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Wednesday, April 30, 2008

Texture Maker Enterprise 3.0.3






















Texture Maker Enterprise 3.0.3 | 13 MB
I've included the free Photoshop plugin to integrate this with PS, (I didn't think we needed to swamp the website with a bunch of downloads for it).

Description: Texture Maker is a seamless texture generator and designer. The application contains everything needed to create seamless textures for use in 3D rendering packages, game development, web graphics, image and video editing.

It can create procedural and hand painted textures from scratch, remove visible seams from existing images, crop textures from photos by applying a perspective correction, render seamless tiles from structure sample patches and combine existing textures and height maps with realistic illumination.
Also animated textures are no problem with Texture Maker. The program is even capable of generating seamless animation loops.

Texture Maker can be extended with plugins and automates complex operations with its scripting abilities. Nearly all functions take advantage of multiple CPUs in the system.

Feature Summary:
All functions are optimized for seamless textures
More than 130 different generators, filters and deformation tools
Nearly 700 presets for quick results
Standard tools for color correction, rescaling, adding borders etc.
Can render animated textures with seamless loops
Automatic mip-mapping for zoomed-out textures
Multi-Texture Mixer
Shader for realistic illumination
Textractor tool to extract textures from photos with perspective correction
ISampler tool to create large, homogeneous, seamless textures from sample patches
Kaleidoscope tool to render symmetrical tiles
Genetic Texture Generator for quick abstract tiles
Convert grayscale textures to RGB normal maps
Landscape renderer which produces environment maps
Particle System for animated textures like weapon effects and fluids
Realtime texture preview on standard primitives and pre-rendered models
Fully scriptable and batch rendering
Programmable hotkeys for optimal workflow
Extensive help system
Plug-Ins
Support for multiprocessor systems (SMP) and hyperthreading

For more info: Product homepage


Saturday, April 26, 2008

Evermotion Vray Video Tutorials





















Evermotion Vray Video Tutorials
Over 50 videos tutorials

For more info: Product homepage


Tuesday, April 22, 2008

aggressive_male_sit_argue






















aggressive_male_sit_argue .BIP file .


.BIP file format so you have to do is load this file and play back the animation with your Biped character in 3dsmax.
How to load .bip file .


download from ziddu

enjoy !


conversational_male_sit_talk



















conversational_male_sit_talk .BIP file .


.BIP file format so you have to do is load this file and play back the animation with your Biped character in 3dsmax.
How to load .bip file .


download from ziddu

enjoy!


How to load .bip file.










































































Wednesday, April 9, 2008

Autodesk 3ds Max 2009 (32 and 64bit)






















Get Precise Visual Feedback and Professional Renders
Reveal rendering streamlines and accelerates iterative workflows by providing precise control over what is rendered in the viewport of Framebuffer. Access to ProMaterials library for mental ray also provides materials for creating real-world design and building surfaces.

Streamline Your Character and Mapping Workflows
With 3ds Max 2009, Biped now offers animators a more efficient workflow for rigging quadrupeds, together with other features that facilitates the character animation process. The release also delivers ne UV editing features including a UV spline mapping tool, and enhanced Pelt and Relax toolset that streamline the UVW unwrap workflow.









Lumonix Shader FX v2.07 for 3ds max 2009





Shader FX is a full-featured real-time shader editor for 3ds Max. It allows artists with no previous programming experience to build complex HLSL FX shaders for use in Max's viewport and in external game engines. Built right into 3ds Max, it offers a gradual learning curve to .fx shaders for artists who are used to the 3ds Max material editor.
ShaderFX's powerful schematic interface lets you quickly assemble shaders that support complex effects such as parallax mapping, fresnel fall-off, and cube map reflection, all by simply connecting nodes together. Your shader progress is displayed and updated in 3ds Max's viewport as you build the shader so you can always see your results in real-time.


For more info: Product homepage


Tuesday, April 8, 2008

Maxwell Render 1.6.1 Final




















Maxwell Render 1.6.1 Final

Maxwell Render™ is a physically correct, unbiased rendering engine. By calculating complex mathematics, Maxwell Render is capable of simulating light exactly as in the real world. Unbiased means Maxwell Render™ does not use tricks to imitate real world behavior like other renderers – everything is reproduced as it is through governing physical equations..... Maxwell Render™ connects via plugins to the major 3D design and CAD applications like 3ds Max™, Viz™, Maya™, LightWave™, Rhinoceros™, SolidWorks™, Archicad™, CINEMA 4D™, form·Z™, and SketchUp™.

