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[图形图像]C4D阿诺德渲染器插件 Solid Angle Cinema 4D To Arnold (C4DtoA)v 3.3.9 for Cinema 4D R21/s22/s24 W [复制链接]

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只看楼主 倒序阅读 使用道具 楼主  发表于: 2019-12-11 10:52:29
The software developer Solid Angle announced the launch of Arnold (C4DtoA) 3.3.10 for Cinema4D. This update uses Arnold 6.2.1.1 and is a minor feature release which adds UDIM support to texture baking and bug fixes to the the Asset Browser, X-Particles trails and Explosia Fx volume renders.

3.3.10 release note - Date: 12.10.2021

Enhancements
- UDIM support in texture baking: Bake Texture utility has new options to output all or selected UDIM tiles. (c4dtoa#2539)


- Remove unused light groups: Unused empty light groups are now automatically removed when changing the light group name on an Arnold Sky or Arnold Light object. A new button is added to the Light Manager which removes all unused light groups. (c4dtoa#2561)
Bug Fixes
- c4dtoa#2560 Bounds mismatch error in Explosia FX render
- c4dtoa#2563 Crash when rendering X-Particles trails using thickness multiplier
- c4dtoa#2564 Crash when setting Alembic path from a python tag
- c4dtoa#2565 Relative texture path is broken when moving material to the Asset Browser


兼容的Cinema 4D版本
Cinema 4D R21.026及以上
Cinema 4D S22.016及以上
Cinema 4D R23.008及以上
Cinema 4D S24.035及以上

X-粒子


xpTrail和Explosia FX支持至少需要X-Particles 4.0 build 895
增强功能
对Cinema 4D S24的支持:现在可以使用Cinema 4D S24.035的内部版本。(c4dtoa#2347)
Bug修复
[c4dtoa#2353]扫描对象上的X粒子顶点贴图未渲染
[c4dtoa#2361]骨折实例无法正确渲染



Enhancements

Imagers: We're introducing a brand new framework to apply post-processing effects such as color correction, vignetting, or tone mapping. A new type of post-processing nodes called imagers operate on pixels before the output driver. Imagers can be chained. The initial set of imagers consists of:

. imager_exposure
. imager_color_correct
. imager_lens_effects
. imager_white_balance
. imager_tonemap

Imagers can be added as Post Effects (called Arnold Imager) to the Render Settings. Alternatively the list of imagers and attributes can be modified in the IPR Window on the new Imagers side panel.

Imagers work both in batch and interactive contexts. While imager parameters can change interactively during rendering, adding a new imager currently requires the render to be restarted, so it's a good idea to add the ones you will need to adjust at the beginning of an interactive session. We are looking at removing this limitation in a subsequent release. (core#8368, core#9716, core#9723, core#9724, core#9867, core#9868, core#9869, core#9938).

Nested dielectrics: Physically-correct reflection and refraction of rays in scenes with adjacent dielectrics, such as liquids in glass vessels, has been implemented by resolving overlapping, i.e. "nested", dielectrics via a priority system. This allows for more realistic renders of scenes such as glass containers with liquid contents and bubbles, correctly accounting for the change in the index of refraction as rays refract through the transparent media. The new dielectric_priority parameter on the standard_surface shader assigns a priority to the internal dielectric medium of the closed transparent object the shader is assigned to. These priorities specify that in an area of overlap of two transparent objects, only the highest priority dielectric medium exists (see the schematic glass of water below). The priority is simply a signed integer (default 0), which can be increased or decreased as needed to define the dielectric medium in the overlap areas. If priorities are made equal, then media are effectively blended in the overlap. The effect can be disabled globally with options.dielectric_priorities (Nested Dielectrics in the Advanced tab of the render settings) in case you need to revert to the legacy mode, which does not correctly compute the refractions. (core#6023)


Improved progressive and adaptive sampling: Better sampling now results in much faster noise convergence, especially with adaptive sampling enabled. (core#9941)

Improved performance on Windows: Arnold now runs on average 7-8% faster overall on Windows. (core#5481, core#9876, core#9975)
Improved IPR interactivity: IPR interactivity on both CPU and GPU, especially when moving the camera in a scene with many nodes (thousands to millions of meshes, ginstances, lights, shaders, etc.), is improved. For instance, a scene with 24,433 ginstances and simple shading went from 8 fps to 14 fps on the CPU and about 3 fps to 20 fps on the GPU. (core#8662, core#9918, core#10027, core#10029)
Improved performance in Toon on Windows: The contour_filter used for toon rendering should now be faster and scale better especially on Windows, with up to 3x speedups on AMD Threadripper 2 and up to 4x speedups on AMD Threadripper 3 CPUs. (core#7844)
Toon AOV prefix : The toon shader has a new optional aov_prefix that will be prepended to the toon AOVs' names. For instance, if aov_prefix is "toon_", the toon diffuse AOV will be written out to "toon_diffuse". This can be used when you need to access both the toon AOVs and the core's LPE AOVs. (core#9823)
Improved soft creases in adaptive subdivision: Normals for soft creases follow the geometry closer for low iterations. (core#9971)

