IlluminateLabs.Turtle.v3.0.0.5.for.Maya.7-bazuka6 |# @& w. E" U
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Release Notes:2 ? W, k6 G- Q3 C, i
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By integrating the baking functions into the core of Turtle, we can now* P, s. W% \% P5 T8 {% \6 p; V( z
treat standard rendering and baking in the same way. For you, this means a
5 {$ N+ U9 I4 P( o4 O! S8 _" Pbetter workflow while baking and the ability to bake with all of Turtle's5 s, P% B7 y! l# p+ W9 ]
render features.
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[B]Technical Specifications[/B]
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3 E9 r# j9 Q; [$ F( p9 Z; G[I]Turtle Render Overview[/I]
, [- g" J$ \% M! p" Q$ _- Lua script shaders
2 |9 O n0 m6 \+ I1 N: N- n- Anti-aliasing with advanced edge tracing
2 i O* {! f9 G8 C! M# ~& _7 ^( i% |- Final Gather and Global Illumination
Y2 q& h5 u: J" B' u. N- Ambient and Reflection Occlusion
0 v) I3 F: @2 T* k' e9 o+ r- Q$ \% Y- HDRI and Image Based Lighting4 Q4 z& J/ i b1 n8 P7 x
- Micropolygon displacement at render-time
z7 v2 \9 i$ ^5 T( b v4 {- Render polymeshes as subdivision surfaces6 Y1 }3 G/ T4 m7 I9 B
- Direct compatibility with ZBrush displacement and normal maps
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7 s& S* D: G+ b5 W/ k8 t2 @, |% a- Output shaders3 ^% a8 |+ o! t" o5 w% e
- Realistic material shaders (eg. Oren Nayar)
0 ~1 _, A- D% k$ V% r- Fast subsurface scattering with support for blocking geometries
3 M/ q6 W# Q% P- m: {/ L- Advanced pass system - any shader can be a separate pass; _+ ~; q: Q: b% E6 c
! x' M* e, g7 `" F3 O[I]Turtle Baking Overview[/I]- l6 {9 ?2 C# P1 O! l$ c
- Renderview Baking
3 S3 {1 v$ M# ^5 P' e- Adaptive Super Sampling
* m+ B7 y* Z, ?& I$ _- Bake Region1 c9 t, B3 L q* Y, W. m
- Preview Baking
, z$ ~! U% L; R! E0 X- Surface Transfer3 F, A! _$ {3 o" O
- Normal Maps; _! x% ]+ n" ~$ T9 M* V& |! F
- Polynomial Texture Maps9 t' l2 ]. v1 O, \1 K1 K/ k
- Batch Baking/ E9 J) c8 H# \; U
- Bake Layers u. l |( |" y- l& l5 @
- Stencil Baking
/ I: a6 s: U# p/ C& K) t5 t- Adaptive Texture Resolution复制内容到剪贴板
代码:
http://www.filehd.com/download.php?get=374783016*enJoy!*