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Lynda - Illustrator CC 2017 One-on-One Advanced

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Learn how to be the best Adobe Illustrator user you know. This comprehensive, project-based course is the second in a series of three courses by industry pro Deke McClelland. In this course, Deke doesn't just talk about how to leverage different Illustrator features—he ties each concept to a clearly-defined task, ensuring that you close out each section of the course with a practical understanding of the concepts. Discover how to convert scanned line art to scalable, vector-based path outlines using the automated Image Trace feature. Plus, learn how to make a logo using the transformation tools, create an emoji with the Gradient tool, and turn a simple circle into an intricate origami flower with the program's dynamic effects.

Topics include:

Auto-tracing in Illustrator
Upsampling in Photoshop for better results
Navigating complex path interactions
Building dynamic compound shapes
Reviewing additional Pathfinder options
Reviewing the Layers panel
Hiding, showing, and creating layers
Using Appearance panel tricks
Scaling and rotating
Aligning and distributing
Working with custom gradients
Placing photographs into your artwork
Recoloring your artwork
Printing your document

http://lynda.com/tutorial/497772

CGCookie - Modeling Modular Game Assets

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This course teaches how to build modular assets for lego-style building of a game level. It’s focused on both modeling and texturing of low-poly assets for exporting to Unity.

https://cgcookie.com/course/modeling-modular-game-assets/

**NOTE**
I couldn't get my hands on the project files,but i will keep digging,and upload them when i get them.

And Support them if you Can!

**WARNING**
Stop Seeding Only When You Start Bleeding!

[Unity Asset] Third Person Motion Controller 2.18

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The perfect AAA quality character controller for your humans and non-humans!

The Motion Controller is an animation framework and character controller for any character and any game.

Unlike other third person humanoid controllers on the Asset Store, the Motion Controller is a flexible component-based framework that can support any type of character. It includes motions for humans, but by creating custom motions, you could control anything from bugs to cats and aliens to race cars. It was built from the ground up to be extensible and allows you to create your own motions, add your own animations, and even share motions with others.

Out of the box, the Motion Controller includes the Actor Controller; an advanced character controller that supports gravity, moving platforms, custom character shapes, and walking on walls. It also includes lots of prebuilt motions that you can use for your humanoid characters, allowing them to run, jump, climb obstacles, scale walls, and more...

Components Include:
* Actor Controller
* Motion Controller
* Multiple Cameras
* Debug Logger
* Object Pool
* Profiler

Features:
* Walk on walls, ceilings, etc.
* Move and rotate with platforms
* 3 Different walk/run styles
* 3 Different basic cameras
* Customizable fall, jumps, climbs, etc.
* Customizable gravity, grounding, etc.
* Add custom animations without code
* Create and add custom motions
* Support for Nav Meshes
* Support for any input solution
* Support for PCs and NPCs
* Support for prefabs
* User friendly UI
* Set up humanoids in seconds
* Support for Windows Xbox controller
* C# Code included

MC Quick Start and User Guide
MC Quick Start Video
MC YouTube list
AC Quick Start and User Guide
Motion Builder's Guide
Motion Builder's Video
Forum Thread

Unity Asset - Third Person Motion Controller 2.18

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2.18

The perfect AAA quality character controller for your humans and non-humans!

The Motion Controller is an animation framework and character controller for any character and any game.

Unlike other third person humanoid controllers on the Asset Store, the Motion Controller is a flexible component-based framework that can support any type of character. It includes motions for humans, but by creating custom motions, you could control anything from bugs to cats and aliens to race cars. It was built from the ground up to be extensible and allows you to create your own motions, add your own animations, and even share motions with others.

Out of the box, the Motion Controller includes the Actor Controller; an advanced character controller that supports gravity, moving platforms, custom character shapes, and walking on walls. It also includes lots of prebuilt motions that you can use for your humanoid characters, allowing them to run, jump, climb obstacles, scale walls, and more...

