MAYA渲染插件@@@@SolidAngle Maya to Arnold|SolidAngle Maya to Arnold 0.25
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MAYA渲染插件@@@@SolidAngle Maya to Arnold|SolidAngle Maya to Arnold 0.25Arnold0.25渲染器@@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@@。[1]
arnold与@@mental ray渲染效果@@
Arnold 是一款高级的@@、跨平台的渲染@@ API。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@@。
This version uses the Arnold 4.0.16.0 core.
HIGHLIGHTED NEW FEATURES
Support for multiple UV sets (#39.
Optimized geometry storage. Certain types of meshes now require less memory thanks to improved mesh compression.
Added a photometric light (#1161). See details.
Added an Arnold shelf (#1286).
Added an option string to pass parameters to Kick with the Export Ass and Kick render type(#128.
NOTES
Environment variables are now properly expanded for aiImage at translation time.
MtoA can now export relative paths for textures. We export them as relative paths using the texture search path and also append the sourceImages folder automatically to this texture search path. That means if you are trying to use relative paths with tokens (they are stored as relative paths, since maya is not able to resolve the relative path to an absolute because of the tokens), they will work fine both with aiImage and Mayafile).
MtoA can now export relative paths for procedurals. We export them as relative paths using the procedural search path.
The Shave and a Haircut extension is now packaged separately. To create a pack from the source use the shavepack target.
INCOMPATIBLE CHANGES
Due to the change in the negative scaling in aiSky and aiSkyDomeLight, old scenes can render different.
Improvements to the physical sky could break old scenes using it.
Maya fluids look can differ from previous versions due to changes done in how fluid scaling were affecting density and the support of fluid shader content method usage.
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