Solid Angle Cinema 4D to Arnold 3.2.0
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9-11-2020, 15:11
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Solid Angle Cinema 4D to Arnold 3.2.0 | 2.3 Gb
The Arnoldrenderer development team is pleased to announce the availability of Arnold (C4DtoA) 3.2.0 for Cinema4D. This release introduces Arnold 6.1.0.0 and is a feature release bringing a brand new post-processing framework (imagers), support for nested dielectrics, much improved progressive and adaptive sampling, on-demand texture loading on GPU, and a variety of enhancements and fixes.
Solid Angle Cinema 4D to Arnold 3.2.0 | 2.3 Gb The Arnoldrenderer development team is pleased to announce the availability of Arnold (C4DtoA) 3.2.0 for Cinema4D. This release introduces Arnold 6.1.0.0 and is a feature release bringing a brand new post-processing framework (imagers), support for nested dielectrics, much improved progressive and adaptive sampling, on-demand texture loading on GPU, and a variety of enhancements and fixes. Enhancements Imagers: We're introducing a brand new framework to apply post-processing effects such as color correction, vignetting, or tone mapping. A new type of post-processing nodes called imagers operate on pixels before the output driver. Imagers can be chained. The initial set of imagers consists of: . imager_exposure . imager_color_correct . imager_lens_effects . imager_white_balance . imager_tonemap Imagers can be added as Post Effects (called Arnold Imager) to the Render Settings. Alternatively the list of imagers and attributes can be modified in the IPR Window on the new Imagers side panel. Imagers work both in batch and interactive contexts. While imager parameters can change interactively during rendering, adding a new imager currently requires the render to be restarted, so it's a good idea to add the ones you will need to adjust at the beginning of an interactive session. We are looking at removing this limitation in a subsequent release. (core#8368, core#9716, core#9723, core#9724, core#9867, core#9868, core#9869, core#9938). Nested dielectrics: Physically-correct reflection and refraction of rays in scenes with adjacent dielectrics, such as liquids in glass vessels, has been implemented by resolving overlapping, i.e. "nested", dielectrics via a priority system. This allows for more realistic renders of scenes such as glass containers with liquid contents and bubbles, correctly accounting for the change in the index of refraction as rays refract through the transparent media. The new dielectric_priority parameter on the standard_surface shader assigns a priority to the internal dielectric medium of the closed transparent object the shader is assigned to. These priorities specify that in an area of overlap of two transparent objects, only the highest priority dielectric medium exists (see the schematic glass of water below). The priority is simply a signed integer (default 0), which can be increased or decreased as needed to define the dielectric medium in the overlap areas. If priorities are made equal, then media are effectively blended in the overlap. The effect can be disabled globally with options.dielectric_priorities (Nested Dielectrics in the Advanced tab of the render settings) in case you need to revert to the legacy mode, which does not correctly compute the refractions. (core#6023) Improved progressive and adaptive sampling: Better sampling now results in much faster noise convergence, especially with adaptive sampling enabled. (core#9941) Improved performance on Windows: Arnold now runs on average 7-8% faster overall on Windows. (core#5481, core#9876, core#9975) Improved IPR interactivity: IPR interactivity on both CPU and GPU, especially when moving the camera in a scene with many nodes (thousands to millions of meshes, ginstances, lights, shaders, etc.), is improved. For instance, a scene with 24,433 ginstances and simple shading went from 8 fps to 14 fps on the CPU and about 3 fps to 20 fps on the GPU. (core#8662, core#9918, core#10027, core#10029) Improved performance in Toon on Windows: The contour_filter used for toon rendering should now be faster and scale better especially on Windows, with up to 3x speedups on AMD Threadripper 2 and up to 4x speedups on AMD Threadripper 3 CPUs. (core#7844) Toon AOV prefix : The toon shader has a new optional aov_prefix that will be prepended to the toon AOVs' names. For instance, if aov_prefix is "toon_", the toon diffuse AOV will be written out to "toon_diffuse". This can be used when you need to access both the toon AOVs and the core's LPE AOVs. (core#9823) Improved soft creases in adaptive subdivision: Normals for soft creases follow the geometry closer for low iterations. (core#9971) AA seed now included in EXR metadаta: The AA seed of a render is now also included in EXR metadata. (core#9895) Improved support for MaterialX: Material nodes are now supported, shader nodes and node graph outputs can be connected to material node inputs. Node definitions implemented as node graphs can contain both Arnold native shaders and MaterialX standard library shaders. This is useful to build reusable and portable material groups and definitions, for example by using standard_surface with MaterialX patterns. The environment variable ARNOLD_MATERIALX_NODE_DEFINITIONS can now point to directories and load multiple node definitions (see here) (core#9204, core#9618, core#9926) Render selected objects: New options added to the Advanced section of the Arnold Render Settings which allows you to re-render only specific objects in