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Contenuti inviati da Marcello Pattarin
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3d Total l'ho seguito un pochino all'inizio e poi più...... i social concordo sono come le news scandalistiche giornaliere..... tutti leggono i titoli e poi vanno avanti a leggere altri titoli.... seguire un discorso e il suo sviluppo o un wip è più difficile anche se qualche wip l'ho postato anche la... ma sicuramente scenderà a breve in ultima pagina e nel dimenticatoio..... La dietro manco a dirlo ci sono delle AI che analizzano e mostrano in base a determinati parametri... se un giorno staccano la spina anche a questo siamo fritti..... io avevo messo off line il mio sito poi l'ho rimesso in pista dopo le ferie perchè mi dispiaceva vedere questa egemonia social che decide cosa devi vedere... e quando.... Va dato atto che qui prendo 3 like e di la su alcuni gruppi alcune centinaia in 2 giorni..... poi come detto cadono nel dimenticatoio sovrastate da altri post... Questa AI ci darà soddisfazioni da un lato e filo da torcere dall'altro... mi consolo con la ennesima Asian mask..... Angel Asian Mask 86 Considerazione.... se le persone si abituano ai Social e una valanga di info a cascata ma poco continuative come discorso di sviluppo in stile wip... non avranno poi la capacità di creare un progetto più complesso e da creatori diventeranno solo spettatori... questo rischio secondo me c'è.... ma se questo è il futuro ok cosi......
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Per tutti quelli che lo comprendono.... un altra asian mask..... sempre pink ...😇 Angel Asian Mask 83 Più altre sorelle di Asian Mask di questo periodo....
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Alla fine è venuto fuori un casino.... perchè hanno impostato i modelli per addestrare la Ai senza informare tutti i veditori di modelli 3d su cgtrader.... e chi vuole evitare la Ai deve impostare la licenza no Ai al momento manualmente per ogni prodotto... pasticcio alla Europea..... ( dicono che volendo si può richiedere alla staff di impostarli no AI in una sola volta... peccato che lo devono fare loro e a tanti questa mail di informazione non è arrivata.... ) professionalità poca.... almeno mandate una mail... poi uno decide...... 🙄
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Angel Asian Mask 75 ... sempre pink per la gioia di Roberto..
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Nuove Funzioni creative per LeonardoAI interessanti.... si può dipingere con dei pennelli e modificare il risultato finale...
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Per la cronaca il compenso per gli artisti 3D che concorrono in questa prima fase è sceso a 1.5 il valore del prezzo del modello che sarà pagato una tantum... cosi leggo dal forum su Cgtrader.. Alcuni artisti ricevuta la mail hanno rimosso tutti i loro prodotti.... anche se l'adesione è volontaria ma alcuni non si fidano... Sicuramente alcuni accetteranno questo sviluppo alcuni se la daranno a gambe levate .. vi terrò aggiornati su come saranno gli sviluppi... buon week end
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Pensa che invece stavo pensando di divertirmi ancora di più e rimandartici ..... 😋 Angel Asian Mask 67
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Angel Asian Mask 69 ( sempre in Leonardo AI ) sempre pink....
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hanno chiesto alla Ai quali saranno i lavori che non saranno investiti dalla Ai.... lei ha risposto gli infermieri.... a rischio pure i taxi del 70% per guide autonome etc etc..... cassieri idem..... consegne pure... imbianchini e muratori anche causa robot... traduttori non ne parliamo.... trading investimento peggio che peggio... sportelli bancari ormai ciccia.... veditori di programmi tipo vray ...corona anche.... visto l'andazzo... Comunque se vogliono il mio elicottero 🚁 lo devono pagare caro.... a pochi spiccioli se lo sognano... 😋 gli altri che si vendano pure le mutande alla Ai... peggio per loro.....
