Solid Angle Cinema 4D to Arnold 4.2.3 | 3.9 Gb
Product:Solid Angle Cinema4D to Arnold
Version:4.2.3
Supported Architectures:x64
Website Home Page :www.arnoldrenderer.com
Languages Supported:english
System Requirements:Windows / macOs *
Size:3.9 Gb
The software developer Solid Angle announced the launch of Arnold (C4DtoA) 4.2.3 for Cinema4D. This update uses Arnold 7.1.2.0 and is a minor feature release bringing improvements to the image shader and spline thickness controls.
Enhancements
–Color correct settings in the image shader:A new Color Correct tab is added to the image shader UI (both legacy and Node Material), where a color correct shader can be inserted after the image shader via a button. The color correct shader is then displayed and can be modified from the image shader UI. (C4DTOA-2052)
–Random spline thickness:Variation, Seed and Distribution parameters are added to the Arnold tag to be able to randomize thickness of individual splines within a Spline or xpTrails object. (C4DTOA-2720)
–Dithering in the IPR window:Dithering is added to the IPR window to soften color banding. (C4DTOA-2741)
USD Enhancements
– Mesh Lights: Geometry lights are now supported in the render delegate (usd#1080)
– Color Management: When a usd file is loaded, the color manager node is set based on render settings parameters (usd#946 usd#1042)
– Motion Blur from Render Settings: A usd scene with Render Settings primitive can be rendered with motion blur (usd#1089)
– Varying topologies and motion blur: Support velocity motion blur on geometries with varying topologies (mesh, curves, points) on both the procedural and the render delegate (usd#1090)
– Support arnold primvars in instances: When an instancer has a primvar for an arnold builtin attribute (e.g. matte), we now propagate it to its instances (usd#1100)
– Support UsdPreviewSurface displacement output: scenes where UsdPreviewSurface is used as a displacement shader, through its attribute displacement are now supported. This is needed to render the Alab scenes (usd#1130)
– Support light linking on instances: We can now support setting a point instancer, or an instanceable prim, in light linking (usd#1128)
– Optimize nested instances in the render delegate: The memory consumption for nested instances (point instancer having another point instancer as a prototype) has reduced dramatically in Hydra (usd#1124)
– Render NurbsCurves as UsdGeomCurves: Usd Nurbs Curves were previously ignored by Arnold. They are now rendered as basic UsdGeomCurves (usd#1120)
– Support instanceable prims with variant overrides: It is now possible to render an instanceable prim referencing another primitive, and override its variants (usd#1127)
– Support per-instance velocity blur: The Arnold render delegate now supports point instancers with varying amount of instances, where it’s the velocity blur that drives motion blur (usd#1092)
– Usd Writer reuses eventual existing material primitives: This is needed for MayaUsd exports, so that the original mayaUsd material is kept, and Arnold shaders are assigned in the "arnold" context (usd#1139)
– Support shader connections to lights in Hydra: Using an ArnoldNodeGraph primitive, the Arnold render delegate now supports connecting arbitrary shading trees to light’s colors (usd#1141)
– Support lights filters in Hydra: Similarly to shader connections, arnold light filters (gobo, etc…) can now be assigned to lights, through an ArnoldNodeGraph primitive (usd#1141)
– Improve shader dependency graph in the render delegate: The tracking of shader connections (for materials, lights, light filters, etc…) is now more robust, and fixes crashes when disconnecting or reconnecting shaders (usd#1158)
Incompatible Changes
– Connection priority in MaterialX document: Setting both a value and a connection as input of a node is undefined behavior in MaterialX. Arnold will now prioritize the connection over the value when both are defined. (ARNOLD-11198).
Bug Fixes
– C4DTOA-2735 – Avast Antivirus gives malware alarm when opening the installer
– C4DTOA-2737 – Wrong parameters are displayed on UI when changing camera type in Cinema 4D S26
– ARNOLD-12299 – Crash when writing .ass file expanding procs without a render session
– ARNOLD-12232 – Memory leak when rendering deep EXR layers
– ARNOLD-11809 – Random crash when rendering multiple scenes in parallel
– ARNOLD-12211 – [GPU] Optix denoiser memory leak when creating and destroying render sessions successively
– ARNOLD-12177 – [GPU] Crash with ramp shader after aborting due to an error
– ARNOLD-12166 – [GPU] Texture memory leak when creating and destroying render sessions successively
– ARNOLD-12165 – [GPU] Incorrect volume bounds
– ARNOLD-357 – [Licensing] Licensing error "[clm.v1] product key not found
– ARNOLD-12144 – [maketx] Unwanted log messages
– ARNOLD-12171 – [MaterialX] Crash when exporting a volume shader to MaterialX
– ARNOLD-11198 – [MaterialX] Connection is ignored when a node input also has a defined value
– usd#1073 Resolve node attributes from referenced files
– usd#1093 Fix instanceable references in the same USD file
– usd#1104 Compute visibility until the eventual root prim
– usd#1129 Support UsdUvTexture relative paths with udims
– usd#1133 Set outputs layer names only if required
– usd#1136 Fix uninitialized UV coords with leftHanded meshes
Arnold is an advanced cross-platformrendering library, or API, developed by Solid Angle and 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.
Arnold renderer
Arnold for Cinema4D (C4DtoA)supports most Cinema 4D features such as instances, cloners, deformers, generators, MoGraph geometry, hair, and ThinkingParticles. It also supports both animation and single frame distributed rendering in Team Render, allowing the use of all computers in a local network to speed-up Arnold rendering. Third-party plugins TurbulenceFD and X-Particles are natively supported, allowing artists to render high quality smoke, fire, and particle effects with fully interactive feedback. Other features include volume rendering with OpenVDB, a node-based material editor and a comprehensive list of shaders and utilities, including vertex maps and per-face materials.
HOW TO Realistic Shaders in Cinema 4d and Arnold | Plastic, Wood, Concrete and Metal | Tutorial
Solid AngleSL 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 time simplifying the pipeline, reducing the number of passes, minimizing storage requirements and greatly enhancing interactivity for lighting artists.
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