<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-6214947630704311160</id><updated>2011-11-28T06:36:09.209+07:00</updated><category term='VRay Batch Render'/><category term='Alienbrain'/><category term='Pencil+ 2'/><category term='Pro/E Design Visualization For 3ds Max'/><category term='lighting'/><category term='modifier plugin'/><category term='Swift 3D MAX and Swift 3D LW Features'/><category term='Roof Designer'/><category term='Autodesk 3ds Max 9 Service Pack 2'/><category term='Flight Studio'/><category term='Kaldera'/><category term='Texture Layers 2'/><category term='DreamScape 2.5'/><category term='NodeJoe'/><category term='RPC'/><category term='Super Material'/><category term='fryrender'/><category term='Perlin Noise Texture Plugin'/><category term='FrameInfo Render Effect'/><category term='SpeedTreeMAX'/><category term='3ds Max 2009'/><category term='materials and textures'/><category term='3ds Max 2008 Features'/><category term='Holomatix Rendition'/><category term='Liquid+'/><category term='Absolute Character Tools 1.6 Pro'/><category term='Click-VR Visualizer'/><category term='ColorPolyByVert Modifier'/><category term='Morph ToolKit'/><category term='clothfx'/><category term='Forest Pack'/><category term='Max.NET'/><category term='BIGrender'/><category term='3dsmax plugins'/><category term='Busy ray'/><category term='BlueCherry v1.5'/><category term='TREE STORM 5.9 plugin for 3DS Max2008 and Max9'/><category term='Brazil Rendering System V2 for 3ds Max and Autodesk VIZ'/><category term='render engine'/><category term='Particle Flow Tools: Box 1'/><category term='Ghost Trails'/><category term='3dsmax'/><title type='text'>3ds max  plugins , 3ds max render engine</title><subtitle type='html'>Review : 3ds max news update plugins</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>38</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-6109017581243726481</id><published>2010-05-20T15:03:00.012+07:00</published><updated>2010-05-20T15:21:16.866+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Alienbrain'/><title type='text'>Alienbrain</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Alienbrain Features &amp;amp; Specifications&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Engineered from the ground up to help artists work more efficiently, Alienbrain is the most widely used asset management solution for media and entertainment projects. Its combination of visual workflows for artists and robust back-end management and administration tools make it the ideal solution for your next game, film or design project.&lt;br /&gt;&lt;br /&gt;Here's a list of some of the features that make Alienbrain the favorite of production teams everywhere.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_TvMoAQzTI/AAAAAAAAAMc/WKoWjre2vfY/s1600/screen_securefilemanage.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 200px; height: 193px;" src="http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_TvMoAQzTI/AAAAAAAAAMc/WKoWjre2vfY/s320/screen_securefilemanage.png" alt="" id="BLOGGER_PHOTO_ID_5473262447337983282" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Secure File Management and Version Control&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Alienbrain stores, versions, and tracks a production’s assets and related data in a secure repository that provides version control and history for all assets on a central server. It prevents accidental overwrites by controlling concurrent operations on the same assets.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Comprehensive Version History&lt;/span&gt;: You can browse a file’s version history using thumbnails to identify the right version quickly. You can view, edit, and compare previous versions easily.&lt;br /&gt;&lt;br /&gt;Rollback: To undo changes to a file you can “roll back” to any previous version. You can roll back individual files, or entire folders recursively.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Powerful Search Tools&lt;/span&gt;: Alienbrain offers powerful searching options, from quick searches to advanced searches using wildcards and regular expressions. You can also search histories to find a specific version of a file or a submitted change set.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_TvZXFpq0I/AAAAAAAAAMk/t7IMbTMFWHI/s1600/screen_visualworkflow.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 198px; height: 195px;" src="http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_TvZXFpq0I/AAAAAAAAAMk/t7IMbTMFWHI/s320/screen_visualworkflow.png" alt="" id="BLOGGER_PHOTO_ID_5473262666135481154" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Visual Workflows&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Alienbrain’s visual workflows and collaboration tools make it the favorite of artists, and integrations with leading 3D and 2D art tools ensure that it slots neatly into any production pipeline.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Intuitive User Interface&lt;/span&gt;: Alienbrain’s award-winning user interface is easy to learn and easy to use. You can change the arrangement of different views to suit user preferences or workflow requirements.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Previews and Thumbnails&lt;/span&gt;: Instead of having you memorize filenames and shortcuts, the Alienbrain preview server generates thumbnails and previews on the fly, so you experience the Alienbrain asset repository as an immersive, visual environment where you can find the right assets quickly.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Local File State Icons&lt;/span&gt;: Local file modifications are displayed using intuitive icons so you know what changes you’ve made to local copies of the files. You can find relevant files in seconds, and can identify files that are only present locally, so you can import them into Alienbrain.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;  Integrations for Leading Art Tools&lt;/span&gt;: Alienbrain features plugins for applications like SOFTIMAGE|XSI, Autodesk Maya and 3ds Max, and Adobe Photoshop so you can access files in the Alienbrain repository without switching applications. Alienbrain manages externally referenced files automatically, so if your 3D scene references textures, Alienbrain extracts them automatically when you check the scene out.&lt;br /&gt; &lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_TwG4tv3jI/AAAAAAAAAMs/j0StXskO6_s/s1600/screen_collaborativeenv.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 201px; height: 266px;" src="http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_TwG4tv3jI/AAAAAAAAAMs/j0StXskO6_s/s320/screen_collaborativeenv.png" alt="" id="BLOGGER_PHOTO_ID_5473263448256142898" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Collaborative Environment&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Alienbrain is a perfect collaborative environment for media and entertainment projects, whether you’re creating art assets, reviewing and signing off, or tracking projects status.