Solid Angle 3ds Max to Arnold

Solid Angle 3ds Max to Arnold
Solid Angle 3ds Max to Arnold | 1.4 Gb

The software developer Solid Angle is pleased to announce the availability of Arnold (or MAXtoA) 5.

5.0.7 for Autodesk 3ds Max. This update uses Arnold and is a feature release brig improved automatic TX generation, viewport representation for Arnold Standard Surface, as well as other features and bugfixes.

– MAXTOA-1494 – Physical Materials exported incorrectly to .ass due to blank helper shader names
– MAXTOA-1523 – IPR crash when exporting .ASS file from the Archive render setup
– MAXTOA-1480 – Crash When Rendering Arnold USD Geometry
– ARNOLD-12660 – Volume rendering performance regression in Arnold 7.1.3
– ARNOLD-11448 – Crash stacktrace is not always printed
– ARNOLD-12590 – [GPU] Single channel 8-bit textures are too bright
– ARNOLD-12675 – [Maketx] maketx tool doesn’t recognize the –ignore-unassoc parameter
– ARNOLD-12619 – [MaterialX] Channel connections not exported when exporting MaterialX shading networks
– ARNOLD-12667 – [OCIO] Slow call to the OCIO color manager when reading raw textures in OSL
– usd#1278 Support visibility overrides on instances in the render delegate
– usd#1336 Fix empty ProductName rendering as .exr
– usd#1331 Fix motion blur sampling on skinned instances
– usd#1329 Fix inverted motion blur in the render delegate when using velocities
– usd#1315 Fix interpretation of primvars arrays with constant interpolation
– usd#1309 Fix RenderVar’s filter width not translated properly in the procedural
– usd#1306 Allow to render deepexr RenderProduct with kick
– usd#1282 Don’t set UsdUvTexture uvset when st coordinates are used
– usd#1281 Fix crash when a volume prim density field is invalid
– usd#1232 Set output to half precision for RenderVars with half types
– usd#1214 Make Sdr node discovery results consistent across renderers
is an advanced cross-platform rendering library, or API, used by a number of prominent organizations in film, television, and animation, including Sony Pictures Imageworks. It was developed as a photo-realistic, physically-based ray tracing alternative to traditional scanline based rendering software for CG animation. Arnold uses cutting-edge algorithms that make the most effective use of your computer’s hardware resources: memory, disk space, multiple processor cores, and SIMD/SSE units. The Arnold architecture was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system; users can extend and customize the system by writing new shaders, cameras, filters, and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects.
is an unbiased, physically based, ray tracing 3D rendering ee. It is the default complex rendering ee that comes along with 3ds Max, and it is one of the most used ees in major productions like Gravity, Elysium, Pacific Rim, Alice in Wonderland, and many others. It excels itself in achieving reliable, good looking, realistic results rather quickly, which can give the user to spend improving the actual scene, rather than tweaking its settings.
is the technology company behind the Arnold rendering software, with offices in Madrid and London and customers throughout the world including Framestore, DreamWorks, ILM, Sony Pictures Imageworks, MPC, The Mill, Mikros Image and Rising Sun Pictures. Arnold was designed from the ground up to efficiently raytrace the complex geometric datasets required for feature­-length CGI animation and big­ budget visual effects, while at the same simplifying the pipeline, reducing the number of passes, minimizing storage requirements and greatly enhancing interactivity for lighting artists.
Solid Angle 3ds Max to Arnold
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