Maxwell Displacement
Displacement is a powerful texture-driven tool that can help users to create real geometric detail on objects on-the-fly while rendering. As opposed to many other displacement solutions currently available in the industry, Maxwell Render offers you its very own, unique displacement technology which is capable of simulating any detail without extra memory consumption.
Many of the other displacement methods presently offered, pre-tesselate the given geometry and displace the vertices of this new cluster, which wastes a lot of memory resources before and during the render. Maxwell Displacement does not use triangle tesselation methods and does not prepare subdivided/tesselated geometry before rendering. Even when rendering, this technology has nothing to do with additionally created triangles.
Maxwell’s powerful infinite surfacing technology is capable of rendering very fine displacements even beyond texture resolution. With its seamless precision control, users can easily customize surface accuracy/ability and optimize the performance depending on your needs. In addition, Maxwell Displacement has very few parameters and is very comfortable to control.

Instances
Support for Instances means that you can have thousands of high polygon objects in your scene and Maxwell Render will render them using the same amount of memory as if you only had one of those objects in the scene. Instances are extremely useful to reproduce objects such as plants, bricks, stones and furniture.
Matrix 50x50x50
125,000 objects
370,000 polygons per object
Over 46 billion polygons total
MXCL memory used: 230 MB
Pre-voxelization time: 28 seconds
Machine: P4 2.8HT with 1GB RAM

Voxelization multithreading
This can potentially offer great time savings for those with multi-core systems, especially when enabling motion blur. Memory usage during voxelization has also been optimized, which will be most noticeable on 64-bit systems and to a lesser extent on 32-bit systems.

Network improvements
Users now have the option to set a global sampling level (SL) for cooperative renderings so they no longer need to set the SL of each node separately. It’s now also possible to set more than one manager and users can specify managers also by machine name, not just IP.

Sun in Sky dome
It is now possible to use the sunlight from the physical sky together with the Maxwell Render sky dome.

Free Dosch Design HDRIs
Motion blur
Alpha channel


Friday, April 4, 2008

Craft Director Tools v8.1.7 For 3ds Max And Maya
















Craft Director Tools v8.1.7 For 3ds Max And MayaA quantum leap is made with Craft Director Tools' innovative Record function, which works much like a video camera does in real life it records frame after frame in real time. During recording, Craft Director Tools' own physics engine and mocap system simulate object and camera motion - dictated in precise detail by user input. The result is that each individual frame is turned into a keyframe. Object motion is precise, realistic and instant.
Animators who use Craft Director Tools produce 4-5 minutes of high quality animation per work day - this includes both object and camera animation. Previously the best rate of production has been around 2 seconds per work day. That's the difference that Craft Director Tools makes!

It is now the new version of the Bundle of plugins - 8.1.7. Redisigned some tools, such as Crawler Ext, ExtraWheel and added new Craft Spline Speed-Controller. Craft Spline Speed-Controller gives you an escape from working in percentages. Normally when you change the path or length of a spline the whole spline changes proportionately. With Craft Spline Speed-Controller you you have the definitive solution for automated trafic.
The carriage of Spline Speed-Controller can be used to guide Craft 4-Wheeler Extended through your streets. One car leads another and before long you have trafic. The waypoints of Craft Spline Speed-Controller can be used like trafic lights. One direction of trafic will stop while the other drives. Craft Spline Speed-Controller changes that.


For more information :www.craftanimations.com



Wednesday, April 2, 2008

pyrocluster® 3.5





















pyrocluster

pyrocluster closes the gap between soft hazy 3D environment effects and puffy dense pyroclastic volcano clouds! A long awaited 3D artist's dream comes true! 3D smoke and cloud effects in all variations just right under your finger tips.

pyrocluster offers state of the art volume acceleration rendering technologies, and it is by far one of the fastest and most flexible 3D smoke/cloud generators for 3ds max 6 through 2008. To guarantee a flawless integration into 3ds max, many new workflow and design concepts have been introduced. pyrocluster is now much more user friendly and offers even better control over volumetric effects like any other tool for 3ds max.


Dense Voxel based 3D-Surfaces?
The Mars landscape shown below was rendered with pyrocluster, none of the stones and rocks are real geometry. By adjusting only a few parameters a soft vapor effect can be turned into rock solid stones or other landscape like formations.
Enjoy true 3 dimensional volumetric displacement with proper and flexible self-shadowing with a minimal amount of render time.
