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Lo avevo letto sul forum di cgtrader se non sbaglio venderanno l'accesso al servizio sui 10 $ al mese o già di li... come farà anche turbosquid... Per gli artisti CGtrader al momento pagheranno un modello 3 volte il suo valore e loro lo potranno utilizzare per sempre nella AI.... Questo è il progetto in questa prima relase.... poi cambieranno le regole... Opportunità per gli Artisti 3D ? dipende dai punti di vista.... per chi fa render etc potrebbe essere un nuovo strumento.... per chi vende modelli non saprei..... bisogna capire come li pagheranno una volta avviata la piattaforma a pieno regime... ora è ancora una beta... ps.. provato... su una classica scenda di interni.... 3ds max is...... blender is... treddi is... etc etc...
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Sempre per la Serie Angel Asian Mask .... importata in Krita per qualche modifica ..... come dici ??? è domenica ??? a si sei a caccia di black friday... ok... buona caccia... Angel Asian Mask 66 in LeonardoAi e modello Leonardo Vision XL
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Angel Asian Mask 64 sempre pink e sempre in LeonardoAi...
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Ultimamente vi vedo un po assopiti.... o siete tutti troppo impegnati..... buona sabato sera e buona Ai.... magari con questa si svegliano....
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Questa volta in 3ds max e render veloce in vray gpu.... 3ds max is....
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Ho trovato questo sulla rete di LeonardoAi..... ho pensato di postarlo per la gioia di Paolino...🦖
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Sempre Cyborg Asian Mask ma questa volta in Marmoset... per qualche 360°
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appunto per parlare... mi sembrava anni fa di aver visto in blender una opzione simile... con un video di un personaggio che aveva una serie di bende che si conformavano al braccio avvolgendolo.... ma non ricordo se era una funzione di default o uno dei tanti moduli a pagamento esterni....
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News della recente relase di 3ds max 2024.2 NEW CONFORM MODIFIER The Conform modifier places a spline or mesh onto the surface of one or more target meshes, allowing easy adjustment of the model’s appearance without explicit shaping. It supports animated source and target meshes for added flexibility. It provides two methods, Volume and Shrink Wrap. Embree-based projection delivers fast performance. Volumetries to preserve the overall shape of the conform object by deforming only the bottom parts after it’s projected onto the target mesh. For example, you can use it for conforming the flange to the pipe, without deforming the top portion of the flange. 5 Direction controls are provided. Axis, Target Direction, Helper Origin, Vertex Normal, Closest Point. Shrink Wrapshrinks the entire conform surface around the target, like wrapping a piece of cellophane (the conform object) around another object (the target object). As a result, the volume of the conform object is not preserved. 3 Direction controls are provided. Axis, Target Direction, Helper Origin Options – provides various options such as Offset, Strength for added flexibility Advanced Selection Output allows passing various conform data as a soft selection channel such as Volume mode selection, Missed verts, Ray Distance, Min/Max Distance. Cache button allows to cache the result in the modifier for faster further modification and file loading. QTFIED/REVAMPED ASSIGN CONTROLLER ROLLOUT IN MOTION PANEL AND ASSIGN CONTROLLER DIALOG The Assign Controller rollout has been rewritten with QT and now shows the entire track tree view for the selected object. Navigate with the Up or Down arrow keys Rollout management for the Motion panel has been rewritten. now Assign Controller rollout will be open by default and retain Assign Controller rollout open and closes state between sessions Controllers in the Assign Controller rollout in Motion panel support the exact same right click menu that you can see in other areas of 3dsMax such as the Modify panel. This means all the new Paste options which were added in 3dsMax 2024.1, the new Assign Controller sub menus, Show in TrackView, Show in Parameter Wire Dialog are also available in the Motion panel right click menu. Assign Controller – You can now assign a controller from the right click sub-menu without opening Assign Controller dialog Improved and more stable playback performance when playing back their