Solid Angle 3ds Max To Arnold v1.2.897 For 3ds Max 2018

Integration with 3ds Max shapes, cameras, lights and shaders.
Image Based Lighting support, including a state of the art physical sky.
3ds Max ActiveShade interactive rendering allows parameter changes to be rapidly previewed without interrupting your work.
Support for AOVs & Deep EXR files.
Defer the creation of geometry at render time with the Procedural placeholder nodes.
Texturable Mesh lights.
3rd Party Arnold shader support.
MAXtoA Cloud Rendering for stills and animations. Users can join the optional Autodesk ‘Render Pilot’ program, which now supports MAXtoA.

New sub-surface scattering algorithm in standard_surface: unlike the empirical BSSRDF method based on diffusion theory, this new method actually traces below the surface with a real random walk and makes no assumptions about the geometry being locally flat. This means it can take into account anisotropic scattering like brute-force volume rendering and produces much better results around concavities and small details. It can also be substantially faster for large scattering radius. On the other hand, the new method can be slower in dense media, does not support sss_setname for blending two surfaces together, may require redialing materials to achieve a similar look, and is more sensitive to non-closed meshes, “mouth bags”, and internal geometry potentially casting shadows. This new algorithm is exposed in the standard_surface shader via the new parameters subsurface_type (with enum values diffusion and randomwalk) and subsurface_anisotropy (Henyey-Greenstein’s eccentricity g from -1.0 to +1.0). The default is to use the old empirical diffusion method in order not to break the look of existing scenes.
New standard_surface’s transmit_aovs flag: standard_surface shaders with transmission can now pass through AOVs, by enabling the transmit_aovs parameter. If the background is transparent, then the transmissive surface will become transparent so that it can be composited over another background.
New car_paint shader: a dedicated shader for car paint, which can be thought of as the combination of a simplified version of the standard_surface and flakes shaders. This shader can create a wide range of car paint looks without having to connect several nodes.
Improved flakes shader: the size parameter is replaced by the density parameter, which makes it easy to control the size and number of flakes. Alpha channel can be used as a mask. The new shader supports non-disc shapes and 3D flakes, which can be used for rendering gemstone inclusions like Goldstone, for example.
Improved triplanar shader, now supporting projection through Voronoi cells using the new cell parameter. The rotation angle of the projected texture for each cell can be controlled with the cell_rotate parameter. Cells can be smoothly blended using the cell_blend parameter.
Improved shadow_matte shader: we have revamped and simplified the shader to make it easier to use, and fixed a number of long-standing issues: Indirect illumination now fills the global diffuse_indirect and specular_indirect AOVs, so we have removed the shader’s (confusingly named) indirect_diffuse and indirect_specular AOVs. Self-reflections are no longer rendered. A new specular_IOR parameter was added that controls Fresnel reflection. Parameters offscreen_color and background_type were removed. The new enum parameter background can be set to either scene_background (default) or background_color, which allows connecting a specific texture in the background_color parameter slot. Parameter alpha_mask was added to control whether the alpha must be opaque or if it has to contain the shadow mask.
Subdivision frustum culling options: it is now possible not to subdivide patches outside the view or dicing camera frustum. This is useful for any extended surface that is only partially visible as only the directly visible part will be subdivided. Similarly, no subdivision work will happen if a mesh is not directly visible. This can be turned on globally by setting subdiv_frustum_culling true in the rendering options and can be turned off for specific meshes with subdiv_frustum_ignore true in the Arnold Properties. The global subdiv_frustum_padding adds a world space padding to the frustum that can be increased as needed to minimize artifacts from out-of-view objects in cast shadows, reflections, etc. Note that motion blur is not yet taken into account and moving objects might require some additional padding.
An environment variable (MAXtoA_LegacyMapSupport) is now available to turn on the legacy map support by default.


集成3 ds Max形状、相机、灯光和阴影。
3 ds Max ActiveShade交互式渲染可以快速预览参数变化而不中断你的工作。

standard_surface新的地下散射算法:基于扩散理论与实证BSSRDF方法,这种新方法实际上低于表面痕迹与真正的随机漫步和本地的几何平面做任何假设。这意味着它可以考虑各向异性散射强力体绘制和产生更好的结果在凹陷和小细节。它也可以对大型散射半径的速度快了许多。另一方面,新方法可以在密集的媒体,慢不支持sss_setname两个表面融合在一起,可能需要重拨材料来实现类似的看,对non-closed网格更敏感,“嘴袋”和内部几何可能投下的影子。这个新算法暴露standard_surface材质通过新的参数subsurface_type(枚举值扩散和随机散步)和subsurface_anisotropy(Henyey-Greenstein偏心g从-1.0 + 1.0)。默认是使用旧的经验扩散法为了不打破现有的场景。
新standard_surface transmit_aovs国旗:standard_surface着色器和传输可以通过自动阀,通过启用transmit_aovs参数。如果背景是透明的,那么递送的表面会变得透明,这样就可以将合成另一个背景。
改善片材质:大小参数被密度参数,这使得它容易控制片的大小和数量。阿尔法通道可以用作一个面具。新材质支持non-disc形状和3 d片,可用于呈现宝石像戈德斯通夹杂物,例如。
改善shadow_matte材质:我们有修改和简化的材质,让它更容易使用,和固定的长期存在的问题:间接照明现在充满全球diffuse_indirect specular_indirect;,我们已经删除了材质的(令人困惑的是命名)indirect_diffuse和indirect_specular自动阀。自我反思不再呈现。添加了一个新的specular_IOR参数控制菲涅耳反射。参数offscreen_color和background_type被移除。新的枚举参数背景可以被设置为scene_background(默认)或background_color,它允许连接特定的纹理在background_color参数槽。参数alpha_mask添加来控制是否α必须不透明或如果它必须包含影子面具。