Components Include:
* Actor Controller
* Motion Controller
* Multiple Cameras
* Debug Logger
* Object Pool
* Profiler

Features:
* Walk on walls, ceilings, etc.
* Move and rotate with platforms
* 3 Different walk/run styles
* 3 Different basic cameras
* Customizable fall, jumps, climbs, etc.
* Customizable gravity, grounding, etc.
* Add custom animations without code
* Create and add custom motions
* Support for Nav Meshes
* Support for any input solution
* Support for PCs and NPCs
* Support for prefabs
* User friendly UI
* Set up humanoids in seconds
* Support for Windows Xbox controller
* C# Code included

MC Quick Start and User Guide
MC Quick Start Video
MC YouTube list
AC Quick Start and User Guide
Motion Builder's Guide
Motion Builder's Video
Forum Thread

[Unity Asset] Third Person Motion Controller 2.18

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The perfect AAA quality character controller for your humans and non-humans!

The Motion Controller is an animation framework and character controller for any character and any game.

Unlike other third person humanoid controllers on the Asset Store, the Motion Controller is a flexible component-based framework that can support any type of character. It includes motions for humans, but by creating custom motions, you could control anything from bugs to cats and aliens to race cars. It was built from the ground up to be extensible and allows you to create your own motions, add your own animations, and even share motions with others.

Out of the box, the Motion Controller includes the Actor Controller; an advanced character controller that supports gravity, moving platforms, custom character shapes, and walking on walls. It also includes lots of prebuilt motions that you can use for your humanoid characters, allowing them to run, jump, climb obstacles, scale walls, and more...

Components Include:
* Actor Controller
* Motion Controller
* Multiple Cameras
* Debug Logger
* Object Pool
* Profiler

Features:
* Walk on walls, ceilings, etc.
* Move and rotate with platforms
* 3 Different walk/run styles
* 3 Different basic cameras
* Customizable fall, jumps, climbs, etc.
* Customizable gravity, grounding, etc.
* Add custom animations without code
* Create and add custom motions
* Support for Nav Meshes
* Support for any input solution
* Support for PCs and NPCs
* Support for prefabs
* User friendly UI
* Set up humanoids in seconds
* Support for Windows Xbox controller
* C# Code included

MC Quick Start and User Guide
MC Quick Start Video
MC YouTube list
AC Quick Start and User Guide
Motion Builder's Guide
Motion Builder's Video
Forum Thread

[Unity Asset] Third Person Motion Controller 2.18

$
0
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The perfect AAA quality character controller for your humans and non-humans!

The Motion Controller is an animation framework and character controller for any character and any game.

Unlike other third person humanoid controllers on the Asset Store, the Motion Controller is a flexible component-based framework that can support any type of character. It includes motions for humans, but by creating custom motions, you could control anything from bugs to cats and aliens to race cars. It was built from the ground up to be extensible and allows you to create your own motions, add your own animations, and even share motions with others.

Out of the box, the Motion Controller includes the Actor Controller; an advanced character controller that supports gravity, moving platforms, custom character shapes, and walking on walls. It also includes lots of prebuilt motions that you can use for your humanoid characters, allowing them to run, jump, climb obstacles, scale walls, and more...

Components Include:
* Actor Controller
* Motion Controller
* Multiple Cameras
* Debug Logger
* Object Pool
* Profiler

Features:
* Walk on walls, ceilings, etc.
* Move and rotate with platforms
* 3 Different walk/run styles
* 3 Different basic cameras
* Customizable fall, jumps, climbs, etc.
* Customizable gravity, grounding, etc.
* Add custom animations without code
* Create and add custom motions
* Support for Nav Meshes
* Support for any input solution
* Support for PCs and NPCs
* Support for prefabs
* User friendly UI
* Set up humanoids in seconds
* Support for Windows Xbox controller
* C# Code included

MC Quick Start and User Guide
MC Quick Start Video
MC YouTube list
AC Quick Start and User Guide
Motion Builder's Guide
Motion Builder's Video
Forum Thread

[Unity Asset] Third Person Motion Controller 2.18

$
0
0
The perfect AAA quality character controller for your humans and non-humans!