What about the real dense Pyroclastic volcano clouds?
pyrocluster effects can be rendered in many different ways to represent all kinds of natural phenomena, including realistic dense clouds with super crisp self-shadowing.
But there is more! pyrocluster can not only be used to create smoke or haze it is also perfect for fiery or solid liquid effects. Turbulent water falls or snow avalanches are all possible with one single product.
pyrocluster features an all new Volume Tracer engine that fully supports all standard 3ds max lighting effects. Advanced optimization features of the pyrocluster VolumeTracer engine offer many ways to improve render speed and quality. For example, pyrocluster is yet the only plug-in that offers two shadow map creation methods for one single light source! One light source may affect self shadows in the volume differently than the shadow that is thrown onto other objects by the cloud or volume effect! Flexibility and power of control is the new credo of pyrocluster.

Where does the name pyrocluster come from?
pyrocluster is a name that was taken from a natural phenomenon called Pyroclastic Cloud. Pyroclastic clouds are often caused by an erupting volcano. It's a mixture of "super heated" gas and small dust particles. The Pyroclastic Cloud phenomenon is so powerful that it is more dangerous than the actual eruption or explosion of a volcano. Even fresh hot lava currents running down a volcano do not compare with a super heated 100 mph fast gas and particle cloud. It's a real KILLER! There is no chance for escape while it burns and covers everything in seconds. If you are interested in the nature of volcanoes you might want to try out any web search engine to get more in depth details.



For more info:Product homepage


Tuesday, April 1, 2008

ThinkingParticles™ 3.0




ThinkingParticles™ 3.0 is the ultimate rule based particle system for 3ds max, offering unparalleled power to the user. ThinkingParticles™ 3.0 is a completely new class of rule-based particle systems for 3ds Max. When this type of particle system is compared to an event-based particle system, (which works on triggers and time dependent events) you'll find many unique advantages within TP3's rule-based logic, which is free from normal time-based constraints and instead applies simple behaviors. These behaviors govern all aspects of a particle’s motion, life, death, and collisions in a true non-linear fashion. We hope you find that by using ThinkingParticles 3, you can create all the incredible effects you were hoping for, but have been limited previously by existing technologies.

The real power of ThinkingParticles™ comes from its unlimited combination of conditions and operators to define the behavior of each single particle in a particle system. Like C++ opens up an unlimited world for a software developer, ThinkingParticles™ offers the same unlimited power to the 3ds max artist.
What's the real deal with ThinkingParticles 3.0?
ThinkingParticles offers its particle system functionality through a kind of programming approach. However, unlike programming, you won't have to write a single line of code! A powerful visual "Wire Setup Interface" enables any 3ds Max artist to define the rules and conditions that control the particle behavior. Because it is a "program" that controls the particles and the behavior, you will find that there is no limit to what you can do! Nearly every particle effect can be created or controlled through a set of operators and conditions.

















Rule-based Versus Event-driven Particle Systems
Where does ThinkingParticles stand? The difference between event-driven particles and rule-based particles can be summed up quite simply. An event-driven particle system usually works based on "triggers" or events that must happen to activate an effect. This implies some kind of key frame related effects while ThinkingParticles is totally independent of any timing and key framing! ThinkingParticles offers true Non Linear Animation technology. Rules and conditions control the particle effects and not timers or events that happen at certain key frames in an animation. A particle system created with ThinkingParticles will always work regardless of the timing or number of frames that may change in an animation.

Here's an example why ThinkingParticles is superior to other particle solutions. Imagine that you have to create a 3d space scene and you need to animate a space ship flying through an asteroid field. This field is full of everything from the most enormous rocks to the most intricate pieces of debris, all of it hovering around. Now imagine that your boss says, "The spaceship should avoid the big rocks but the smaller ones are allowed to collide and bounce off the hull of the spaceship." This would be an animator's nightmare. An event-driven particle system would fail to handle this kind of task because you would need to define a path through the asteroid field and then look for the exact key frames where things should happen. But what happens when you need to change the path of the ship or the amount of rocks or the balance between the big and small rocks?

ThinkingParticles makes it easy to solve such a situation with ease. Two rules will solve the rock collision and avoid problems. Conceptually, the rules would look something like this:

If SPACE SHIP GETS NEAR (VALUE) A ROCK

CHECK IF

BIG (VALUE) ROCK THEN AVOID IT (move around)
SMALL (VALUE) ROCK IGNORE AND DO COLLISION

END

Of course, the above is not the real code fragment. In ThinkingParticles, you do not need to type any code at all. This is only the logic flow diagram of the ThinkingParticles operators and conditions. As you can see, there is no TIME related variable in it so this will always work. Regardless of any path or amount of frames. Whenever the space ship gets near a rock the rules control its behavior.



For more info: Product homepage