Plugins

 

GeoControl 2.1 Build 53 Win/Mac


The revolutionary concept of GeoControl2 opens up totally new dimensions of creating virtual landscapes.
The unique combination of more artistic tools and semi-scientific algorithms makes it possible to create realistic, breathtaking landsapes, based on conceptual layouts or on fantasie.
The creative tool “isolines” is completly selfdeveloped and offers the first time the opportunity, to creatively control the form of the landscape.
The interventions are none destructive, layerbased and you can allways, also afterwards, readjust, switch off or change an isoline or layer.

The artistic “shape” filters give the landscapes a typical structure, like round hills or ridged mountains.
The semi-scientific erosion algorithms turn these outlines into fantastic realistic and so believable landscapes.
Beside that flows, rivers or even river networks can be added to the terrain. The algorithm is unique, extrem fast and satisfies even scientific requierements.

But landscapes are not only defined by nature. The human factor also is a very important element. The “vector” tool “simulates” this part of a landscape. You can use it to integrate roads, urban areas or even controled rivers.

Home page : http://www.geocontrol2.com

Windows

http://www.url-dead/file/1070909604/GeoControl_2.1_Build_53_Win.rar

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Mac Os X

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Pulldownit Pro Ver 1.7 for MAYA 2009-2012 32Bit/64Bit

What is Pulldownit?
Pulldownit! is a brand new dynamics solver which allows for the creation of fractures as well as massive rigid bodies simulations.
By using its technology digital artists are able to simulate fast and easily scenes made of thousands of objects and collapse buildings, bridges or any kind of brittle material.

Fast, accurate rigid bodies solver
The rigid body solver inside Pdi! is extremely fast and designed to handle massive scenes, that means thousands of objects in contact. its core is mathematically probed to conserve energy and it computes physically correct friction; all these issues together guarantee stable, accurate simulations, not objects flying away anymore!

Shatter It!, Voronoi-based pre-cutting
Shatter It! is the new pre-cutting tool of Pulldownit, it is Voronoi-based because this scheme has showed to be the best mathematical pattern for brittle fracture. Its technology allows to pre-cut a 3D model in hundred of shards in seconds, in addition the fragments generated plug easily in the Pulldownit solver to perform simulation in a fast and reliable way.

Fracture capabilities
The technology of fracture inside Pdi! is absolutely new and groundbreaking. It allows breaking apart any kind of brittle material like stone, glass or stucco. By using it digital artist are able to simulate the collapse of structures or terrain cracking in minutes. Not the least its easy setup and powerful stress tools allow for control in the creation of cracks and drive the simulation to the desired end.

Animation friendly
Pdi! is integrated in the most popular 3D packages, It catches the geometry from the viewports and computes the final result as animation keys, It allows to reset the simulation and start again as many as needed also tweaking parameters and resume simulation at any frame, in addition animated objects and characters are able to interact with the simulated ones.

Home:– http://www.pulldownit.com/index.php

Download

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This course, taught by Daniel Buck, runs through the basics of V-Ray, from lights, to shaders, to render settings and a few optimization tips. Buck’s professional career has been vehicle related, so the course will focus more on vehicle related things than other things, since that’s his specialty. He will, however, present basic principals so that the knowledge gained applies to other things, not just purely vehicle related issues.

Buck will assume that course participants have at least basic knowledge of Maya, and preferably some knowledge of lighting and shaders in general. No advanced knowledge of any other rendering software is necessary, but for those that do, Buck will go through a few areas where V-Ray differs from other rendering software. He will be using Maya during the term, but operations are very similar between 3dsMax and Maya. It renders identically, and all the options and settings are very similar…the differences are in how you apply properties and find the settings.

The course will focus on the creation and manipulation of lights and shaders, as well as some basic V-Ray settings. It won’t get into to much of the technical nuts and bolts of V-Ray, just giving practical approaches to using the renderer. Ultimately the content will involve setting up a scene where we are creating shaders and lighting for a vehicle. Global illumination will not be covered very much in this lesson, as the main focus will be lights and shaders, as well as touching on basic render settings.

 

Class 1: Intro to Vray. I’ll give a bit of information on Vray, go through the basic Vray settings, and we’ll get ourselves familiar with how Vray is setup. 

Class 2: Working with lights. We’ll look at the basic vray lights, their main settings, and where they function best.? Sphere light, rectangle light, and dome light. 

Class 3: A closer look at lights in Vray, how to use HDR files and flat texture files into dome and rectangle lights, a quick look at IES lights and the sun & sky system in Vray. Lastly, a look at the cutoff threshold of the lights, as a way to optimize the calculation of the lights. 