The Motion Controller is an animation framework and character controller for any character and any game.

Unlike other third person humanoid controllers on the Asset Store, the Motion Controller is a flexible component-based framework that can support any type of character. It includes motions for humans, but by creating custom motions, you could control anything from bugs to cats and aliens to race cars. It was built from the ground up to be extensible and allows you to create your own motions, add your own animations, and even share motions with others.

Out of the box, the Motion Controller includes the Actor Controller; an advanced character controller that supports gravity, moving platforms, custom character shapes, and walking on walls. It also includes lots of prebuilt motions that you can use for your humanoid characters, allowing them to run, jump, climb obstacles, scale walls, and more...

Components Include:
* Actor Controller
* Motion Controller
* Multiple Cameras
* Debug Logger
* Object Pool
* Profiler

Features:
* Walk on walls, ceilings, etc.
* Move and rotate with platforms
* 3 Different walk/run styles
* 3 Different basic cameras
* Customizable fall, jumps, climbs, etc.
* Customizable gravity, grounding, etc.
* Add custom animations without code
* Create and add custom motions
* Support for Nav Meshes
* Support for any input solution
* Support for PCs and NPCs
* Support for prefabs
* User friendly UI
* Set up humanoids in seconds
* Support for Windows Xbox controller
* C# Code included

MC Quick Start and User Guide
MC Quick Start Video
MC YouTube list
AC Quick Start and User Guide
Motion Builder's Guide
Motion Builder's Video
Forum Thread

Lynda.com_After Effects CC 2017: VFX Essential Training

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Learn how to create stunning visual effects with one of the most widely-used and highly-regarded compositing applications on the market—Adobe After Effects CC 2017. Although this is an introductory course, if you're brand new to After Effects, check out After Effects CC 2017 Essential Training: The Basics; in that course, instructor Mark Christiansen starts from the very beginning, introducing you to the interface and other basic concepts to help you get up and running with the popular program.

In this course, Alan Demafiles dives into the fundamentals you need to start creating visual effects with After Effects CC 2017. Discover how to work with green screen footage, use rotoscoping to separate foreground from background, track footage, and add your own 3D elements to a scene. Learn how to use particles to create fire, use noise to replace the sky, and more. In the final, project-based chapter, reinforce your new skills by putting techniques into practice using real-world scenarios.
Topics include:
Creating transparency
Tracking masks in Motion
Utilizing the Roto Brush tool
Isolating key elements with garbage masks
Creating light wrap
Working with trackers
Working with 3D layers
Creating destruction with Shatter
Creating fire with particles
Distorting layers with the Puppet tool
Compositing 3D renders
Working with rendering

3D Artist - Issue 103 2017 (DIGITAL CONTENT)

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Tutorial Files:
1.Develop abstract character concepts.
2.Construct a game-ready battle mech.
3.Realistic procedural shading and texturing.
4.Simulate a splashdown.
5.Master Motion Vectors.

Video Tutorials:
1.Animating Blood Flow in Maya.(2h30min)
2.Master Motion Vectors in NUKE.(19min34sec)

3D Assets:
1.CGAxis models.
2.25 3DTotal textures.

Houdini 16.0.504.20 (Win x64) QT4

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SideFX has officially announced Houdini 16 software for 3D animation and video effects. The latest update includes new workflows for terrain building, shading, character rigging and visual effects creation, as well as a new network editor and radial viewport menus.

SideFX Houdini 16 features:

User Experience – New Node Network and Radial Menus

For a fast and fluid experience, the new network editor has been redesigned from scratch to include custom node shapes, alignment and layout tools, ‘dot’ nodes and much more. New context-sensitive and fully customizable radial menus provide quick access to common tools, making Houdini more accessible for artists.