animation when the Motion panel is also open. Assign Controller dialog also has been Qtfied ANIMATION List ControllerAppend – Add a new sub controller and assign the default controller. Assign – opens Assign Controller dialog so the user can change/assign a new sub controller type. Controller and Weight spinner now supports the usual right click menu functionalities. Fixed a bug with List Controllers when using the Delete or Cut actions where the weight value of the remaining controllers did not update correctly Resolved a crash that could occur when deleting an in list controller with instances Track View Updated the intervals at which the Script Controllers. Track View performance should be 2x better. Enhanced the curve drawing for Script controller. Now the lines connect properly when hitting the out of range dotted lines. Also when zoomed in, the curve draws less steps. Resolved an issue where the Mini Curve Editor can grow slightly taller each time it is opened and closed in the 3ds Max session. Motion PathsWhen using a Float List controller on your Position X, Y and or Z PositionXYZ transforms, the active sub controllers tangents that are used to drive the position animation are now displayed in the viewport, and can be influenced, when using Motion Trails BipedFixed the issue when pasting data between Xtra bones where the “Paste” and “Paste Opposite” data was not properly interpolated against the existing keys, causing a “spike” or “noise” in the animation curve. Users would need to resolve this issue through a workaround by reloading their scene, which impacts workflow and productivity. Reduced the number of notifications that the Biped Motion Mixer window sends. Biped’s motion mixer was always being notified when the time changes.Now it is notified only when Biped with motion mixer was used in the scene. This should help give a small performance improvement when working with the Motion Mixer. Updated some of the defaults on the .BIP file save dialog.“Save MAX Objects” is set to OFF by default The “Keyframe per frame” option is now set to OFF by default. “Save list controllers” is also now OFF by default The Biped List Controller UI has been updated CATFixed the CAT Capture Animation UI – This fix corrects issues with Auto Map, along with save and load mapping that prevented this functionality from operating as expected. Fixed crashes that could occur when playing back animation data on a CAT rig caused by destructive changes to the layer’s controllers or limb references. After this update, the corrupt animation data will not play. FIxed the crash when users detached a CAT Tail bone (or series of CAT tail bones) from the main rig. This is because detaching the CAT Tail bone breaks a dependency within the CAT rig. Now 3ds Max handles this broken dependency, allowing animators to continue to work. Fixed crash while loading Clips onto a CAT rig with a LookAt constraint by improving LookAt constraint code to handle CAT bone Clip data. Resolved a crash that could occur when saving a CAT Clip when there is no animation data in the CAT layer (or any of the CAT layers) When loading or double clicking a CAT Rig, the rig data will be correctly loaded at the location of the CAT Parent. Mirroring CAT Muscles, has been documented to address a longstanding issue where CAT mirrored muscle Pivots would cause the muscle strand to rotate around the longitudinal axes. Expression Controller“Assign to Controller” button is renamed as “Assign to Controller / Node” when you select the Vector variable to show the user can select node and get the node position. DATA CHANNEL MODIFIER New – Maxscript Process OperatorAllow to use Maxscript to process channels New – Expression Float/Point3 Process OperatorThe interface is the same as the Expression controller. If you know how to use the Expression controller, you already know how to use this. This makes the conditional and the float calculation a lot easier. 2 separate operators each incoming data type Use InValue built-in variable for the incoming channel data New – PresetsExplode Elements- Explode elements from the bounding box center. You can adjust Scale op value to control the push amount. Map to Soft Selection – Convert map brightness value as soft selection. It is the same as Texture mode in Vol.Select modifier. Random Element Color – Set random uv value per elements. You can use this random number for driving drive OSL maps. For example, color or other parameter variation for tree leaves. Smooth Push – Smooth out normals and then push. It helps to prevent mesh overlapping when the surface is noisy. You can control the smooth amount and push amount with Smooth and Scale op. Resizer handle has been added to the Data Channel Modifier’s Operator Stack. Fixed the issue that Maxscript Input Op, theNode was returning undefined PERFORMANCE Vol.SelectBy Gizmo(Box, Sphere, Cylinder)/MatID/SmoothingGroup mode – 2x – 3x. By Mesh mode – 4x-8x(without Soft Selection) – 5x-15x(with Soft Selection) By Texture – 1.5x-4.5x Biggest fix came from ignoring soft selection for face mode. Face doesn’t have sub-object selection and Vol.Select was still calculating it. Select by mesh on half mil verts shows 15000% improvement! 