AA seed now included in EXR metadata: The AA seed of a render is now also included in EXR metadata. (core#9895)
Improved support for MaterialX: Material nodes are now supported, shader nodes and node graph outputs can be connected to material node inputs. Node definitions implemented as node graphs can contain both Arnold native shaders and MaterialX standard library shaders. This is useful to build reusable and portable material groups and definitions, for example by using standard_surface with MaterialX patterns. The environment variable ARNOLD_MATERIALX_NODE_DEFINITIONS can now point to directories and load multiple node definitions (see here) (core#9204, core#9618, core#9926)
Render selected objects: New options added to the Advanced section of the Arnold Render Settings which allows you to re-render only specific objects in the scene . This can be useful for instance to make some quick final adjustments where re-rendering the whole scene is not necessary. Note, that the final composited result may not be physically correct, since surrounding objects affected by the look change won't be updated. The feature currently works only when rendering to the Picture Viewer using the native Save option. (c4dtoa#1603)

Improved procedural override selection: Procedural override selection inputs now have a popup button to easily search for and select a path from the available nodes inside the procedural. (c4dtoa#1712)
Improved Tx Manager startup time: The Tx Manager dialog opens now faster when there are lot of textures in the scene and displays a status message that the texture are being processed. (c4dtoa#1705)
Auto adjust color space combo size in the IPR window: Size of the color space combo box on the IPR window toolbar is now reduced to the size of the selected item, instead of the size of the longest item in the list. (c4dtoa#1711)
Auto start setting in the IPR window: Added Render > Auto start when window opens to the IPR window menu to control auto start behavior. (c4dtoa#1701)

GPU Enhancements

Improved on-demand loading of textures: The GPU renderer can now partially load textures which results in important GPU memory savings when using tiled and mipmapped textures, such as from .tx textures. In a typical scene, the amount of memory needed for textures could be reduced to be up to 5x smaller. A recent driver is needed for this feature (core#9984).

Initial support for light linking: Initial support has been added for light linking. Currently, there is a limitation that light linking is not supported on volumes. (core#9890)
Support light AOV groups: Adding light AOV groups in LPEs is now supported on the GPU. (core#9882)
Improved OSL JIT compilation performance: OSL JIT compilation performance has been improved, meaning faster time to first pixel and improved interactivity when using OSL shaders. The improvement averaged 6.3x faster during testing. (core#10004)
Improved support for min pixel width and thin-walled sampling: We have improved compatibility with the CPU renderer for min pixel width on the GPU and thin-walled sampling on zero roughness surfaces. (core#9291)
Partial GPU IPR output: Like on the CPU, when the FPS goes below a certain threshold (5fps by default), instead of not displaying anything, the GPU will at least display the pixels that have finished rendering. Since GPU currently renders pixels in a top to bottom ordering, this will result in the top part of the image being updated while the lower part becomes stale. (core#10027)
OptiX cache location change: The Optix cache directory used to be of the form: arnold-<ARNOLD_VERSION>_driver-<DRIVER_VERSION>. Now it is simply arnold. This means the same cache will be used across driver and Arnold versions. Upgrading to a new version will still likely cause a lengthy JIT/cache pre-population, but it will reduce disk usage as old versions will not stay around-consuming disk space. (core#9239).



The Arnoldrenderer product team is pleased to announce the availability of Arnold (C4DtoA) 3.0.2 for Cinema4D. This version uses the Arnold 6.0.2.0 core, and it includes the Arnold GPU.

FEATURES

New USD procedural: A new procedural is added to load USD files available via the Arnold Procedural object.
New value shader: A value shader is added to the network editor which can output int, float, vector, color or string constant based on the selected data type. (#1542)
New string replace operator: The new string_replace operator matches and replaces parts of string parameters, optionally depending on the OS Arnold is running on. (#1523)
Cubic inverse camera radial distortion: A new cubic_inverse lens radial distortion compatible with the 3ds Max physical camera has been added. The classic cubic distortion is still the default. (#1523)
Lens tilt controls: Lens Tilt Angle has been added to the perspective camera to control lens tilt angles with respect to the projection plane. The vertical and horizontal angles are specified in degrees. This is useful in architectural renderings to compensate for perspective transformation for vertical lines. (#1523)
Lens shift controls: Lens Shift has been added to the perspective camera to shift the lens position. This is useful to recenter the subject after using tilt. The shift is given in normalized screen coordinates: +1 will move the frame center to the right or bottom edge. Note that lens shift will affect the render in a different way than Film Offset, notably with distortions or vignetting since one is a lens effect and the other just selects the part of the rendered image that will be output. (#1523)