– Brand new architecture for better performance, user experience, and control
– Completely redesigned look and feel
– ‘Dot’ connections to help route wires
– Customizable node shapes
– Resizeable color palette
– ‘Flyout ring’ to quickly access node flags and node info at any zoom level
– Persistent node info dialog with live links and cut-and-paste capabilities
– Visual ‘badges’ to indicate certain properties of the node
– Multi-selectable and multi-assignable wires
– Ability to knife-cut wire connections
– Snapping guides for fast and easy node alignment
– Automatic shifting of nodes to accommodate new entrants
– Intuitive, gesture-driven network layout tools
– Quickmark hotkeys to jump between networks or within one network
– Dimming of long wires to prevent obstruction of nodes
– Visual indication of non-local dependencies, with handy jump-to controls
– Background image support for network boxes or the entire canvas
– Font size, color and background controls for sticky notes
– Optional display of the node type
– Powerful search engine
Modeling – Artist-Friendly Tools and Procedural Techniques

The modeling toolset in Houdini continues to grow – with new Boolean tools, Smooth and PolyFill. These tools make it easier to create a good surface topology for use in Film, TV, Games and VR, and can be used interactively in the viewport or procedurally in the network editor.

Fast Boolean with exact predicates and arithmetic
– 3D and UV smoothing with advanced surface analysis kernels
– PolyFill with quads, fans, and more
– Enhanced PolySplit and PolyBevel
– Redesigned Copy/Instance and Group
– Intersection analysis and stitching
– Robust 2D triangulation
– Selection enhancements
– Fast tool access via customizable, gestural radial menus
– Infinite reference plane with rulers
– Medial axis snapping
– Vertex normal support in the viewport for cussing
– Pseudo-bevelling with Normal SOP
– Aggressive geometry compression
– Extensive OpenCL support
– ‘Compiled SOP’ architecture: parallel cooking and memory savings
– 3D Mouse support
Terrain Generation – Full Artistic Control using Volume Slices and Height Fields

SideFX Houdini 16 terrain system lets you layer and edit terrain easily with tools such as procedural noise, or paint or mask out areas directly. The operations are very similar to image compositing, so terrain artists will find the Houdini workflow familiar. The terrain can then collide with Fluid simulations, Crowd agents, Particles, RBD/destruction and Pyro FX – without converting the heightfields into geometry.

– Brand new architecture for procedural terrain generation
– Based on height-field volumes in SOPs
– Full and immediate access to Houdini’s modeling arsenal
– 30+ dedicated surface operators
– Powerful erosion models
– Straightforward workflow, similar to image compositing but in 3D
– Seamless optional leveraging of Houdini’s compositing network (COPs)
– Ability to mask areas of interest with freeform curves and texture maps
– Ability to paint and override any attribute
– Support for GeoTIFF and several Lidar formats
– Native output to game engines
– Fully tileable
– Game-friendly terrain material and specialized shader for VFX use
– High-quality visualization in the viewport
– Dedicated Mantra procedural for rendering
– Very fast: hardware accelerated via OpenCL
– Native collision support for Houdini’s physical sim environment (DOPs)
Look Development – Streamlined Shader Building Workflow

SideFX Houdini 16 includes a new shader building workflow that allows for layer mixing and quick access to procedural texturing tools. Mantra has been enhanced with improved BSDFs for creating Sub-Surface Scattering, Dielectrics, Absorption and more. Game artists can leverage an improved texture baking workflow.

