assigned to individual faces are no longer deleted by the V-Ray Purge function
• Custom camera types (spherical, cylindrical, fish-eye, pinhole, etc.) can now be selected via script. The corresponding camera parameters are automatically displayed in the Asset Editor / Camera rollout
• Custom camera clipping can be enabled via script. The near and far clipping plane options are automatically displayed in the Asset Editor / Camera rollout
• Materials assigned to a Proxy Mesh, Clipper, Fur, etc. are no longer duplicated when imported or pasted in a project containing materials with the same name
• An error is automatically displayed (in the V-Ray Progress window) when a render is initiated and no render node license is available
• Cosmos assets can now be used with Rhino Nature
• An issue preventing Cryptomatte’s Material Name masks from being populated in the rendered image is resolved
• Lighting Analysis render element changes are now automatically updated in the VFB
• Instanced lights are now presented with unique names in the Light Mix UI (when the Individual Lights mode is used). This avoids issues when the Light Mix adjustments are sent To Composite
(You can download Aescripts Volna v1.3.2 Win here)

V-Ray Core:

• An issue causing a crash when a V-Ray Clipper is cutting specific mesh shapes is resolved
• The way Sphere Light scale transformations affect the light intensity (in the Luminous and Radiant Power modes) is updated. Scaling up a light makes its dimmer to ensure the combined light emission from the surface remains constant. Note that old scenes with scaled Sphere Lights might render differently.

Link V-Ray 5 for Rhino, update 1.1 (5.10.02) Torrent File:

Up-Load         Link

Mega4up        Link

DropApk        Link    

DLupload       Link

DropGalaxy    : Link

ZippyShare    : Link

Mediafire        : Link




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---------------------------REPORT IF LINK BROKEN !---------------------------


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