Class 4: Basic VRay Shader overview, looking at the VRayMtl. Spending most of the time on reflection/refraction (as this is a big part of the VRayMtl), and how VRay handles specular highlights and various aspects of reflections/refractions. Also a quick look at how to control reflections by using maps to break up reflection strength and glossiness. 

Class 5: A look at the VRayBlendMtl, and a few ways of blending shaders together to create more complex shaders, we’ll look at creating a car paint shader, as well as blending to create a few other types of looks, and then finally a bit of optimizing on the shaders reflection tracing, and how far it can actually be taken. 

Class 6: Additional vray shaders. We’ll look at some of the other vray shaders and textures, such as the the vray dirt, light Mtl, and the fastSSS2 shader. 

Class 7: Looking at utilities in VRay, including object properties, subdivision, displacement, as well as multi-matte and extra tex render elements. Ways to provide mattes and utility textures for compositing. 

Class 8: Shaders for vehicle project. For this lesson, we’ll start creating some of the main shaders for our vehicle project.? We’ll look at rubbers, plastics, glass, chrome, and car paint. 

Class 9: General car/model geometry setup for rendering, things to avoid and how to fix them. Making sure glass objects have proper geometry thickness, and making sure normals are facing the correct direction. Quickly touching on using imbedded matte channels through refractions. 

Class 10: Final vehicle project lighting and shaders setup. Here we’ll be doing final tweaks to our lighting and shaders for a better look, as well as running through a few ways to optimize the render settings, lights, and shaders. 



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Thanks to Seedy & Bgood for donating and PDK for buying.
CGP facepwning the ‘competition’ yet again

Bugs fixed:

? Problem with the solid sources when the temperature channel is not active
? Crash when a body exits from an adaptive grid
? The fluid can pass through a thin object
? When Phoenix FD is installed the CAT can’t add fingers
? The vorticity does not affect certain areas in the simulation, especially the leading front of the flow.
? The GPU preview continues to update even when the window is invisible (performance bug).
? Crash when displacement is used in solid mode and the surface crosses the upper boundary
? Phoenix texture does not sample UVW and velocity channels if the node is not rendered
? The rendering hangs when the cell size is too small



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Thanks to Sherlock_Holmes55 for cracking this!


The Archviz Training DVD

Learn how to properly use vray and start creating professional vizualizations.
This DVD with over 4,5 hours of narrated tutorials will teach you how to do it.
DVD contains two complete architectural scenes (for 3d studio max) with all the materials,
cameras and light setup, as well as many After effects and Photoshop project files

Minimum system specification :
64 bit windows operating system with 4 GB ram and dual-core processor.

This dvd is recommended for beginners and intermediate 3dsmax users.

http://www.evermotion.org/modelshop/show_product/the-archviz-training-dvd/6475/0/0/


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MultiScatter is a new product, based on VRayScatter technology its designed to work not only with V-Ray but with Mental Ray too.
New in MultiScatter: multi-core processing support! It uses all available CPU cores and therefore runs much quicker than VRayScatter which can only use one CPU core. And more!
MultiScatter allows VRay and Mentalray to generate huge amount of objects in array.
The support for 64-bit systems allows MultiScatter to create and submit for render, for example, forest or even a city in a blink of an eye.
Quick render time generation of objects with optimized RAM management makes process of scene creation as easy as ABC.

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BOX #2

The latest provocative package of particle awesomeness from The Wizard of OrbaZ is Particle Flow Tools: Box#2 Pro. This easy-to-use new software integrates with the Particle Flow system to let you create sophisticated, realistic physics simulations.

Taking advantage of the powerful PhysX? simulation engine from NVIDIA? (included free, works with and without PhysX-enabled hardware), Box#2 Pro provides operators and tests to replicate real-world effects such as natural and man-made forces, binding particles together and then breaking the bonds, collisions between particles and with other objects, and more. Also included are several new Birth operators that are optimized for physics simulations as well as a preset flow that makes initial setup a snap. To top it all off, Box#2 Pro gives you three new modifiers that allow particles to interact with standard mesh objects in mind-blowing ways.

Box #3

The Wizard of OrbaZ presents Particle Flow Tools: Box#3 Pro: a toolset for creating your own Particle Flow tools. You can build standard operators and tests as well as those that use icons. Box#3 Pro lets you save your results as presets that you can choose from a list, or as standard actions that show up in the Particle View depot. The built-in visual editor, as easy to use as Particle View but far more versatile, lets you combine 27 different suboperators (elements) to customize a data flow to suit your needs perfectly.

Box#3 Pro also includes two new Cache operators for making Particle Flow more efficient and seven customizable presets that show off the incredible power of this new tool (with more on the way). And so you can distribute your custom PFlow operators to the rest of your team, Orbaz provides a free read-only version of Box#3 Pro, plus a demo version for trying out the software before you buy.B

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Autograss is your one-click grass solution

for V-Ray

Select your object, click Autograss, and you’re done. You’ve got photorealistic grass that renders in V-Ray for 3ds Max.