Architecture for single-tiered shader creation in VOPs (no SHOPs required)
– Much streamlined workflow to aid both new and existing users
– Full support for nested, unlimited shader layering
– SideFX Houdini 16 brings redesigned VOP node tiles
– Ray-traced SSS BSDF with image-plane outputs
– SideFX Houdini 16 brings support for unified nested dielectrics
– Dispersion and absorption BSDFs
– Redesigned Principled uber shader with extensive features and controls
– Updated shader gallery with new entries such as skin, wax, and mountain
– Easy OpenGL tagging of shader attributes for viewport visualization
– Viewport support for metallics, coat, occlusion, reflection and more
– Texture baking enhancements
– OpenColor IO support
– Per-pixel inspection of material stylesheet overrides in IPR
– Significant performance enhancements to Mantra
– Fine-grained, intuitive controls for the quality/performance tradeoff
– Direct rendering of HIP files containing curves and points with no Engine license
Character Animation & Rigging – Advanced Rigging Tools with Muscles

SideFX Houdini 16 new animation and rigging tools have been improving over the last few releases – and with the Auto-rigging, Muscle and Flesh architecture and Invisible rigs in Houdini 16, a complete character workflow is now in place. The new Biharmonic skin capturing will save riggers valuable time while the FEM-based muscles produce high-realism results.

Many enhancements to the Animation Editor
– Flexible constraint architecture based on VOPs and CHOPs
– Biped and quadruped auto-rigs
– Biharmonic skin capturing to diminish the need for weight painting
– Fast bone placement with medial axis support
– ‘Invisible rig’ support in Pose tool
– Spring-based and FEM-based skin & muscle system
– Significantly improved FEM soft body solver
– Optimized for performance
Hair & Grooming – Designed for Unlimited Control

SideFX Houdini 16 brings new hair and fur tools let you easily layer and blend attributes while mixing things like frizz, clumping, bending, partying and curling. Trim or extend hair using 3D brushes; employ masks to isolate areas of interest; paint any hair attribute in an interactive yet procedurally-safe manner. There is nothing black-boxed about the new system, and the artistic freedom it affords is endless.

– Complete overhaul of hair and fur creation, grooming, and rendering
– Unrestricted layering of grooming operations in SOPs
– Rich set of dedicated tools such as clump, frizz, curl, trim, extend and part
– Flexible masking tools to isolate areas of interest
– Ability to override any attribute via texture maps or 3D paint
– Total freedom to mix attribute painting with 3D brushing
– Equal editing access to grooming guides and generated hair
– Full preservation of procedural graph
– Built-in simulation controls
– Easy and accurate retargeting
– High-quality hair visualization in the viewport
– Dedicated shelf tools and desktop
– Very fast: uses OpenCL and the new ‘Compiled SOPs’ architecture
– SOP-based Mantra procedural that does not consume Engine license
Ocean Tools – New Infinite Ocean Architecture

SideFX Houdini 16 brings ability to layer wave spectra using point instantly lets artists create complex, realistic and seamless oceans with elegance and ease. No more tiling artifacts with Houdini 16’s truly infinite oceans. Art direct ability is paramount and individually modeled and animated hero waves now mix perfectly with existing spectra.

– Complete overhaul of the ocean FX architecture
– Unlimited layering of arbitrary wave spectra in SOPs
– Infinite oceans: tile-free approach that eliminates concern for artifacts
– Waves can be applied artefact-free even to deformed/warped base grids
– Art-directable, animated hero waves can be mixed in seamlessly
– Masking tools to isolate areas of interest
– 3D particle foam system for a richer and more realistic look
– Guided sims: seamless blending of FLIP fluid sim with ocean surface
– Improved boundary layer that preserves boundary velocities
– Very fast: OpenCL accelerated
– Layerable ocean shader that lets you plug in foam particles
– Render-time evaluation of ocean surface via dedicated Mantra procedural
FLIP Fluids – Art Directable Fluid Simulations

SideFX Houdini 16 brings enhancements to FLIP Fluids include physically-correct surface tension for classic water-crowning shots. Art-directable ‘fluid suction’ uses objects – even deforming objects – to guide the fluid in a controllable fashion that enhances the aesthetic of the fluid dynamics. Whitewater in Houdini 16 is all 3D particle-based which gives much richer, more natural results. For anything viscous, there is a new slip function which provides control over how the fluid interacts with the collision geometry.