0.16fps vs 42.829fps. Push – 50-100% faster for Mesh Relax – 40% faster for Mesh XForm – 2x – 3x faster for Mesh, 8x-9x faster for Poly Boolean – about 30%, the result can vary depending on geometry. Retopology – about 30%, the result can vary depending on geometry. Skin – up to 20% for the case which there are multiple skins for small/medium meshes Animated Splines will now properly notify 3ds Max that they have changed, this change will help to improve viewport performance. COLOR MANAGEMENT Color Management in 3ds Max has exited Technology Preview. Color Management Preferences window now modeless and dockable so edits can be made while working in 3ds Max New Color Management mode: “Environment Variable”A new OCIO mode has been added called Environment Mode. Previously, if an OCIO Environment variable was present, and the user specified a custom path, they would clash in some situations. It was not clear which was being used. To avoid these conflicts, the new Environment Variable mode uses only the environment variable to be the config source. In turn, the Custom Config mode will never use the environment variable. Rules can now be customized in the UI. Users can add a new role, change the existing rule, reorder rows, remove items, and resize columns. Rules can now be exported and imported as standard OCIO config fileschanges can now be undone, and rules can be imported and exported as standard OCIO config files. Exporting and Importing rules are accessible through MaxScript as well. Bitmaps with input rules set to Automatic will have their rules automatically reapplied. The new Color Management tab in the Render Message Window shows any errors due to improper config files. It will also be logged in the specified log file. Users can manually enter values for HEX codes into the Color Picker. Spectral Conversion Colors that are specified with color (kelvin) temperature will now work with all rendering color spaces, not just sRGB. OCIO and OIIO updated Open Color IO has been updated to 2.2.1, and Open Image IO has been updated to 2.4.13.0 in 3ds Max 2024.2. Color picker HSV sliders are now more stable during transient ambiguous colors The Display and View Transform settings applied by the user in the Color Management OCIO modes are now saved with the scene file and do not reset to the default “Automatic” setting when the scene is reloaded. BOOLEAN MODIFIER UPDATES When a captured operand is selected, a separator bar will now display between the operands stack and the Boolean modifier to clearly denote that you are accessing a captured operand’s history.When the operand object or its modifiers are instanced the bar will be colored grey, otherwise the bar will be displayed as a teal color. Better coplanar face handling. The coplanar surfaces are not handled by Carve at all, rather, Max perturb the overlapping faces apart slightly, call Carve to perform the portion of the Boolean operation associated with any non-zero volumes of intersection, then finally move the faces back together, excised the area of overlap, and stitch together the resulting open edges. Operands’s pivot is now properly maintained. Making it easier to further manipulate the position/rotation/scale of the operand inside the Boolean modifier. Cut and paste operations now work with both captured operands and live operands. Paste operations must be performed in the Boolean modifier where the original cut was made. If you turn off Use Material, the original material ID of perands will be preserved as is. Improved non-manifold vertices and edges, as well as spur edges clean up. This will provide better mesh topology and more stable animation. Processing mesh based boolean operations is now 35% faster. When you are not using a Live Reference operand, the Pivot Align button will now be disabled OpenVDB mode supports animated parameters on operand objects. OpenVDB modes will generate a hollow mesh if the source is hollow. MODELING Spline New Enable Shape Angle ConstraintsSnap Options (Tools > Grids and