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6 X Shave and a Haircut 3.8v23 for Maya

6 X Shave and a Haircut 3.8v23 for Maya

Shave And A Haircut v3.8v23 For Maya
0 W2 Y# u) I* L; q+ L(6.0, 6.5 & 7.0 Windows, 6.0, 6.5 & 7.0 Linux)

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Release Notes:) V$ L! G% I& [" ]2 ?1 Z

3 `( N7 Y; d# {* F. Q. w) EShave's integration into Maya is so smooth, that you might " F6 r, x0 l0 |9 q, [" P( _# [
just think it's just a 'plugin'. It is not. It is a complete
6 R  Q; C# C; _  j8 T* }* K; zmodeler, a full dynamics simulation system, it is a complete
5 o1 \/ r# m8 v8 vrenderer, and it is a compositor. Most 'plugin's that have ' L& l) r1 g* n6 m5 C2 N
such deep integration are entirely closed systems, and make
" \4 ~0 h' N, D# Y, T3 nyou do everything their way, or the highway. Highend 3 {! Z" t' L+ k7 p
companies want more.
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FEATURES6 ?' j, g; z, J0 ~5 F2 S

  v/ x, x: R; ~& f, J. y* S& o% HEvery hair solution has to deal with rendering. Although we
# C: O) s% }- Z7 ~/ I/ E2 C: Z6 W: igive our renderer away with the base license, we don't skimp
3 t. d: G: c8 h; gon rendering.- x' l8 `7 @/ @8 |- c$ s% b

* g) J8 I; q/ p; o) a" GSuperior Self and Cast Shadows - "Deep Accumulation"& u; h# r2 k5 p& r8 ]! l: C
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Shave renders a Deep Accumulation for all shadows. This . z; I# o. |+ H! o3 K
means several things. With Shave's Deep Accumulation, light 3 F9 c0 T( Y* |$ P8 J1 E+ v; Y& r
filters into the hair mass, creating a natural softness that
; P4 b. u) T9 \0 \. eyou just can't achieve with a Z-buffer. This lighting model
& G9 d# x. c: _much more naturally emulates the way light interacts with
' S# T6 f( ]% ]hair, and has much the same effect as Pixar's Deep Shadow # o9 @: g' w- S& K$ V4 I" V/ x
method.  
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Integrates with Maya's render
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Shave's render, integrates tightly with Maya's own. Not only 0 f$ V0 C( B9 k! z: k/ o
does it match camera, aspect ratio, aperature, etc.. but it   e* d! y5 L4 e; \& r
also works with Maya 2D post process effects like depth of 2 u) ^1 t5 d5 c( f5 a9 |! O: n
field, and fog . Additionally, if you want to render the , Z! {) J' G- b  ^9 D
hair -with- Maya's render (or any render for that matter)
% g6 E. Z% W( e/ o4 |0 q3 t% jyou can just turn on 'polygonal model' hair generation.! C- J% Q3 C6 l" T1 N6 K
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Not Just for Hair and Grass2 R( z$ Q, T0 {+ `/ t2 G/ S% U( l
With shave, you can actually replace hair geometry with
8 g9 V. g* u( [* ]% t* ]0 f0 eanything you can model. This feature, called 'Instancing', * v: W) f. f+ T/ z4 X4 p
allows you to grow things like trees, leaves, cows ...
# i3 B' K( X- m& \5 Hanything.
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  H( e/ B* ?0 L) m# _+ [COMBING  B$ m, |, |! E8 s$ M
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Shave works from a 3 dimensional flow feild bounded by
! x6 D  n! l. [" _" D, wsomething called 'hair guides' (left). When guides are
  \9 b& e: ?* A0 k) M! T  Hemmitted from a surface (nurb or poly), a whole field of ) J! j4 |" r. `- @7 r; _
them are created. The number of guides relate directly . _- ?" e3 Z/ R/ G. c1 O
to the number of CV's in the emmiting surface. They
* I# O6 e& Q8 {% J# y. a" Idefine the general shape of the hair.
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: d( s! R" ]& w9 {. _0 c, jThe actual hair can be previewed at lower counts in the
# ~- a! ?- }3 n, M; Eviewer, is an even distribution accross the emission
7 _# p' ]8 d$ S: Bsurface, and has nothing to do with how many guides
/ \5 }6 _1 t  A: P! ?, ryou have. Initially the hair is grown as a straight 2 o5 C- v/ i5 F; r2 Y  v
interpolation of the guides, then displaced by
" v8 }# h# y7 h$ R! L9 [! zparameters suchas 'kink' and 'frizz'.
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Creating so many guides assures good local control on
0 o) l3 L+ e9 U, _" Z% B% `hair shape, and steady dynamics. But controling and * m7 d  m( Y  q
combing so many guides comes with it's challenges too, & `4 w! Q: W+ Y& B
which is why we include a custom interface just for 4 w* x7 h" y- D: ?3 x
combing.
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DYNAMICS1 Y; e5 _1 h" S

/ }& j  R/ ?3 @1 \# b1 ^Shave's guides have our dynamics engine built in.. 7 g. G8 m. n0 D1 _# |+ p  Z
To create dynamic hair with Shave, you point and
. Q7 T9 B% N3 n/ y' eclick.
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  P8 F1 P2 U3 V8 ^( g# |Each and every hair guide you create with Shave is a & _# R7 ?# G: ]8 w
dynamic, bi-directional, gimbal lock free, dynamic
3 @9 A% D2 V* U) @6 \0 pchain. Dynamic properteies can be set with sliders and
0 [" \1 k# p& ]+ }panels, but can -also- be painted with wieghtmaps and / d# u- u- O  b
textures.( W# O2 D$ q% J; `
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Take 1 or 2 or all ............. :
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代码:
http://www.filehd.com/download.php?get=062180722
*enJoy!*
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- {( H) Z7 X; _[ 本帖最后由 elm00 于 2006-3-18 17:51 编辑 ]

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