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JoeAlter Shave And A Haircut For Maya 8.0.v4.5v11 英文正式版(MAYA的毛髮效果插件軟體)


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JoeAlter Shave And A Haircut For Maya 8.0.v4.5v11 英文正式版(MAYA的毛髮效果插件軟體)






JoeAlter Shave And A Haircut For Maya 8.0.v4.5v11 英文正式版(MAYA的毛髮效果插件軟體)










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JoeAlter Shave And A Haircut For Maya 8.0.v4.5v11 英文正式版(MAYA的毛髮效果插件軟體)
^^^^^^^^^^^^^^^^^^^^^^^^ 2007年03月最新版!
For WIN 9x/WIN ME/WIN NT/WIN 2000/WIN XP/WIN 2003

原版光碟!!!絕對超值!!
2007.03 .12 全新〞光榮 〞上市 XYZ軟體補給站
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JoeAlter Shave And A Haircut For Maya 8.0.v4.5v11 英文正式版(MAYA的毛髮效果插件軟體)

相關網址:
http://www.joealter.com/

安裝序號:

破解說明:
1) Unpack
2) Use our keymaker to generate a working
key.
3) Enjoy!

中文化說明:

內容說明:
JoeAlter出品用於MAYA軟體的插件,可對毛髮進行修飾、動態表現、渲染與合成,能夠
為角色、動物以及人物創建真實的毛髮效果。此外還可以用於創建葉片、草叢等高密集
程度的系統。包含註冊機。

英文說明:
Easy to Use ..
The above image is a normal Attribute Editor Presets window
with some of the presets we include. These swatches get
rendered for you whenever you save a preset.

So Real..
Not Just for Hair and Grass You can actually replace hairs with
any geometry you can model.

Integrates with Maya's render and 2D post effects Shave's render,
built into a volumetric plug-in, obviously integrates tightly
with Maya's own. Unlike Maya Fur, it even supports objects with
transparency Additionally, it integrates with Maya 2D post
process effects like depth of field.

Ray Trace Effects with the Maya render (and other neat tricks)
Additionally, if you want to render the secondary rays with
Maya's render, we handle that as well. Just turn the option on
and adjust the detail level. You'll actually see ray traced cast
shadows and hair will show up reflections and refractions.

Go Texture CRAAZY .. The above swatches are just a few of
Maya's procedurals applied to various channels, the
combinations are limitless. You can also (obviously) paint
these textures too. Even animate them.

Texturing your hairy object all happens inside Maya, You can
apply any kind of 2D/3D shader to almost any channel, you
can apply textures, even separate UV sets. You can Even
texture dynamics properties like Stiffness or Dampening.

DISPLACEMENT PARAMETERS
Before (or after) you've even touched a hair guide or a brush
tool, you can apply displacement parameters which can have a
great deal of effect on the hair's look. Using mult/splay/friz/
kink we make the same set of hair go from wet to dry in
the above sample.

GUIDE FIELDS
Shave works from a 3 dimensional flow field bounded by
something called 'hair guides' (left). When guides are
emitted from a surface ( nurb or poly), a whole field of
them are created. The number of guides relate directly to
the number of CV's in the emitting surface. They define
the general shape of the hair.

The actual hair (right), which can be previewed at lower
counts in the viewer, is an even distribution across the
emission surface, and has nothing to do with how many guides
you have. Initially the hair is grown as a straight
interpolation of the guides, and then displaced by
parameters such as 'kink' and 'frizz'.

SMOOTH DENSITY
Our density equalizer balances hair population so that
regardless of the density of the underlying surface
or number of guides, you still get a uniform distribution
of hair as a base line. If you want to fiddle with that
balance you can assign maps and shaders to our
density channel. Unlike other solutions, we do a world-space
barycentric lookup, which is just a fancy way of saying it
doesn't require special UV's and will
work on polygons, nurbs , or any other type of surface
emitter.

SPLINE MODE
An other types of guides are ' spline guides'. For each
Maya spline you select, Shave creates a duplicate guide. Hair
is then evenly interpolated between the guides (above)
, interpolation can be turned off as well.

THE BRUSH TOOL & RECOMB
Combing hair is quick and easy. With the brush tool and ?
recomb ', brushing along complicated contours is as easy
as petting a dog (the above example was just a few interactive
strokes of the tool).

STYLING INTERFACE
Creating so many guides assures good local control on
hair shape, and steady dynamics. But controlling and
combing so many guides comes with it's challenges too,
which is why we include a custom interface just for
combing. Each little guide is actually a kinematic chain, it
can either be modeled into place, it can be just sha ken
around, or it can be dragged en-masse with a soft hairbrush
tool.

Shave's guides have our dynamics engine built in . From the
moment you create a guide you can dynamically grab it, move
it, shake it around... no complicated mazes of menus and
modes.

Skin Driven Dynamics
Shave's dynamics engine inherits all its inertia directly
from the skin of your critter, NOT from general
transformation. This means that if you morph, move, or
deform - the dynamics of the hair that is emitted from that
surface will accurately reflect the resultant motion.

Integrated Surface Collision Engine Shave's dynamics engine
also includes full, lightning fast, surface collision.

Forces
We actually utilize Maya's own force fields and add
them into ours.

Dynamic Constraints In addition to letting hair flow free,
you can also constrain any guide vertex to the orientation
of a surface. This is not only useful for doing things
like making pony-tails, but is also a powerful modeling too
for things like braids. You can bend shave's hair into any
shape you can model.

XYZ軟體補給站強力推薦!!!一定讓你值回票價,保證錯不了。
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JoeAlter Shave And A Haircut For Maya 8.0.v4.5v11 英文正式版(MAYA的毛髮效果插件軟體)
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