Snaps > Grid and Snap Settings > Options panel) lets you define your own angle constraint when creating a line object using the Create panel or the Create Line operation in the Editable Spline or Edit Spline Modifier. Previously, holding Shift (absolute values) or Ctrl (relative values) constrained line creation to 90 degree value changes. Now, the default of 15.0 degrees can be changed to any value or turned off altogether to customize the snapping used to constrain the line creation Spline End Cap Material IDNew behavior for working with spline end caps and Material IDs has been introduced:The end caps of renderable splines now use the same Material ID as the rest of the spline. If a renderable spline is assigned a multi/sub-object material, changing the Material ID of a segment also changes the ID of its attached cap. Note: To take advantage of this multi/sub-object material update, edit the UseFixedRenderableEndCapMaterialID parameter in the Shapes section of the 3dsMax.ini file (C:\Users\<username>\AppData\Local\Autodesk\3dsMax\<year> – 64bit\<language>) to UseFixedRenderableEndCapMaterialID=0 and restart 3ds Max. Vol.SelectMaterial ID, Smoothing Group ID can be animated now Camera Map Modifieradded “Animated Camera” checkbox. When this is on, the map projection will be updated on each frame. Retopologyupdated to ReForm 14.0.3 which improves the success rate and makes processing faster up to 30%. The Unfold3D Pack,now respect the current UV selection, and the operation is only applied to the selection. Array modifierfixed “First Middle Last” type where it required a minimum of 4 elements to operate. LSCM(Quick Peel)Fixed a crash that can occur with the due to a mismatch of the data found in the geometry and in UV data Smart ExtrudeResolved an issue where shading artifacts could occur when performing a non-uniform scale. Optimize ModifierResolved a crash that could occur when it attempts to perform its operations to malformed mesh data (such as data from Sketchup). Symmetry modifierwhen working with older 3ds Max scenes (2021 or earlier). The modifier was not correctly utilizing the same specific version of the Symmetry code when the object was cloned. This could change the upstream topology and damage the stack result. SME New nodes should respect the hide-unused preference that can be toggled by the toolbar button with no node selected. Slate Material Editor right click menus are now Qtfied and dark gray in the Dark Mode. Fixed the SME>Show Shaded/Realistic Material in Viewport button functionality. Restored the tooltips on buttons in SME when the focus is on the material editor window. Resolved situations where a docked SME would grab focus of the Alt key from the main UI preventing many common keyboard shortcuts from being available. Note that pressing the Alt key will no longer allow the user to access the SME menus when it is in a docked state. When the Thumbnail cache is deleted, there will not be any cache stored left and consumed by Compound nodes. MAXFLUID Motionfield mesh error has been fixed. MAXSCRIPT Scripting Editor Selected word highlighting – Scripting editor now highlights all instances of a selected word in the editor. Two new commands have been added to the Scripting Editor File MenuCopy Path (to copy the path of the current script to the clipboard) Open Containing Folder (to open the folder for the current script). GlobalScaleTime is now exposed. maxOps.GlobalScaleTime <interval>oldSegment <interval>newSegment modifyTimeline:<boolean> scaleToWholeFrames:<boolean> thehold.getUndoNames() and thehold.getRedoNames() – is added to access the undo/redo stack string getClassInstances – if you give an array of class as the argument, this function will return a dictionary with class as keys. The callbacks.addScript() function can now take a fileName: keyword argument that is a Python script. The LoadSaveAnimation interface contains new methods for getting map files and directories: getAnimFileDirectories(), getMapFiles() and getMultLoadAndMapFileFromDlg(). The importFile(), exportFile(), and resetMaxFile() functions now take a quiet keyword argument, which is consistent with quitMax(). Fixed ‘fileProperties.getNumProperties #contents’ to properly handle properties added before/after saving a scene file. ignoreSSSEState: now defaults to false for safeExecute, safeReadValue, safeReadExpr CORE New – Asset Tracker: Check Network Paths – this new option, enabled by default, that verifies network paths whenever the Tracker is opened or refreshed. Now when you save a file, unnecessary data is detected and no longer saved. Previously, every time