Advanced multi-threaded memory

management

Autograss uses Happy Digital’s advanced memory management system. That means Autograss uses only a fixed amount of RAM no matter how much grass is in the scene, whether it’s a one-acre lawn or an entire golf course. No crashes, no nonsense. And it’s fully multi-threaded, so all your cores are driven to their full potential.

Realistic grass presets

Autograss includes eleven preset grass types covering the most commonly used grasses. You don’t need to model any grass. The scientists at Happy Digital studied radiometrically calibrated photographs to ensure the grass presets have true-to-life shape and color when used with V-Ray’s physical cameras and sun / sky system, from sunrise to sunset. In addition to these presets, Autograss provides you with mapping and variation to produce special effects like worn-out trails and lawnmower paths.

Easy. Fast. Realistic.

Finally you can have it all.

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Vue 9.5 xStream offers professional CG artists a complete toolset for creating and rendering

exceptionally rich and realistic natural environments in 3ds Max, Maya, LightWave, Cinema 4D and

Softimage.

Access all the power of the world’s leading 3D Digital Nature solution directly from within your favorite

application. Create and edit beautifully detailed natural environments using your application’s standard

manipulators.

Render everything together inside 3ds Max, Maya, LightWave, Cinema 4D or Softimage, with full interaction

between Vue and native elements, including 2-way mutual shadow casting, reflection, refraction and GI.


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Special Thanks to Uwe for sending me this


THANKS TO X-FORCE AS USUAL

 

The complete Material Development Kit 1.0 includes Tincture, LightBender, Supernoi, CrackMaker, and RockBreaker.

CrackMaker 

QuadSpinner’s potent natural crack production MetaNodes will fracture the competition when it comes to material creation and HyperTerrain development. Nearly 80 different parameters merge together to define these breakthrough MetaNodes.

CrackMaker’s unique technology is the first of its kind to provide separate command over breaks and cracks. You choose the settings to make the cracks you want and the breaks you want. The middle detailing work is done for you. It’s like having your own assistant execute the details while you remain focused on the big picture. Imagine!

CrackMaker is the result of turning Supernoi inside out – making cracks from within. Think Supernoi re-appropriated for cracks.

Fracturon

? ?Supernoi’s reconfigured intelligence gives Fracturon the ability to create sparse and punctuating cracks.
? ?Unique surface coloration is made with several easy-to-use Color Maps and Noise , powered by an embedded version of Tincture.
? ?Allows meticulous control over cracks and breaks, as well as smooth surface areas.
? ?Provides explicit Crack output for further expansion.

Tecton

? ?This Supernoi-powered engine generates a peeling or flaking effect that opens smooth areas between breaks and fissures – reminiscent of islets that have split away from land.
? ?Encapsulates all the features of Fracturon and more.
? ?Provides explicit Crack and Islet output for further expansion.


RockBreaker

QuadSpinner’s arsenal of superior displacement MetaNodes dominates HyperTerrain creation and general displacement. RockBreaker showcases the pillars of geology with the Earth’s four most prevailing rock formations.

Beyond realistic shapes, we’ve taken great care to incorporate scalability. As in nature, this innovative technology enables like patterns to reproduce in accordance with the object’s features regardless of size. These nodes are so smart that you can do just about anything, and your output will still look real.

RockBreaker also lets you concentrate on your composite vision while the MetaNodes calculate and complete the infinite detail in between. You determine the major shapes; the MetaNodes will perform the rest. Yet throughout you maintain tight control over every core aspect of creation.

Consider the importance of rock. Rock gives us the primary record of most of the geologic history of the Earth. RockBreaker pays homage to that prominence. This technology will infuse your scenes with the Earth?s same magnitude, richness, and beauty.

Trigon

? ?Outputs giant angular shapes made from immense boulders that were heat -fused over eons.
? ?Provides the perfect foundation upon which to build multiple displacement layers. You can even top it off with Supernoi.

Karst

? ?Creates realistic limestone wedges with organic collapses and tilt.
? ?Extreme horizontal displacement generates natural overhangs and crevices.

Antiform

? ?Generates robust vertical sandstone slabs.
? ?Verticality formed when horizontal sheet rock folded with the Earth’s movement over time. This process is simulated using a special version of Supernoi.
? ?Realistic crystalline cracks and breakage hint at the origins of the existing rock shape.

Xenolith

? ?Produces a dramatic banded texture on mixed igneous and sandstone rock. The defining slant mirrors natural weathering and erosion.
? ?Captures the effects of heat and wind -blasted crack fusion, creating a beautifully smooth seam where the cracks meet.

