Solid Angle Maya to Arnold 5.3.1.1 (x64)
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- 2-05-2023, 16:55
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- voska89
Free Download Solid Angle Maya to Arnold 5.3.1.1 | 4.2 Gb
Product:Solid Angle Maya to Arnold
Version:5.3.1.1
Supported Architectures:x64
Website Home Page :www.arnoldrenderer.com
Languages Supported:english
System Requirements:Windows / macOs / Linux *
Size:4.2 Gb
The software developer Solid Angle is pleased to announce the availability of Arnold (or MtoA) 5.3.1.1 for Autodesk Maya is a bugfix release using Arnold 7.2.1.1.
5.3.1.1 - Date: 19 April 2023
MtoA 5.3.1.1 and 5.3.1, Bifrost 2.7.0.1, and MayaUSD 0.23.0 all use a version of USD that provides important security enhancements. We recommend that you upgrade to these versions of the plug-ins.
Maya Plugins Compatibility
MtoA 5.3.1.1 works with the following Maya plugins:
- Bifrost Extension for Maya 2.7.0.1
- MayaUSD 0.23.0
Bug Fixes
MTOA-1393 Pre-Render Callbacks called when opening scene
MTOA-1391 Error with USD in standin tree view
MTOA-1366 USD Lights in a usdProxyShape appear twice in the scene
MTOA-1359 IPR gets triggered when selecting a prim in a usdProxyShape, when the USD file contains lights
MTOA-1300 - Importing Arnold Shaders does not import uv_projection.matrix
MTOA-1234 - Account for scene unit conversion when exporting recursive StandIns
ARNOLD-13411 - [RenderView] Background and Foreground not working in ARV
ARNOLD-13043 - DeepEXR and Cryptomatte use more memory than needed
ARNOLD-13128 - Node init and update happens twice when doing a negative AA progressive render
ARNOLD-13367 - Opacity mask texture performance scaling regression
ARNOLD-13397 - Crash report sent when Arnold is not used
ARNOLD-13446 - Crash with extremely small triangles near the origin
ARNOLD-13434 - sd Sublayer loading errors on Windows
ARNOLD-9497 - [GPU] coat_direct, coat_indirect, and other diffuse/translucent AOVs are incorrect
ARNOLD-13377 - [GPU] Output warning instead of error when unable to create child node of procedural
usd#1485 - MaterialX shader nodes should have "auto" colorspace by default
usd#1459 - Support shaders with multiple outputs
usd#1359 - Refresh the Arnold instancer when the prototype mesh points have changed
usd#1483 - Indexed normals with vertex interpolation are now converted properly
usd#1462 - Ensure shader scope doesn't appear twice in the hierarchy
usd#1477 - Fix the motion blur with interframe geometry samples in the render delegate
usd#1419 - Add a note in the README about the USD_ASSIGN_PROTOTYPES_DETERMINISTICALLY environment variable, which fixes the flickering instances in cryptomatte issue
usd#1426 - Skinned transforms are now correctly used on the skinned meshes
Arnoldis an advanced cross-platform rendering library, or API, used by a number of prominent organizations in film, television, and animation, including Sony Pictures Imageworks. It was developed as a photo-realistic, physically-based ray tracing alternative to traditional scanline based rendering software for CG animation. Arnold uses cutting-edge algorithms that make the most effective use of your computer's hardware resources: memory, disk space, multiple processor cores, and SIMD/SSE units. The Arnold architecture was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system; users can extend and customize the system by writing new shaders, cameras, filters, and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects.
Arnold for Maya (MtoA)is an advanced Monte Carlo ray tracing renderer built for the demands of feature-length animation and visual effects. It uses the Open Shading Language to define the materials and textures. Arnold for Maya (or MtoA) provides a bridge to the Arnold renderer from within Maya's standard interface.
Arnold, Maya Quickstart Fundamentals
Solid Angleis leading provider of rendering software for animation and visual effects. The Arnold team believe that accurately and efficiently computing light transport in CG scenes is the best way to create stunning imagery for films and TV. Developers strive to provide clients with the best rendering tools to efficiently create realistic images. Solid Angle is a wholly owned subsidiary of Autodesk Inc, and has its offices in Madrid and London.
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