scenes were Merged or XReffed the unnecessary data could accumulate and result in huge files and performance slowdowns. Empty Animation Layers, Note Tracks, or Note Keys Duplicate Note Track keys Note Tracks persisting on file load, creation, or reset. Provide better diagnostic info in ‘Can’t begin chunk inside Data chunk’ error message box, display error dialog at most once per file save operation. Fix crash when opening/saving file in folder with long name (260+ characters) Fixed crash when Detaching group nodes when list of nodes to detach include all the nodes in a group plus their group head. Fixed issues with Shift+Move cloning of nodes when selected nodes had unselected targets, and more than one copy was being made. Fixed a crash that could occur with the Collapse Utility HasBoneChildren() method has been added to prevent frequent BaseNode::NumberOfBoneChildren() call INTEROP Export dialog text box is pre filled with current scene file name The legacy SketchUp importer has been removed, and the default importer can now read SketchUp linework, including lines, arcs, polygon curves, polylines, and segmented lines. Linework is imported into 3ds Max as spline objects. See SketchUp (SKP) files. A new Image Quality option is now available in the SketchUp Import Settings window, improving the import speed for some SketchUp models. When enabled, distorted texture maps are redrawn. When disabled (default), import is faster, but with possible image distortion. FBX 2020.3.4 Updated the “Adobe Illustrator” export to “Adobe Illustrator 8” to show the supported version VIEWPORT Now one maximized viewport is the default. Selection Bracket is off by default now. Viewport Clipping Plane is now fully exposed to MXS.vpSetting = NitrousGraphicsManager.GetActiveViewportSetting() vpSetting.ViewportClippingEnabled = true vpSetting.ViewportClipNear = 0.05 vpSetting.ViewportClipFar = 0.8 vpSetting.ResetViewportClipNearFar() Display Resolution settings are exposed to MaxscriptvpSetting = NitrousGraphicsManager.GetActiveViewportSetting() vpSetting.TextureSizeLimit vpSetting.ProceduralTextureSizeLimit vpSetting.BackgroundTextureSizeLimit RENDERING Physical Camera – it will update properly when only the Zoom is animated and Specify FOV is unchecked. Scanline>Raytrace Message checkbox remains OFF when importing objects from scenes having this checkbox ON. MAXTOA MAXtoA 5.6.5.1 for Arnold 7.2.6.1. Improved interactivity when modifying large scenes. When editing lights or shaders in scenes with millions of instances, the time to first pixel is nearly instantaneous instead of having to wait multiple seconds. Modifying nodes during an interactive session now usually results in an update of just the modified node, not of all nodes. In scenes with many nodes, this can substantially speed up interactive node updates. In case of missing updates, you can disable this feature by setting options.enable_fast_ipr to false. An Arnold cache flush can also be used to trigger all nodes to update again. The efficiency of global light sampling with indirect lighting has been improved in many cases. Reduced numerical precision differences across CPU vendors Reduced noise from mesh lights in volumes A new kick flag -aov selects the AOV to show in the kick display window. If the OCIO color_manager is not given a config filename and the OCIO environment variable is not defined, Arnold will now use the builtin config. Previously it would fail with a warning and not apply any color conversions. You can now control whether autobump is visible on SSS for specific shapes, instead of relying on the global control, just as you can for the other autobump visibility controls. This setting has subtle effects and can increase rendering times, so enabling it only where it matters will help optimize scenes. Global Light Sampling (GLS) is now available with GPU rendering. Many scenes with moderate to large number of lights render 2-6x faster with GLS. Scenes that do not benefit from GLS tend to be a few percent faster or slower. Supports multiple outputs, such as the new outputs of the distance shader or the state shaders. Added out_distance and out_direction output parameters to the distance shader, which return the direction and distance to the nearest surface, respectively. The shader still returns the color-mapped result by default, which is now available as the out_rgb parameter. Alpha in PNG AOV output – AOVs saved to the PNG format now include an alpha channel, and you can choose between unpremultiplied and premultiplied alpha The Qt version of MAXtoA now matches the Qt version of 3ds Max (for