– SideFX Houdini 16 Physically correct simulation of surface tension
– Suction force: art-directable fluids driven by animated geometry
– Waterline feature: wave dynamics that extends correctly beyond boundaries
– SideFX Houdini 16 Enhanced viscosity solver with slip controls
– Fully OpenCL-accelerated pyro pipeline
– Native support for collision with heightfield terrains
Houdini Engine & Games

– SideFX Houdini 16 HAPI 3.0: no longer Houdini Digital Asset (HDA) centric; packed primitive support
– Remote debugger: live view and manipulation of game engine scene within Houdini
– Many UE4 and Unity plug-in enhancements
– Dedicated shelf tools for games
– Rigid-body and breakable simulation export to FBX
– Blendshape export to FBX
– Simulation export to textures for use in real-time engines
– Much improved texture baking
– More robust PolyExpand2D

3D Artist - Issue 104 2017 (DIGITAL CONTENT)

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Tutorial Files:
1.Master hair & fur in ZBrush.
2.Light a cinematic scene in Unreal.
3.Composite Cycles render passes in After Effects.
4.Build post-apocalyptic textures for games.
5.Enhance your workflow with Katana.

Video Tutorials:
1.Composite Cycles renders with After Effects.(47min27sec)
2.Creating automotive materials in Unreal Engine 4.(2h29min)

Software:
1.Psd-manager 4 free trial

3D Assets:
1.25 textures from 3DTotal.

3D Artist - Issue 102 2016 (DIGITAL CONTENT)

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Tutorial Files:
1.Develop soft organic forms in ZBrush.
2.Build a real-time aquatic diorama.
3.Master animal anatomy.
4.Get started with grooming in Maya.
5.Lighting noir-style vehicle renders.
6.Shade stunning Clarisse environments.

Video Tutorials:
1.Creating a Photorealistic Scene with 3ds Max and V-Ray.(4h43min)
2.Shade stunning Clarisse environments.(59min57sec)

3D Assets:
1.3 CGAxis HDRIs.
2.25 textures from 3DTotal.

Isotropic Clarisse iFX v3.0 SP8 Linux x64

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Clarisse iFX is a new breed of high-end 2D/3D animation software which is the fusion of an animation package, a compositing software and a 3d rendering engine. It has been designed to streamline the workflow of CG artists to let them work and constantly interact on their final image with full effects on Rendering.
All new physically based rendering engine.
New physical lights, materials and volumes.
New layered and composite materials.
New multi-sample deformation and transformation motion blur.
Rendering speed optimizations such as up to twice as fast to render volumes.

Isotropic Clarisse v3.0 SP8 Linux64

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Clarisse iFX is a new breed of high-end 2D/3D animation software which is the fusion of an animation package, a compositing software and a 3d rendering engine. It has been designed to streamline the workflow of CG artists to let them work and constantly interact on their final image with full effects on Rendering.
All new physically based rendering engine.
New physical lights, materials and volumes.
New layered and composite materials.
New multi-sample deformation and transformation motion blur.
Rendering speed optimizations such as up to twice as fast to render volumes.

SilhouetteFX Silhouette v6.0.28 Linux64

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Invaluable in post-production, Silhouette continues to bring best-of-class tools to the visual effects industry. Using an entirely stereoscopic workflow, all capabilities of Silhouette, including its award winning rotoscoping, non-destructive paint, keying, matting, warping, morphing, and 2D-3D conversion tools are stereo enabled.

GraphiSoft ArchiCAD 20 Build 5025 x64

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Info:
ARCHICAD 20 features a brand new, flat-design graphical UI that sets the new version apart from run-of-the-mill BIM tools. Underneath the surface, a number of important functional improvements put the emphasis on the “I” in BIM.