ENHANCEMENTS
- Added animation controls to the image shader: Similar to the native Bitmap shader, the image shader now has an Animation tab to control timing. (#1536)
- Added particle radius variation: Random variation of particle radius can be controlled with new parameters under Radius Multiplier in the Arnold tag, Mesh particles tag or TP group. (#1538)
- Load textures from a folder in the shader network editor: New shortcut Alt+W~L is added to select multiple textures to be added as image shaders in the network editor. The command is also available under the Texture menu. (#1531)
- Add <resolution> token to text overlay: <resolution> can now be used as a token in text overlays (e.g. 1280 x 720). (#1515)
- Set proper minimum, maximum and step of vector type parameters: Vector type parameters (e.g. offset and scale in uv_transform) have the correct minimum, maximum and step (e.g. 0.01) set. (#1546)

FIXES
#1565 Auto tx turns relative paths to absolute when exporting to ASS
#1506 Hair growth along spline does not render
#1558 Reading AOVs of Arnold Denoiser EXR input is broken
#1252 Littering default.profraw files on Mac
#1556 <samples> text overlay token is different on CPU and GPU
功能介绍
主要功能:
GPU不再处于beta中:由于GPU现在支持大多数CPU功能,并且修复了许多稳定性,并且CPU和GPU结果之间有很好的匹配,因此我们大胆地删除了beta标签!有关支持的功能和改进,请查看核心发行说明。
新的  单用户  许可模式:现在,用户可以使用其Autodesk ID登录以进行授权,购买订阅等。单用户许可模式需要安装  Autodesk Licensing Service  和  Single Sign-On  组件,可以从以下位置安装 必要时使用  Arnold许可证管理器工具。
Arnold许可证管理器:新的Arnold许可证管理器工具允许通过图形用户界面轻松配置Arnold许可证。用户可以选择和更改许可证类型(如单用户,网络或RLM),在他们的Autodesk帐户登录,指定网络许可等,您仍然可以通过配置环境变量的许可,如许可服务器地址  ARNOLD_LICENSE_ORDER,  solidangle_LICENSE,  ADSKFLEX_LICENSE_FILE,在在这种情况下,它们将覆盖Arnold License Manager配置文件中的设置。
材料出口和原料进口:材料可以通过出口到ASS文件和文件MaterialX(.mtlx)  C4DtoA>工具>材料>导出...  菜单项或通过  Alt键+ W 〜 X  在材质管理器快捷方式。材料可以通过进口  C4DtoA>工具>材料>导入...  菜单项或  Alt键+ W 〜我  的快捷方式。材质的选定着色器也可以从网络编辑器中导出。
增强功能
在网络编辑对齐节点:新  编辑>对齐  节点菜单项和  Alt + W组合〜大号  快捷方式被添加到网络中的编辑器对准图形节点的布局。
未找到许可证或许可证将过期时通知:当未找到 Arnold许可证或许可证过期两周时,现在在渲染设置中显示一条消息。
新的许可菜单:将许可菜单移至  C4DtoA>许可  菜单项,以打开新的  Arnold许可管理器,帮助和购买页面。
新的  aov_write_vector  着色器:可以将向量值写入  向量 类型的AOV中,例如用于记录位置值。当使用RGB  类型的AOV 时,这些将以前被钳位  。
将详细信息  和  项目  选项卡添加  到Arnold Sky:将 滤光器,用户选项和灯光链接设置移至这些新选项卡,以与其他灯光保持一致。
刷新缓存  菜单移至  实用程序下
关于激活

Win系统:安装插件,打开替换文件夹,拷贝ai.dll和arnold.lic到安装目录中\MAXON\CINEMA 4D R20\Plugins\C4DtoA\arnold\bin
Mac系统:安装插件,复制solidangle.lic和libai.dylib 文件到应用程序/ Maxon / CINEMA 4D R20 / arnold / bin

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只看该作者 沙发  发表于: 2020-01-28 08:34:19
Solid Angle Cinema4D To Arnold v3.0.1.1 For Cinema4D R19/R20/R21 (Win/Mac) | 1.52 GB (Total)
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只看该作者 板凳  发表于: 2020-02-15 12:15:46
C4D阿诺德渲染器插件 Solid Angle Cinema 4D To Arnold (C4DtoA)v3.0.2 for Cinema 4D R19/R20/R21 Win/Mac 破解版
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只看该作者 地板  发表于: 2020-03-12 13:01:24
Solid Angle Cinema 4D To Arnold (C4DtoA)v3.0.2.1
百度一下“闪电软件园”,惊喜等着您哦!
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只看该作者 地下室  发表于: 2021-06-04 08:30:50
最新版本,支持一下
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