example, MAXtoA for 3ds Max 2024 uses the same Qt version as 3ds Max 2025). Arnold RenderView (ARV) framerate improvements The Material Editor no longer generates tx files when it creates the swatches for a material library Toon shader now does a better job of detecting angle threshold silhouettes that are internal to a single object. This is most apparent in the regions between nearly parallel surfaces of an object that are at different distances to the camera. Improved time to first pixel (up to 10% for scenes containing many large meshes) and overall render time (up to 5% for scenes with multiple flat mesh lights). Multiple optimizations to make interactive renders snappier by improving the interruption rate when modifying the scene. Reduced noise with Global Light Sampling for surfaces near or behind flat lights (disk or quad lights). For interactive renders (IPR), the dependency graph is always enabled, regardless of the value of options.enable_dependency_graph. Interactive rendering updates for scene changes are improved by (and in some cases require) the dependency graph, so enforcing this setting avoids potential crashes. Added new boolean parameters skip_alpha and unpremult_alpha to the driver_png node. They behave in the same way as in the TIFF driver, with skip_alpha ignoring the alpha channel, and unpremult_alpha selecting either unassociated alpha (on) or associated alpha (off). Please note that PNG files with associated alpha are not supported by the PNG standard. (ARNOLD-10540) The OCIO color manager now supports the use of OCIO color space aliases. Support multipart scanline EXRs USDNow possible to render MaterialX nodes defined in third-party node definitions using the ARNOLD_MATERIALX_NODE_DEFINITIONS environment variable Add Arnold render status and estimated render time to viewport annotation Add support for camera filtermap and uv_remap forces USD to generate non-random prototype names for instances when using the USD_ASSIGN_PROTOTYPES_DETERMINISTICALLY environment variable. This addresses frame stability issues when using Cryptomatte. Add a Mtl scope for materials when authoring usd file. Add AI_RAY_SUBSURFACE visibility flag support in the render delegate and procedural. Custom MaterialX node definitions MaterialX node definitions placed under a folder defined by the environment variable PXR_MTLX_STDLIB_SEARCH_PATHS are now supported when rendered with Arnold, through USD or Hydra ArnoldProceduralCustom support in Hydra Primitives ArnoldProceduralCustom are now supported inside of Hydra, and allow to render 3rd party Arnold procedural nodes CIVIL VIEW CivilView Signs are now created with correct size CivilView – Fix .NET runtime exception when importing traffic simulation .FZP file CivilView traffic simulation (FZP) can now import PTV Vissim V11 files
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Grazie 1000.... spiegavo ieri a mia Moglie di etnia Afro il detto " è la morte sua " ma in quel caso parlavamo di pasta al sugo con il cacio sui maccheroni etc etc... .😋🍝. ritornando ad Asian Mask i materiali sono quelli rifatti in Substance... ambientazione Ai... visto che lei è nata dalla Ai.... però magari vedi mai.... un giorno si potrebbe rifare l'ambientazione in 3d..... salutoni.... e 3ds max is....
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Angel Asian Mask con la sua tuta si aggira per i corridoi della space 3ds max station.... buona notte ,,,,, ps.. è ancora pelata.... 🚀
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Iray in substance Painter..... iray mannaggia a te.... dove sei finto.... 3ds max is....
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è sempre pelata ma ora è sul mimetico.... ho rifatto alcune UV... buona domenica... 3ds max is.... substance map is..... mak 21 is...... 🦖 e Paolino is... 🦖
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si ha un che di spettrale..... be se ricorda in qualcosa Samara... siamo sempre Asian... 😋 va bè qui lo dico e qui lo nego... questo modello sarebbe utile per testare 3ds max is... e ... non si dice.. non si dice... torniamo ai capelli di Samara che è meglio.....👻
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ecco accontentati..... 😋
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Guarda mi hanno suggerito di non perderci tanto con questi modelli ... tanto li fanno con Daz studio un tanto al KG..... ( poi cavoli loro ...se vogliono vivere con le pezze al CXXXX ) quindi mi sa che la lascio pelata... 🤣...altro che capelli..... 😊 ps... ti lascio nuovo video co la pelata dall'alto.... 😋
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