V-Ray for form•Z is now available as a public beta. This a chance to get a first look at this exciting new renderer and give feedback on how well its working for you.
You can register for the beta here and once processed you will receive an email from vray@formZ.com with the installation details. This may take up to one business day.
V-Ray for form•Z requires v8.6 which is the soon to be released update for form•Z 8.5. If you already have v8.5, you can go ahead and get ready for the V-Ray for form•Z beta by installing the pre release 8.6 version from the form•Z WIP page.
If you are using an earlier version, you will need to upgrade to form•Z v8.5 to participate in the V-Ray for form•Z beta.
In one of Luxion’s first webinars covering the important new features in KeyShot 7, they go over the top five things to know about when using KeyShot 7. This webinar will cover moving from KeyShot 6 to 7 for existing users and provide great insight for those new to KeyShot. Sign up quickly as space is limited!
The wait is over – after listening to all of the feedback from their users Next Limit have released version 2 of their Cinema 4D plugin. Packed full of new features and improvements, version 2 gives you the best in fluid simulation, directly inside Cinema 4D.
New granular, viscous, and viscoelastic materials.
New rigid and elastic deformer.
New “Particle Skinner” tool transfers position and velocity data from particles to objets to move and deform them.
Multi-physics solver (I). All materials are managed under the same solver framework.
Multi-physics solver (II). Different fluid and deformer types are able to interact, e.g. granular + liquids, viscoelastic + granular, elastic + liquid.
Speed and memory improvements (GPU 3-8x faster than CPU).
Improved robustness of GPU calculations.
Huge speed improvement in calculating the volume of interacting objects.
Interactions between multiple fluids.
Multiple scene objects within the same project.
New “Tensile Strength” parameter helps to shape and improve a fluid’s borders in conjunction with “Surface Tension”.
New “Vorticity Boost” parameter for vivid and turbulent fluids.
Use image maps for an object’s friction, stickiness, roughness, etc. to influence particles.
New “Reset Age” and “Keep Source Particles” options for the “Filter” daemon.
New and versatile falloff functions for many force-based daemons.
New random parameters for improved and more realistic filtering.
Better and more robust collaboration with external render engines.
Improved motion blur: motion blur is now possible in conjunction with particles and render instances.
Meshes can now be built from already cached simulations with the “Cache Meshes” button.
New “RealFlow” preferences entry to specify a default cache folder.
Improved connection to Cinema 4D’s MoGraph, Hair, and Take.
New “Volume” und “Collider” tags.
Fluid masking allows to shape particle volumes through helper objects.
Improved and faster method for filling object volumes with particles.
Automatic or manual time step management.
New “Links” field for type-aware linking of fluids, deformer, emitters, daemons, and collision objects.
Random parameters for scatter effects like sand piles, river gravel, ground rocks, etc.
Multiple “Collider” tags per object.
New plugin architecture
Cache file format is Alembic Ogawa for meshes and particles.
For rigid and elastic deformer we use a proprietary format, but only temporarily. We will be moving to Alembic for these types as soon as possible.
Today sees Next Limit announce the official release of Maxwell 4.1. This is the first significant update of the latest version of its high-end rendering tool. Aiming to optimise user workflow, and decrease rendering times whilst maintaining the quality Maxwell is famous for, this new version introduces a powerful Denoiser (by Innobright‘s Altus).
The new Denoiser feature helps to achieve clear images at a lower SL, and makes Maxwell up to eight times faster, depending on the scene. Instead of needing to render images to a high sampling level, users can keep it low and let the Denoiser do the job, setting it to denoise at all SLs or at the end.
In addition, Maxwell 4.1 brings a number of new features, fixes and improvements, including:
Optimized GPU-handling memory – paving the way to Multi-GPU in a future update
Maxwell | Multilight™ Standalone V2 – a FREE tool for light management, now with the possibility for animations and more
New Lights panel in Maxwell | Studio to play with light intensity
New illumination assets in the Library Panel
New material compatibility: MERL, X-rite AxF, Real-IES files
The tremendous performance improvements obtained with the denoiser surpass any previous experience with Maxwell, especially in situations where noise -an inherent problem in truly unbiased engines- requires long render times to clean. This version will also pave the way for many upcoming improvements in GPU rendering, interactivity and cloud deployment. We remain committed to preserving Maxwell as the leading ground truth in rendering technology.