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BRAZIL r/s 1.2 and 3ds max 6
The latest release is comprised of lots of internal code changes and optimizations that simply make what was fast – faster. In addition, more controls have been placed in the materials. However, there are a few advancements that are noteworthy unto themselves, some that were implemented in 1.0, others that came about in 1.2.[an error occurred while processing this directive]
Splutterfish has added into its lighting system the ability to load in IES distribution files and control the lighting with real-world lighting type and temperature control such as Xenon, Halogen, SodiumLP, CIE D65, etc, etc. In a layman’s nutshell, IES files describes the profile of how a particular light distributes the energy of its light, which affects how surfaces around it will be lit. Light manufacturers readily provide these files on their websites. More geared toward the architectural demographic of Brazil users, IES files provide the user with technically accurate lighting for the specific lights that an architect wants to put in the room he/she is designing. When you have clients who need to see what a space is going to look like before investing tens if not hundreds of millions of dollars into the new foyer of the Four Seasons, it’s a comfort to know that the images you are providing are going to show what is going to be built (if the contractors don’t screw it up). SHADERS Since my preview review of Brazil, they have added or enhanced a ton of new shaders in their library: Brazil Utility material wraps around standard materials so that you can use the Brazil features (enhanced bump maps, sending and receiving GI) in older files without having to rebuild the material itself. The Toon shader has been made more robust with more controls for fine adjustments to the inking parameters. The advances stems from solutions to real world problems that presented itself during Paramount’s ride film based on Spongebob Squarepants, where the Nickelodeon 2D character had to be realized in 3D. Splutterfish worked closely with the production house, Blur Studio, to come up with the array of controls that are present in v1.2. A skin shader has been incorporated with multi-layer sub-surface scattering at the dermal, subdermal, and deep levels of the skin. The results that I’ve witnessed using the shader are crazy to say the least. Most of the other shader functionality resides within the Brazil Advanced shader, which comes preset with its Base Shaders: Car Paint, Ghost, Glow Worm, Velvet, and Wax as well as a few standards like Oren-Nayer and Lambert. Each base shader gives you unique sets of controls. 1 2 Next [an error occurred while processing this directive] ![]() |