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    Solid Angle Maya to Arnold 5.3.3

    Posted By: scutter
    Solid Angle Maya to Arnold 5.3.3

    Solid Angle Maya to Arnold 5.3.3 | 4.2 Gb

    The Solid Angle Team, a bussines Autodesk, is pleased to announce the availability of Arnold (or MtoA) 5.3.3 for Autodesk Maya. This release introduces Arnold 7.2.3.0.

    Enhancements
    Global light Sampling support on GPU: Global Light Sampling (GLS) is now available with GPU rendering. Many scenes with moderate to large number of lights render 2-6x faster with GLS. Scenes that do not benefit from GLS tend to be a few percent faster or slower. See the GLS documentation for important information on the optimal number of light samples to use with GPU. (ARNOLD-13109)

    Solid Angle Maya to Arnold 5.3.3

    Procedural Viewport Improvement: Better representation of current frame of procedurals in viewport [MTOA-1480]

    Return direction and distance to nearest hit in distance shader: Arnold 7.2.3 adds out_distance and out_direction output parameters to the distance shader, which return the direction and distance to the nearest surface, respectively. The shader still returns the color-mapped result by default, which is now available as the out_rgb parameter. (ARNOLD-13473)


    distance shading effect (Tip: Before you Play, right click and click Loop)


    Tutorial - Building facade fire damage


    Tutorial - Eye makeup shading effect

    state_float, state_int, state_vector multiple outputs: The shading state shaders now have multiple outputs, so you can use a single state shader with multiple output connections in a shading network. (ARNOLD-13579)

    USD Enhancements
    - Support vertex UV coordinates on Curves in the render delegate usd#1435
    - Curves without width should render with a default value usd#1579
    API Additions
    - AiProceduralExpand: A new API AiProceduralExpand expands on demand the contents of a procedural (such as a 'usd', 'alembic', or 'procedural' node), as it would happen in a regular render. You can use this to force the creation of procedural child nodes before the rendering starts, and to avoid race conditions when the procedurals are not thread safe. (ARNOLD-7067)
    Bug Fixes
    MTOA-991 - Crash when undoing after accessing Arnold viewport
    MTOA-985 - MaterialX exported USD file doesn't render in MtoA
    MTOA-1407 - XgenArnoldUI.py syntax warning
    MTOA-1488 - Crash when deleting imager
    MTOA-1326 - Scene crashes Maya when you try to create a render layer
    MTOA-1342 - Changing layers in Render Setup starts a render
    MTOA-1185 - Render Sequence leaks memory
    ARNOLD-13139 - Docked ARV resizes itself when printing status messages
    ARNOLD-10643 - FIS no longer forces a box filter
    ARNOLD-12917 - Viewport API uses incorrect motion blur reference time
    ARNOLD-13645 - Instancer crash if a single node is instanced but set to null
    ARNOLD-13678 - Holes in alpha channel when opacity is almost 1
    ARNOLD-13741 - Log messages missing colors
    ARNOLD-13770 - Name scope clashes with nested procedurals
    ARNOLD-13776 - NaNs when using global light sampling with low-light-threshold
    ARNOLD-13789 - Corrupted tiff output if skip_alpha and unpremult_alpha are both enabled
    usd#1538 - Fix triplanar in USD MaterialX

    Arnold is an advanced cross-platform rendering library, or API, used by a number of prominent organizations in film, television, and animation, including Sony Pictures Imageworks. It was developed as a photo-realistic, physically-based ray tracing alternative to traditional scanline based rendering software for CG animation. Arnold uses cutting-edge algorithms that make the most effective use of your computer’s hardware resources: memory, disk space, multiple processor cores, and SIMD/SSE units. The Arnold architecture was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system; users can extend and customize the system by writing new shaders, cameras, filters, and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects.
    Arnold for Maya (MtoA) is an advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects. It uses the Open Shading Language to define the materials and textures. Arnold for Maya (or MtoA) provides a bridge to the Arnold renderer from within Maya’s standard interface.

    Arnold, Maya Quickstart Fundamentals


    Solid Angle is leading provider of rendering software for animation and visual effects. The Arnold team believe that accurately and efficiently computing light transport in CG scenes is the best way to create stunning imagery for films and TV. Developers strive to provide clients with the best rendering tools to efficiently create realistic images. Solid Angle is a wholly owned subsidiary of Autodesk Inc, and has its offices in Madrid and London.

    Owner: Solid Angle
    Product Name: Maya to Arnold
    Version: 5.3.3
    Supported Architectures: x64
    Website Home Page :www.arnoldrenderer.com
    Languages Supported: english
    System Requirements: Windows, macOs & Linux *
    Size: 4.2 Gb

    Solid Angle Maya to Arnold 5.3.3

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    Solid Angle Maya to Arnold 5.3.3