The ‘I’ in BIM
Information is the most valuable part of BIM and ARCHICAD 20 helps designers to bring out the most of it!

Storing the information in BIM
ARCHICAD 20 allows users to utilize their Building Information Model as the central storage place for all related information. They can even easily store and maintain design information that was not created using CAD or BIM tools, like Excel spreadsheets.

Displaying the information in BIM
ARCHICAD 20 leverages well-structured information resulting in informative design visualization, which ensures enormous efficiencies throughout design and construction. With the help of smart filters and brand new graphical override, designers can freely change the representation of any 2D and 3D views of elements with similar properties. This feature allows a number of workflows that make communication, coordination and model checking much more efficient.

Sharing the information in BIM
ARCHICAD 20 has improved its current IFC- and BCF-based OPEN BIM workflows by exporting color-true precise element geometry, implementing survey point (national datum definition), enhancing property management and mapping, sharing physical properties of building materials, etc.

Graphical Favorites
Brand new Graphical Favorites provide excellent visual feedback about saved element settings with automatically-generated, colored 2D or 3D thumbnail previews — available instantly for every Tool.

Instant visual feedback
The new Favorites provide outstanding visual feedback about saved element settings with automatically-generated, colored 2D or 3D thumbnail previews — available instantly for every Tool.

Fast, organized access
Favorites can be organized in a custom, hierarchical folder structure – using simple drag and drop – for faster access; multi-selection of favorite entries is also supported.

Project standardization
Favorites entries, selection sets, single or multiple entries can be exported in various formats (binary or XML) to help ensure modeling, project or office standards for every member of the team.

BIM Visualization
ARCHICAD 20 brings project visualization to the next level by updating the CineRender Engine and enabling more accurate handling of “free-form” (Non‐Uniform Rational Basis Splines) shapes.

CineRender
ARCHICAD 20 runs the latest CineRender version, based on the Cinema 4D R16 engine. The result is a major enhancement concerning surface settings. This ensures even more realistic surfaces, while rendering improvements reduce render times and enable highly-realistic contact shadows.

Two-Point Perspective
In 3D perspective view, users can switch to a two‐point perspective in any camera position, maintaining the original position and viewing angle. As a result, all 3D vertical edges become vertical in perspective projection.

Non-uniform splines (NURBS)
Complex geometry models created in Rhino can now be imported to ARCHICAD as native objects using their “native” NURBS definitions. ARCHICAD users can better control the representation of each individual imported object, depending on its purpose in the model.

Fresh look at BIM
The fully-refreshed user interface maximizes working area; the clean and modern tool and command icons look sharp. Tab-based navigation keeps you where the action is: right in front of you.

Refreshed User Interface
ARCHICAD 20 presents a unified, up-to-date, and professional user interface in accordance with the launch of the latest Mac and Windows operating systems. ARCHICAD 20 has a cleaner and larger workspace by displaying the most widely-used functions while restructuring all the rarely-used commands and options.

Tab-based navigation
By eliminating superfluous graphical elements of the user interface, it is not only free from unnecessary visual noise, but also provides a clean environment for clear thinking.

Fresh & crisp appearance
Architects like to use as large a working area and screen real-estate as possible during their work. This gives them the freedom and flexibility to unleash all creativity with the least amount of boundaries.

Isotropix Clarisse iFX v3.0 SP8 Mac

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Isotropix Clarisse iFX is a new breed of high-end 2D/3D animation software which is the fusion of an animation package, a compositing software and a 3d rendering engine.

It has been designed to streamline the workflow of CG artists to let them work and constantly interact on their final image with full effects on, specialized in the creation of and assembly of immense environments, look development, lighting and rendering.

Website: http://www.isotropix.com/clarisse3



** A FEW NOTES **

• This is Mac version (64-bit). Both Windows and Linux versions are already available on CGPeers.

