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كيف أجد هذا الفلتر shaved الخاص بالشعر

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  • كيف أجد هذا الفلتر shaved الخاص بالشعر

    السلام عليكم جميعاً

    أعزائي كيف أجد هذا الفلتر shaved للمايا 2009 وهو كما تعلمون

    خاص بالشعر وتصفيفه وامكانياته جميلة

    أرجو ممن لديه رابط للفلتر يعمل مع المايا 2009 أن لايبخل مشكور ............

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    JoeAlter Shave and Hair Cut for Autodesk Maya


    http://rapidshare.com/files/13510689...se-Maya8.5.rar




    JoeAlter Shave and Hair Cut for Autodesk Maya All Version's

    Shave's integration into Maya is so smooth, that you might just think it's
    just a 'plugin'. It is not. It is a complete modeler, a full dynamics
    simulation system, it is a complete renderer, and it is a compositor. Most
    'plugin's that have such deep integration are entirely closed systems, and
    make you do everything their way, or the highway. Highend companies want
    more.



    JoeAlter Shave and Hair Cut for Autodesk Maya All Version's
    FEATURES

    Every hair solution has to deal with rendering. Although we give our
    renderer away with the base license, we don't skimp on rendering.

    Superior Self and Cast Shadows - "Deep Accumulation"

    Shave renders a Deep Accumulation for all shadows. This means several
    things. With Shave's Deep Accumulation, light filters into the hair mass,
    creating a natural softness that you just can't achieve with a Z-buffer.
    This
    lighting model much more naturally emulates the way light interacts with
    hair, and has much the same effect as Pixar's Deep Shadow method.

    Integrates with Maya's render

    Shave's render, integrates tightly with Maya's own. Not only does it match
    camera, aspect ratio, aperature, etc.. but it also works with Maya 2D post
    process effects like depth of field, and fog . Additionally, if you want to
    render the hair -with- Maya's render (or any render for that matter) you can


    just turn on 'polygonal model' hair generation.

    Not Just for Hair and Grass

    With shave, you can actually replace hair geometry with anything you can
    model. This feature, called 'Instancing', allows you to grow things like
    trees, leaves, cows ... anything.

    COMBING
    Shave works from a 3 dimensional flow feild bounded by something called
    'hair guides' (left). When guides are emmitted 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 emmiting surface. They define the general shape of


    the hair.

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

    Creating so many guides assures good local control on hair shape, and steady


    dynamics. But controling and combing so many guides comes with it's
    challenges too, which is why we include a custom interface just for combing.

    DYNAMICS

    Shave's guides have our dynamics engine built in.. To create dynamic hair
    with Shave, you point and click.

    Each and every hair guide you create with Shave is a dynamic,
    bi-directional, gimbal lock free, dynamic chain. Dynamic properteies can be
    set with sliders and panels, but can -also- be painted with wieghtmaps and
    textures.
    Enjoy!
    وفقك الله
    MAXON CINEMA4D
    S-A

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