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Tuesday, March 15, 2011

RENDERLights for SketchUp

+ Leveraging over a decade of visualization and software development experience, 3D Render today announced the release of RENDERLights for SketchUp. Building upon their widely successful RENDERLights engine, architects, visualization artists and designers now have access to a real-time virtual reality engine on the popular Google SketchUp platform. RENDERLight for SketchUp is the fastest and easiest to use real-time Radiosity and light simulation engine in the architectural industry.
Boasting an incredibly powerful and simple user interface, RENDERLights for SketchUp was designed from the ground up with the design industry in mind. In an increasingly competitive market, it has become critically important to quickly and easily communicate design intent with internal stakeholders and customers. RENDERLights for SketchUp brings real-time to the masses with unprecedented real-time performance, radiosity lighting simulation, Google 3D Warehouse integration and the shortest and easiest learning curve of any virtual reality application on the market. RENDERLights for SketchUp shares many of the advanced features and functionalities of the core RENDERLights engine including: texture baking, realistic environments, animation systems, sun and shadow simulations, real-time bloom water and raytraced reflections, 3d presentations, large model handling and their one click (Click „N‟ Go) functionality. For more information, please - Click Here


Carbon Scatter for 3ds Max

+ e-on software, the leader in Digital Nature solutions today announced the immediate availability of Carbon Scatter, the company’s instancing plugin for the mental ray™ and V-Ray™ renderers for 3ds Max. Carbon Scatter is the easiest and most straightforward solution for creating complex and detailed populations using the native instancing technologies of 3ds Max. Versions of Carbon Scatter for Maya and Cinema4D* will be available shortly (an Open Beta will be released in the coming weeks). Carbon Scatter for 3ds Max integrates e-on’s patented EcoSystem™ algorithms directly inside the end user’s favorite 3D application, allowing the population of native scenes with millions of instances and rendering them with the user’s renderer of choice.
Some of the key features of Carbon Scatter include:
Automated Smart Scattering:
Carbon Scatter for 3ds Max does not merely scatter the objects randomly across the underlying surface, but actually computes where to place them according to the relief of the underlying geometry. For example, as in nature, more trees will grow on flat terrains than on steep slopes, and no objects will be placed where they are likely to “fall down”.
Paint Objects and Plants with the EcoPainter:
The EcoSystem painter tool (EcoPainter) lets the user interactively paint instances over any surface (or group of surfaces). Painted instances can be attached to the underlying surface so they move together with the surface, or they can be independent. Painting can be performed with a mouse or with a tablet, which gives you the ability to control additional parameters through pressure.
Advanced EcoSystem Control:
Multiple plants can be dragged from the plant browser into the EcoSystem population list, making the preparation of complex EcoSystems much quicker. When painting EcoSystems, users can paint with the underlying EcoSystem material rules applied, so that, for instance, the influence of slope and altitude or the sizing rules are taken into account.
Powerful Layered EcoSystem Materials and Function Graph
EcoSystems behave just like regular materials. A single EcoSystem material can have any number of layers, each layer with its own population list and full set of controls. Users can easily influence EcoSystem populations according to altitude, slope or orientation, or even take advantage of Carbon Scatter's powerful function graph to control almost every aspect of the population. For example, artists can use a fractal noise generator to control the distribution instances, or use a bitmap to limit distribution to specific areas. On top of this, the population density can also depend on time.
- And more: compatibility with SolidGrowthCS plant technology, over 100 SolidGrowthCS plant species available, free unlimited network rendering nodes, support for animated proxies... A complete and detailed list of Carbon Scatter for 3ds Max features is available at www.carbonscatter.com

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i3DTutorials™ releases -- Next-Gen Game Development with Unity3D Volume II: Softimage and ZBrush Production Pipeline

+ i3DTutorials™ announces their latest training product for the Unity game engine, “Next-Gen Game Development with Unity3D Volume II: Softimage and ZBrush Production Pipeline ™". This new offering from i3DTutorials™ teaches the advanced concepts and production workflows needed to create triple AAA next-gen games with the powerful Unity3D engine. The latest i3DTutorials offering of high end training for the Unity engine covers the production pipeline workflow between Unity, Autodesk Softimage, and ZBrush. Discover production workflows, techniques, tips, and tricks designed for speed, ease, and efficiency. Learn how to create low poly realtime assets for games through the eyes of an artist, while also adhering to technical restraints that are crucial to developing proper and efficient geometry. Integrating ZBrush into your workflow, considered by many as a crucial component of game production pipelines in today’s industry, learn and understand how to take advantage of the raw power of ZBrush to import models from Softimage and sculpt them to create high resolution objects that can be used to create stellar graphics for your Unity productions. Data asset exchange, the process of moving and piping data from one software environment to another, is also covered, showing you how to successfully get your models across all of these powerful pieces of software easily, efficiently, and painlessly. Addressing the need and demand for professional Unity3D training, “Next-Gen Game Development with Unity3D Volume II: Softimage and ZBrush Production Pipeline ™” teaches the techniques needed to truly take advantage of the power of the Unity3D engine and bring your games to life- in AAA next-gen quality. i3DTutorials will be releasing versions of this training product for 3dsMax and Maya very soon. For more details, please - Click Here