• I didn't create this crack. If you experience technical issues, try checking CG Forums for help.

• Might be a good idea to block the program for both outbound (outgoing) and inbound (incoming) connections in firewall. (May have to disable antivirus firewall to get windows firewall to work.)

• Buy this, if and when you can--esp. for any commercial use.

Silhouettefx Silhouette v6.0.28 Win/Mac x64

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Info:
Developed over the years with input by those working in the trenches, Silhouette runs like a well oiled machine. You will be up to speed with minimal effort and have the tools you need to handle the most challenging of shots. As visual effects artists ourselves, we understand your challenges and timelines. Our goal is to help you get the job done right, on time and on budget.

Features
• Crop Node The Crop node crops the image and session to a user defined size. This is especially useful when you only need to work within a smaller region of a larger image as it will use less memory and process faster.
• Edit > Duplicate Action Duplicates a selected object at the same level in the Object List as opposed to Copy/Paste which places the pasted object at the top of the Object List.
• EXR 2.0 Multi-part Support Silhouette now supports EXR 2.0 Multi-part files. When a multi-part file is loaded, all of the parts are loaded into the Project window.
• Input/Output > EXR > Use Data Window as Display Window The Input/Output > EXR > Use Data Window as Display Window preference overrides the default behavior of Silhouette automatically loading an EXR file’s Display Window. Reloading the project or media is required for this preference to be enabled.
• Frame Step and Point Trackers The point trackers now obey the Viewer > Frame Step.
• Nuke Export – Inner Blur Support Inner Blur is now supported for shapes exported to Nuke.
• Paint: Duplicate Strokes From One View To Another Duplicates strokes from one view to another. If a layer with a stereo offset is selected prior to duplicating, the stereo offset is taken into account when duplicating the strokes.
• Paint: Playback Selected Events Forward or Backward Playback of paint strokes can now be performed forward or backward depending on whether you select the Play Selected Events Backward or Play Selected Events Forward (arrowhead) icons.
• Paint: Rebuild In Paint Stroke Order Rebuild now always rebuilds in paint stroke order, not in time order.
• Render > Slap Comp > Invert There is now an option to invert the Slap Comp in the Render Options.
• Scripting: Ability to Find a Node’s Source Added node.getInput(index=0) and node.getOutput(index=0) to allow you to track the primary source up the chain from a target node.
• Scripting: Extensions Added an “import extensions” to the startup.py script and added a scripts/extensions directory to use for non-action extensions, such as the included rv flipbook extension.
• Scripting: getInput() Scripting Helper A number of users have asked for a simple input box so the user can type something in as a parameter to a script.
• Scripting: Global Dictionary Added fx.globals as a root-level dictionary to support a global place for scripts and UI elements to access shared values. This was added to facilitate startup scripts setting information that might be used by the UI, such as the name of an integrated flipbook.
• Scripting: Hook Improvements Multiple hook functions can be registered and executed per hook.
• Scripting: Hooks – New Added the following scripting hooks: “frameChanged” and “selectionchanged”.
• Scripting: Keyframe Utilities Previously, there wasn’t an easy way to determine if a time was a key or to find surrounding keys. There are now new Key methods added to Property.
• Scripting: Pan and Zoom Keyboard Shortcuts The Pan and Zoom keyboard shortcuts can now be reassigned.
• Scripting: Support Multiple Paths in SFX_SCRIPT_PATH SFX_SCRIPT_PATH can now have a list of colon-separated paths (Mac+Linux) or semi-colon-separated (Windows).
• Shape > Blur Type Preference A Shape > Blur Type preference was added to set the default blur type: Center, Inner, Outer.
• Tweak Software > RV Integration When a path is entered in the RV > Command preference, a “Send to RV” option appears at the bottom right of the Render window. If that is enabled, after rendering, the rendered clip will be sent to the RV playback software–if installed.

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