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The Essential Textures

張貼者:2010年8月16日 上午12:32未知的使用者   [ eddie liu 已於 2011年5月10日 下午8:41 更新 ]


The Essential Textures。 無限可調程序映射為 3ds Max的。
現在你可以擁有一個秘密武器使用好萊塢和電腦遊戲產業! 紋理的本質是一個強大的集合48無限可調三維地圖程序。 這些令人驚訝的工具簡單易用,但給你控制了一個無限數量的動畫大的作用。





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開發商:Digimation, Inc 
原廠網址: http://www.digimation.com/home/Software.aspx?sm=et
更新日期:2011/05/11
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來信service@orderble.com,或點我
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無窮的影響
建立了從大約澆混凝土病床樹皮,從年齡飛船旋轉等離子鍍層。 為了讓您一開始,基本素材拿出幾個不同的預設資料庫專門向您展示一些許多創造性的使用這些程序上的地圖。
凹凸效果像碎紙袋,海浪,和雨滴
基於顏色和顛簸先進的分形噪聲算法
有機的效果,如蜥蜴皮,皮革,或破裂泥
過渡效果一樣爆炸,衝擊波,或抹布
特殊效果的LED櫃檯一樣,金屬地板和雷達

獨特的特點
的基本素材,包括許多獨特的功能,沒有發現其他程序性材料包括,用戶可調的渲染時間反鋸齒的適應相機的距離紋理對象。 自動縮放的“大小”參數時之間來回切換 XYZ和UVW輸入紋理坐標。 可選分形紋理擾動輸入坐標。 這可以讓你不翹曲變形紋理空間的幾何形狀來增加一點不平順對即使是最經常質感! 可選的後處理對 RGB和HSV值所產生的紋理(例如,單純皰疹病毒的調整可以有角依存關係,使魚鱗一單元)。






The Essential Textures. Infinitely adjustable procedural maps for 3ds Max.
Now you can own one of the secret weapons used by Hollywood and the computer games industry! The Essential Textures by is a robust collection of 48 infinitely adjustable 3D procedural maps (similar to the "Cellular," "Wood," and "Marble" procedural maps that ship with 3ds Max). These amazing tools are simple to use, yet give you total control over an unlimited number of animating material effects.




Infinite Effects
Create everything from roughly poured concrete beds to tree bark, from aged spaceship plating to swirling plasma. To get you started, The Essential Textures come with several different preset material libraries specifically designed to show you some of the many creative uses of these procedural maps.
Bump effects like crushed paper bags, waves, and raindrops 
Colors and bumps based on advanced fractal-noise algorithms 
Organic effects such as lizard skins, leather, or cracked mud 
Transition effects like explosions, shockwaves, or wipes 
Special effects like LED counters, metal floors, and radars

Unique Features
The Essential Textures includes many unique features not found in other procedural materials including; user-adjustable render-time antialiasing that adapts to the camera’s distance from the textured object. Automatic rescaling of “size” parameters when switching back and forth between XYZ and UVW input texture coordinates. Optional fractal perturbation of texture input coordinates. This allows you to distort texture space without warping your geometry to add a little irregularity to even the most regular texture! Optional post-processing of RGB and HSV values produced by the textures (for example, HSV adjustments can have angular dependencies, making fish scales a snap).
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