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maya剃须理发插件 - Joe Alter Shave & A Haircut 7.0v15 - Maya 2013 x64 Win

[软件插件] maya剃须理发插件 - Joe Alter Shave & A Haircut 7.0v15 - Maya 2013 x64 Win

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maya剃须理发插件 - Joe Alter Shave & A Haircut 7.0v15 - Maya 2013 x64 Win
maya剃须理发插件 - Joe Alter Shave & A Haircut 7.0v15 - Maya 2013 x64 Win.jpg
贴图 TEXTURE
几乎所有的剃须的参数纹理贴图,(包括动力学性质)。这可能是非常有用的,用于增加写实。
他们还响应坚实的纹理。
在这个视频是一个概览各种剃须参数设置。
有没有着色器创建或附加的网络,只需拨打的params,并指定纹理就像任何其他的玛雅表面。
Most all of Shave's parameters respond to texture maps, (including dynamics properties). This can be very useful for increasing realism.
They also respond to solid textures.
Included in this video is also an overview of various Shave parameter settings.
There are no shader networks to create or attach, just dial the params and assign texture like any other Maya surface.

精梳 COMBING
除了纹理,剃须和理发控制头发有几种类型的指南。你长头发的那一刻起,你就可以开始工作。没有做之前,你就可以开始获得视觉效果的设置。
包括在插件内的玛雅视口和AE是一个互动的梳理工具套件
您还可以保存玛雅预设(我们为你渲染预览),甚至发型,并将其应用到新的对象,无论拓扑结构或水下机器人。
In addition to texturing, Shave and a Haircut controls hair with several types of guides. From the moment you grow hair, you're ready to start working. There is no setup to do before you can start getting visual results.
Included in the plugin is an interactive combing suite of tools inside the Maya viewports and AE's
You can also save off Maya presets (we render a preview for you), and even hairstyles and apply them to new objects, regardless of topology or UVs.

渲染 RENDERING
除了支持各种喜欢的Renderman,Vray的,了mentalray和阿诺德,都发原语的呈现,我们也支持Maya渲染,它具有无毛基元。要做到这一点,我们已经写我们自己的先进的多线程渲染,我们整合了自动与你的Maya场景的自己的缓冲区。
我们也做一些很酷的东西呈现它可以让你用更少的内存使数以百万计的头发与体素。
我们的着色器,着色器的呈现,是一个简化版本的Marschner纸原发性和继发亮点,但更容易的设置(不折射率)。对于GI渲染,所有的光模式都支持。
In addition to supporting various renders like Vray, Renderman, Mentalray and Arnold, which all have hair primitives, we also support the Maya render, which has no hair primitives. To do this we've written our own advanced multi-threaded render which we integrate with your maya scene's own buffers automatically.
We also do some pretty cool stuff with voxels for the other renders which lets you render millions and millions of hairs with far less memory.
Our shader, the same shader for all of the renders, is a simplified version of Marschner paper with primary and secondary highlights, but easier to set up (no refraction index). For GI renders, all light modes are supported.

动力学绑定
RIGGING/DYNAMICST
这里是很少钻机剃须。表面生长的毛发只要按照动态的表面,你甚至可以预览动态打开实时模式和摇晃它,而你调整参数。
Maya的动态力量影响直接刮胡子指南,只需重新运行缓存。
我们也有几种不同类型的动画的限制,你可以申请到链上的任一顶点。
here is very little to rig with Shave. Surface grown hairs just follow the surface dynamically, you can even preview the dynamics by turning on live mode and shaking it around while you adjust parameters.
Maya's dynamic forces affect shave guides directly, just re-run the cache.
We also have several different kinds of animation constraints that you can apply to any vertex on the chains.

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这么好的东西怎么用啊

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