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Cebas Thinking Particles R4.0 SP1 for 3DsMax 2008-2011 (32/64Bit)
Cebas Thinking Particles R4.0 SP1 for 3DsMax 2008, 2009, 2010, 2011 32Bit & 64Bit

thinkingParticles? 4.0 is the next generation rule based particle system for 3ds Max and 3ds Max Design, offering unparalleled power to the user.? thinkingParticles in its latest incarnation, Release 4, (R4) redefines Fluid, Rigid Body and Particle F/X simulation in a whole new way.

The advantage thinkingParticles delivers over event-based particle systems, (which works on triggers and time dependent events) made it the #1 choice of Uncharted Territory for creating Fluid, Rigid Body Dynamics and Particle Effects for their movie production of “2012.” thinkingParticles was the key production tool responsible for driving the most prominent special effects in the movie “2012”. Our latest additions to the software made it so powerful, it actually rendered the need for practical effects to zero!!

We trust, that you will find, by using thinkingParticles 4.0, that you will be able to create all the incredible effects that you have always wanted to create, but until now, have not been able to, due to the limitation of existing technologies.

What’s New in thinkingParticles R4

With every major release of thinkingParticles new features are introduced, extending the power and flexibility of thinkingParticles by a magnitude, as compared to its predecessor. Release 4 represents a milestone in advancing the feature set.

Most of its new functionality was born out of the need for advanced technical effects that were required by several major block buster movie productions, such as: Roland Emmerich’s “2012” that was all about demolition and disaster, Director John Woo’s “Red Cliff” which had an epic ship battle of more than 4000 burning and crashing ships, and sequences in the movie GI Joe “Rise of the Cobra” that needed our development attention as well.

Find below: a list of visible and invisible changes done to thinkingParticles R4 when compared to thinkingParticles R3.

Enhanced Operators

thinkingParticles ships with many operator nodes; its great flexibility and concept of wiring everything with everything offers an endless combination of nodes and setups, used to create particle effects. With every new node added to the tool set, the combinations and possible uses for effects increases by a magnitude.

This release of thinkingParticles is not only about adding complete new nodes, it is also about enhancing existing nodes, which offer extended benefits, as completely new nodes are expected to do.

The following existing thinkingParticles Nodes have been changed/enhanced
Intersect Node:
This node received new inputs and outputs to enhance its functionality.
New Inputs: Particle Shape, UVW Channel
New Outputs: Object Position, Face ID, Face Coordinates

One To X:
A new more generalized data stream concept has been introduced to this helper node
New: the Type of data stream connected and output can now be selected

Surface Pos Node:
New inputs have been added to this node to enhance its functionality
New Inputs: UVW, Particle Shape

Volume Pos Node:
By adding a new input to this node, particle shapes can now be used to define the volume for placing or generating particles.
New Input: Particle Shape

OP_ObjToParticle:
A new object state has been introduced to this node, the “No tracking” option will not use any transformation information at all, except position.
New Selection Option: Initial Velocity
“None” now really does NO tracking at all

Get Reference Operator: by adding a new Number of Refs output, it is now possible to request the total number of references which a particle possesses.
New Output: Number of Refs, outputs the number of references

PAttach:
Particles can now attach to other particles either relative or absolute
New Option : Absolute
New Option : Relative

Fragment Operator:
A lot of fine tuning has been done to this operator. New inputs and features have been added.
New in Fragment Shape section: Segments
New in Remaining Shape section: Segments
New function for Edges: Automatic texture mapping added
New Inputs: Segments, R Segments

The NVIDIA PhysX dynamics solver is now true 64-Bit.

Download

http://hotfile.com/dl/85903319/c379b68/S_FX_2.1a_max_11_10_32_64.rar.html

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Krakatoa1.6.0.43178 For 3DsMax 2011,2010 32Bit & 64Bit

KRAKATOA? is Prime Focus’ production-proven Volumetric Particle Rendering, Manipulation and Management Toolkit.

It provides a pipeline for acquiring, caching, deforming, shading and rendering vast quantities of particles at unprecedented speed to represent natural phenomena like dust, smoke, silt, ocean surface foam, plasma and even solid objects. Krakatoa? integrates well with Particle Flow, the flexible 3ds Max built-in Event-Driven Particle System, and provides data exchange capabilities for sharing particles with other 3D and simulation applications.