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Wednesday, March 09, 2011

Visual FX for Games: Real-Time Effects

+ This week, The Gnomon Workshop releases Visual FX for Games: Real-Time Effects using Unreal Engine 3 by Ubisoft senior effects artist, Maxime Deleris. Max unveils an arsenal of amazing techniques for achieving believable real-time effects in the UDK. Using a combination of tools, such as 3ds Max, After Effects, Photoshop, and FumeFX, he assembles effects such as fire and smoke, explosions with debris, bullet hits and muzzle flashes, along with atmospheric effects.
Max relies on his extensive experience to clearly and concisely walk you through the process of generating your very own effects in Unreal 3. In this DVD, Maxime breaks down every visual effect, from texture to behavior and integration into an alpha stage game level, using the UDK Unreal Engine 3. He shows how to use Adobe Photoshop®, AfterEffects®, FumeFX and 3ds Max to create textures, and demonstrates essential methods for efficiency and optimization of visual effects to be used in a video game. Watch as Maxime deconstructs numerous realistic effects such as smoke, fire, explosions, muzzle flashes, bullet impacts, and more.
>> more information

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meshmixer 03

+ meshmixer is an experimental 3D modeling tool developed by Ryan Schmidt, who is also responsible for ShapeShop. Primarily meshmixer is a tool that makes it dead easy to drag-and-drop parts of 3D meshes. So it is very easy to combine 3D meshes in interesting ways. The goal of meshmixer is to make it dead easy to compose new 3D models from existing meshes.This is a complete UI rewrite with lots of improvements, including:
- 64-bit and (beta) OSX versions
- full Undo/Redo support
- new Deform tool for push/pull surface editing
- new Smooth Brush tool for local mesh smoothing
- Selection tool now defaults to a Brush Mode
- Drop Part 3D widgets that are easier to use
- Better large model support (can work with millions of triangles)
- Publish to Shapeways dialog
- in-app feedback and bug report submission (requires email)
- many performance improvements and bug fixes


Tuesday, March 08, 2011

Free finalRender Trial from cebas Available

+ cebas Visual Technology Inc. is making the latest version of its industry leading 3D rendering software, finalRender 3.5 SE, available in a free, unlimited-use trial version for immediate download from the company website. The trial version of finalRender SE for 3ds Max (2009 - 2011, both 32- and 64-bit) is fully featured and includes all modules of its highest end version, as well as the industry leading non-photo-realistic rendering system, finalToon 3.5. thinkingParticles 4 is also available as a trial. Except for the watermarked render output, all aspects of the trial version are identical to the full license, including its complete feature set, as well as the software's blazing rendering speed. The trial version runs without time limitation. Watermarked renderings are unsuitable for commercial use, but once a customer has purchased a full license, saved files created in the trial version can be re-rendered to create clean output, so no work is lost. All interested users need to first register on the cebas website, after which they can download and activate the software using a special trial version code.
>> Download Trial


Di-O-Matic releases Next-Generation 3D Facial Animation solution

+ Di-O-Matic Inc, a leading developer of 3D character animation software and plug-in for the entertainment industry today released Maskarad, a new ground-breaking automatic markerless facial performance motion capture software. With Maskarad, 3D artists now only need a video file featuring an actor's performance to get started creating lifelike facial animations. Using advanced computer recognition, Maskarad automatically locates and tracks facial expressions all the while using phonetic recognition to create accurate lip motion. Maskarad is a markerless motion capture technology that literally puts motion capture on the animator's desktop. You can shoot a video right at your workplace using a webcam or inexpensive digital camera and have it converted to 3D facial animation data in minutes.No messy or cumbersome face marker setups and no expensive dedicated hardware is required. Maskarad quickly outputs facial animation data ready to be used in your favorite 3D applications. Before Maskarad, realistic 3D facial animation was limited to only a few high-end projects. This was due to the expensive motion capture hardware and laborious post-processing involved either directly or through outsourcing. Maskarad will provide an amazing first pass of animation done in minutes without any complicated setups .
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