Supernoi

QuadSpinner’s essential Voronoi-multiplication MetaNodes build realistic shapes out of iconic fractals for material, terrain, and HyperTerrain development. Field expeditions reveal that one of the most commonly occurring breakage patterns in nature is similar to Voronoi. We have taken that foundation and expanded it to give you outrageous realism and artistic control.

Supernoi

? ?This classic Displacement MetaNode excels at making cracked terrains and HyperTerrains.
? ?Captures one of the most esthetically pleasing shapes in nature, regardless of the object’s scale – whether a small pebble or a majestic mountain.
? ?Enables you to create massive dramatic mesas by combining Supernoi with Vue’s Strata Filter on Procedural Terrains.

Geonoi

? ?Large scale Supernoi Displacement with GeoSimulation for realistic terrain features, based on nature’s diversity of rock formations style=’color: #1F497D’>.
? ?Moves beyond the simple pattern of classic Supernoi , adding geological randomness.
? ?Comes with separate controls over the Supernoi and GeoSimulation fractals for optimum detail management style=’color: #1F497D’>.

Carbonoi

? ?Emulates real world rock formations with its large scale Supernoi Displacement and huge crystal-based surface simulation.
? ?Compounds Supernoi’s multi-faceted shapes by exposing crystalline composition for hyper-realistic sculpts.
? ?Comes with separate controls over the Supernoi and Crystal Simulation fractals for optimum detail management.



Tincture

QuadSpinner’s powerhouse system of color production MetaNodes conceives realistic natural tones and color patterns for material creation. Some of our most coveted materials were made using portions of Tincture: GeoAffinity, Mineral Infinity, and Arenite Warriors.

Tincture’s advanced features give you unbridled possibilities. You can more accurately concoct the colors you desire by independently managing gradient color maps and multi-colored noises. The Tincture MetaNodes can be plugged to and from any other node that would normally accept the default Color Map node. And, color modification sliders provide easy refinement of color maps and noises without having to change the original colors, letting you experiment without losing the original color intentions. Dare we say, your new BFF?

Simple

? ?The most basic Tincture MetaNode.
? ?Provides quick and enhanced quality operations on a color map – HSL (Hue, Saturation, Luminance), Brightness/Contrast, and Gain.
? ?Simple Color Blending can also be applied to the color map.

Noise

? ?Builds on top of Tincture’s Simple MetaNode by including multi-colored noise production.
? ?Gives you detailed control over the grain production without requiring you to perform complex tasks.

Grainy

? ?Extends Tincture’s Noise MetaNode by adding grain patterns (based on numerous advanced Perlin-type fractals).
? ?Enables you to mix the grain pattern with built-in noise through a single slider to capture Mother Nature’s exquisite esthetic – both her randomness and her beauty.
? ?Empowers you with full control over grain production.

Variant

? ?Further expands Tincture’s Noise MetaNode by inserting a third layer of color production.
? ?Automatically creates, from just a single color that you choose, multiple shades in noise patterns and ensures these shades are as close to natural occurrence as possible.

LightBender

QuadSpinner’s innovative invention of light illusion MetaNodes can be used to constrain color, reflections, and light to edge, slope, and altitude. The technology literally modifies coloration, reflection, and light according to the shape of an object, the camera angle, and the object’s slope and altitude.

In situations where Vue might block the sunlight – behind a tree, for instance – LightBender enables you to bend light in and around the tree trunk to add rim lighting. By doing so it creates that subtle yet undeniable glow that nature produces in places where it normally can’t be generated in Vue.

LightBender delivers excellent results on terrains, water surfaces, and underwater elements as well – not just on metals. And wait ’til you see what these sophisticated MetaNodes can do with textiles! It changes the value of the cloth when giving it a natural luster, sheen, and softness.

Alpha

? ?Basic edge constraint with slope and altitude control.
? ?Pushes light to the center of the object, away from the edges.
? ?Parabolic style edge filtering allows multiple edges to be created visually.

Beta

? ?Filtered edge constraint with advanced slope and altitude control.
? ?Tailored for usage on terrains, water surfaces, and underwater elements.
? ?Works with the properties of light underwater. When you look at a submerged object, the curved edges have a lightness caused by micro refraction. The Beta MetaNode creates the illusion of that brightness without the actual refraction.
? ?Simplest avenue to incorporate LightBender for light, color, reflection, or luminance.
? ?Renders blazingly fast.

Gamma

? ?Beta’s filtered edge constraint, augmented by edge smudging with Grainy Fractal.
? ?Enables you to regulate all aspects of the fractal that produces the smudging .
? ?Allows you the same slope and altitude control as the Alpha MetaNode.



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