首页插件C4D插件C4D渲染器:Arnold v2.5.0.1 for R18-R20 Win/Mac

C4D渲染器:Arnold v2.5.0.1 for R18-R20 Win/Mac

-

Arnold渲染器是一个多平台的渲染系统,此为C4D版本,他能够创建无偏差的蒙特卡洛辐射度的真实感可视化,许多公司仍然使用它来处理电影中的广告和动画,例如,怪物之家,爱丽丝梦游仙境等等。

Arnold 渲染作品集合

更新日志:

FEATURES

GPU rendering (BETA): You can now switch between CPU and GPU render devices interactively and expect visually similar results. NVIDIA® GPUs from Turing™ to Maxwell™ architectures are supported, and Arnold will take advantage of multiple GPUs, NVLink™ and NVIDIA® RTX™ hardware accelerated raytracing if available. Note that due to beta status of this feature, a number of features are missing, performance is not final, and use in production is not advised. Unsupported lights, shaders, parameters and AOVs are marked with an asterisk (*) in the label. We plan to gradually improve this in subsequent releases and will appreciate your feedback. For a complete description of requirements, features and caveats, see Getting Started with Arnold GPU.

GPU rendering from the command line: The render device (CPU or GPU) can be controlled from the command line via the -arnoldDevice [cpu|gpu] flag.

Pre-populate GPU cache: The OptiX™ disk cache, which is automatically generated during JIT compilation prior to GPU rendering, contains a store of previously compiled OptiX™ programs, so that subsequent renders start faster. The pre-population is a heavy process and it is recommended that the pre-population is triggered after installing a new Arnold version, updating to a new NVIDIA® driver, or changing the hardware configuration of GPUs on the system.

Visible lights: Quad, disk, cylinder and point lights now have a Camera and a Transmission attribute, allowing these lights to become visible to camera and transmission rays. These attributes are left to 0 by default, thus not changing the default behaviour of the non-visible lights.

Improved random-walk SSS: A new randomwalk_v2 SSS mode has been added that scatters more accurately and deeply through highly-transparent/optically-thin objects, which produces SSS with more saturated colors around fine surface detail and heavily backlit regions of an object. Note that renders will be more costly and noisier than with the original method, since random walks will be on average longer and more random.

MaterialX export: Bakes the shader and other look properties for one or more shapes (e.g. Arnold Procedural) to a .mtlx file along with the description of the shaders and shading graphs.

Added uv_projection shader
Added matrix_interpolate shader
Anisotropy controls for coat in standard_surface shader
Added include_graph operator
Added denoise_albedo built-in AOV

ENHANCEMENTS

Improved skydome sampling
Improved adaptive sampling
Smart opaque: built-in shaders now set the Opaque flag automatically based on whether or not the shader settings would require disabling the opaque flag on the object to render correctly.
Improved bump and normal mapping
Instantaneous shutter option: This new option in the motion blur render settings now keeps motion keys and only sets the camera ray times to be equal to the reference time. Use this with motion vectors instead of setting shutter intervals to zero.
Support for negative transmission extra roughness in standard_surface shader

Added time mode in ramp shaders: The ramp and ramp_rgb shaders now have an additional time mode that computes the input based on the current time and the camera’s start and end shutter interval.
Use implicit UVs added to the ramp_rgb shader
Append frame number to the driver path automatically
Added volume scattering to the shape visibility flags
Expose autobump visibility
Expose ignore list in the render settings
Assign operator network to procedurals

FIXES

Polygon selection does not work when the name has unicode characters in it
Problem with special character in the uv_transform UV set name
Wrong bump mapping with custom projection
Bump mapping is too soft when UVs are tiled in the texture tag. Note that the look has changed following this fix and now it is (correctly) stronger when a custom UV projection or tiles are set in the texture tag.

资源下载此资源仅限注册用户下载,请先
材料下载方式仅为百度网盘,赞助前请先确认是否可以访问网盘。链接失效请评论或联系站长。复制密码如有错误请手动输入后面四位英文数字。解压密码可查看网站右上角解压菜单下的说明。
iiiDea.CN
iiiDea.CN
作为爱创意的一员,很荣幸加入分享平台,欢迎大家加入爱创意、爱学习、爱分享一起学习!一起进步!唯一CG官方群:136554393

热门文章

最新资源

最多评论