Feature Set
Particle Sources:
Input particles from 3ds Max particle systems like Particle Flow and Thinking Particles.
Use geometry vertices as particles.
Load particle files in Krakatoa?s PRT format, CSV files or RealFlow BIN files.
Rendering Options:
Render using volumetric or additive shading models. The volumetric model simulates attenuation due to the density of particles that the light passes through accurately modeling physical light.
Particles can be rendered as self-illuminated, or with volumetric lighting. Use specular shading when the particles have normals.
Shade particle color and density with 3ds Max material?s color and opacity, or supply a custom color, use blended z-depth and blended camera distance as alternate methods.
Full support for motion and depth of field effects. Use 3ds Max?s built-in multi-pass effects for compatibility.
User can cache particle pipeline results in RAM before or after the lighting phase ? allowing for quick adjustments to lighting parameters or camera placement.
Partitioning
Advanced partitioning enables more particle rendering than 3ds Max can normally process by itself. When running Max in conjunction with Deadline?, users can distribute large particle simulation jobs over multiple machines.
By evaluating the same system multiple times ? with different random seeds for each partition ? Krakatoa? can generate massive particle counts.
Recombine partitioned files and render them as a single particle cloud.
Ultimately, the only limitation on particle counts is your available RAM.
Interaction With Other Renderers
Load specified scene geometry to act as matte objects, obscuring particles from the camera and casting shadows onto particle systems.
Use shadowing attenuation maps created during the rendering process to project shadows from particles onto scene geometry in other renderers. Several provided scripts simplify the process of switching between renderers and re-applying the shadowing attenuation maps to the scene lights.
PRT Loader
Krakatoa?s PRT loader allows users to preview input particle files in the 3ds Max viewport ? and specify how they will load and render in Krakatoa?.
Apply 3ds Max object space and world space modifiers to particles just like any other object.
Use custom geometry to cull volumes for selectively deleting particles.
Playback graph lets users change timing on particle sequences.

? 2010 Prime Focus Software – Designed by Velocity Design Works

All rights reserved. All trademarks contained herein are the property of their respective owners.

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Krakatoa1.6.0.43178 For 3DsMax 2011,2010 32Bit & 64Bit

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3d-io UV-Packer v1.10 For 3DsMax 2011, 2010, 2009 32Bit & 64Bit

UV-Packer automatically redistributes all UV charts in a UV map for optimal fit. Do you often find yourself spending a lot of time to rearrange charts generated by pelting or do you need to modify UV maps because the proportions of the UV space or the size of the required padding have changed?
UV-Packer does it with a single click of a button.
It can also rescale the separate UV charts depending on the mesh surface area to even out the pixel distribution across different parts of the mesh.

Changes for version 1.10:

– Added support for Autodesk 3ds Max 2011 and Autodesk 3ds Max Design 2011.

– Added MAXScript support for UV-Packer.

– UV chart input data can now be taken from a different UV map channel to prevent undesired overwrites.

– Padding between UV charts has been adjusted. Charts now also keep correct distance to the edges of the UV map.

– Added options for fixed aspect ratio and user defined preview colors.

– Simplified user interface to make using the plug-in even more intuitive.

3d-io UV-Packer is compatible with: 3D Studio MAX 2011 32 bit,3D Studio MAX 2011 64 bit,3D Studio MAX 2010 32 bit,3D Studio MAX 2010 64 bit,3D Studio MAX 2009 32 bit,3D Studio MAX 2009 64 bit

All rights reserved. All trademarks contained herein are the property of their respective owners.

If you like this software,Buy it

Enjoy !

3d-io UV-Packer v1.10 For 3DsMax 2011, 2010, 2009 32Bit & 64Bit

http://hotfile.com/dl/66971767/d14b0ff/UV-Packer_v1.10_For_3DsMax_2011_2010_2009_32Bit_64Bit.rar.html
Or
http://www.fileserve.com/file/dz5dSjk/3d-io_UV-Packer_v1.10_For_3DsMax_2011__2010__2009_32Bit___64Bit.rar

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