the scene . This can be useful for instance to make some quick final adjustments where re-rendering the whole scene is not necessary. Note, that the final composited result may not be physically correct, since surrounding objects affected by the look change won't be updated. The feature currently works only when rendering to the Picture Viewer using the native Save option. (c4dtoa#1603) Improved procedural override selection: Procedural override selection inputs now have a popup button to easily search for and select a path from the available nodes inside the procedural. (c4dtoa#1712) Improved Tx Manager startup time: The Tx Manager dialog opens now faster when there are lot of textures in the scene and displays a status message that the texture are being processed. (c4dtoa#1705) Auto adjust color space combo size in the IPR window: Size of the color space combo box on the IPR window toolbar is now reduced to the size of the selected item, instead of the size of the longest item in the list. (c4dtoa#1711) Auto start setting in the IPR window: Added Render > Auto start when window opens to the IPR window menu to control auto start behavior. (c4dtoa#1701) GPU Enhancements Improved on-demand loading of textures: The GPU renderer can now partially load textures which results in important GPU memory savings when using tiled and mipmapped textures, such as from .tx textures. In a typical scene, the amount of memory needed for textures could be reduced to be up to 5x smaller. A recent driver is needed for this feature (core#9984). Initial support for light linking: Initial support has been added for light linking. Currently, there is a limitation that light linking is not supported on volumes. (core#9890) Support light AOV groups: Adding light AOV groups in LPEs is now supported on the GPU. (core#9882) Improved OSL JIT compilation performance: OSL JIT compilation performance has been improved, meaning faster time to first pixel and improved interactivity when using OSL shaders. The improvement averaged 6.3x faster during testing. (core#10004) Improved support for min pixel width and thin-walled sampling: We have improved compatibility with the CPU renderer for min pixel width on the GPU and thin-walled sampling on zero roughness surfaces. (core#9291) Partial GPU IPR output: Like on the CPU, when the FPS goes below a certain threshold (5fps by default), instead of not displaying anything, the GPU will at least display the pixels that have finished rendering. Since GPU currently renders pixels in a top to bottom ordering, this will result in the top part of the image being updated while the lower part becomes stale. (core#10027) OptiX cache location change: The Optix cache directory used to be of the form: arnold-_driver-. Now it is simply arnold. This means the same cache will be used across driver and Arnold versions. Upgrading to a new version will still likely cause a lengthy JIT/cache pre-population, but it will reduce disk usage as old versions will not stay around-consuming disk space. (core#9239). c4dtoa#1729 Arnold Scatter does not render when motion blur is enabled c4dtoa#1721 Shader attributes disappear from the Attribute Editor when Xpresso is open c4dota#1716 Nested Extrude objects are not rendering core#5518 Handle interruptions properly during procedural expansion core#9949 mesh_light with constant black texture causes degenerate light tree case core#9971 Subdivs: soft creases normals different in adaptive and regular core#9978 Viewport API doesn't apply the correct matrix for nested procedurals core#10031 Only shader node connections should use node output type core#9361 [GPU] OptiX assert when updating textures core#10024 [GPU] Incorrect texture selection or error when invalidating the texture cache with GPU sparse textures core#10026 [GPU] Rare crash in OptiX denoiser core#10040 [GPU] Always report minor version field of Nvidia driver as two digits core#10048 [GPU] Wrong progress reporting using adaptive usd#513 Viewport representation in points mode doesn't have the correct matrix usd#543 Visibility is not checked on the current frame usd#556 motion_start and motion_end is only set if the matrix of the prim is animated usd#565 Animated transforms not translated properly if set on parent XForms usd#569 Render delegate not picking up OSL shader parameters usd#570 USD procedural is not picking up OSL shader parameters usd#574 Incorrect display of curve widths in Solaris when changing curve basis usd#577 Point light should have zero radius 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. Solid Angle SL 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. Product: Solid Angle Cinema4D to Arnold Version: 3.2.0 Supported Architectures: x64 Website Home Page : www.arnoldrenderer.com Language: english System Requirements: PC / macOs * Size: 2.3 Gb Requirements & Platforms Supported Cinema 4D versions: - R20.057 and above - R21.026 and above - S22.016 and above - R23.008 and above - Windows 7 or later, with the Visual Studio 2019 redistributable. - OSX 10.11 or later. - CPUs need to support the SSE4.1 instruction set. - GPU rendering works on Windows and Linux only and requires an NVIDIA GPU of the Turing, Volta, Pascal, or Maxwell architecture. We recommend using the 450.57 or higher drivers on Linux and 451.77 or higher on Windows. See Getting Started with Arnold GPU for more information. - Optix denoiser requires an NVidia GPU with CUDA Compute Capability 5.0 and above. Buy Premium From My Links To Get Resumable Support,Max Speed & Support Me
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