&lt;br /&gt;&lt;br /&gt;Image Annotations: You can add non-destructive annotations, stored in separate markup layers, to any image so it’s easy to give visual feedback and identify required changes.&lt;br /&gt;&lt;br /&gt;Integrated Messaging: Alienbrain’s built-in messenger and email support simplifies team communication by allowing you to send a hyperlinks to, or copies of files to team members without switching applications.&lt;br /&gt;&lt;br /&gt;Reporting: Advanced reporting tools allow project leads and managers to track project status in real-time and re-assign work items as needed. Pre-defined and custom workflows make it easy to quickly review the overall state of a project. Administrators can attach metadata, like due dates and assigned users, to making subprojects easier to track.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_eE9eWT0iJ6E/S_TunZGLl4I/AAAAAAAAAMM/eKuU9_7BhIg/s1600/screen_softwareconfig.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 199px; height: 162px;" src="http://3.bp.blogspot.com/_eE9eWT0iJ6E/S_TunZGLl4I/AAAAAAAAAMM/eKuU9_7BhIg/s320/screen_softwareconfig.png" alt="" id="BLOGGER_PHOTO_ID_5473261807681116034" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Software Configuration Management&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Alienbrain offers a complete set of software configuration management features that make it the tool of choice for games programmers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Labels&lt;/span&gt;: Labels allow you to assign names to folders or files at a specific point in time, making it easy to go back later and recreate an exact asset configuration.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Change Sets&lt;/span&gt;: Change sets group changes made to individual files into a logical entity that can be used throughout the project lifecycle. Change sets allow you to make changes locally and defer the server-side execution until the entire set of changes is completed.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Parallel Development and Branching&lt;/span&gt;: Using Alienbrain, developers can work in parallel on projects or modules and perform simultaneous changes—even to the same file. They can also work on different branches to make controlled changes to a released version of a product while continuing development in the main line. In both cases, Alienbrain tracks the changes to individual files and allows them to integrate their changes easily.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_Tu23YXh7I/AAAAAAAAAMU/zow8TZHl9fA/s1600/screen_architecture.png"&gt;&lt;img style="float: left; margin: 0pt 10px 10px 0pt; cursor: pointer; width: 200px; height: 257px;" src="http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_Tu23YXh7I/AAAAAAAAAMU/zow8TZHl9fA/s320/screen_architecture.png" alt="" id="BLOGGER_PHOTO_ID_5473262073508497330" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;"&gt;Architecture and Administration&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Alienbrain offers enterprise-class back-end technology with intelligent administration tools to keep projects running smoothly.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Server Health Monitoring&lt;/span&gt;: The Server Health Monitor is a modular server-side watchdog process that constantly monitors the operational conditions of the Alienbrain server processes and reports the status to the administrator’s desktop, reducing the risk of unscheduled downtime and improving overall availability.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fine-Grained Access Control&lt;/span&gt;: Administrators can control access rights logically (by role) or physically (by files and folders). Users can have assigned roles that determine their access capabilities or be granted operational privileges on specific files or folders.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Remote Collaboration&lt;/span&gt;: Using http/https, remote clients can securely access the Alienbrain repository without going through a VPN. The remote collaboration server (RCS) enables protocol routing for small teams or individuals working remotely.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Automatic Database Backup&lt;/span&gt;: To minimize downtime, you can back up project databases at regular intervals without shutting down the system. Project metadata can be copied to a backup location in configurable intervals.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Flexible Storage Management&lt;/span&gt;: Flexible offline and online capabilities help system administrators cope with next-generation multi-terabyte projects. Bucket Management makes it easy to intelligently move older file versions to secondary storage, freeing up disk space.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Customization and APIs&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Alienbrain is completely customizable, and ships with fully documented APIs and sample code for Jscript, MEL, maxscript, C++ and Microsoft .NET, as well as a host of other customization tools.&lt;br /&gt;&lt;br /&gt;Custom Metadata: You can assign custom metadata to every file in the Alienbrain repository to help filter files, manage file variants, generate custom reports, and so on. Each branch in the file tree can have custom metadata, or inherit metadata from its parent branch.&lt;br /&gt;&lt;br /&gt;Triggers &amp;amp; Events: Alienbrain supports server- and client-side triggers/and events. On the client, events are generated before and after each operation, and can be caught to change the standard behavior.&lt;br /&gt;&lt;br /&gt;Command Line Tool: Available on all supported platforms of the cross-platform client, the command-line tool offers advanced users a powerful way of automating tasks and batch processing.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Use the Latest Art Tools and Operating Systems&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Alienbrain boasts integrations for leading 3D and 2D art tools so artists can retrieve assets without leaving favorite applications. Alienbrain comes with integration for the following applications:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;    * Adobe Photoshop CS, CS2, CS3, CS4&lt;br /&gt;   * SOFTIMAGE|XSI 5.x, 6.x, 7.x&lt;br /&gt;   * Autodesk 3ds Max 9, 2008, 2009&lt;br /&gt;   * Autodesk Maya 8.0, 8.5, 2008, 2009&lt;br /&gt;   * Autodesk AliasStudio 13.0, 2008&lt;br /&gt;   * Microsoft Visual Studio 2003, 2005, 2008&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Alienbrain clients are also available for Windows Vista, Mac OS X 10.5&lt;br /&gt;&lt;br /&gt;Visit Alienbrain Homepage : &lt;a href="http://www.alienbrain.com/" target="new" rel="nofollow"&gt;www.alienbrain.com&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-6109017581243726481?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/6109017581243726481/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=6109017581243726481' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/6109017581243726481'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/6109017581243726481'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2010/05/alienbrain.html' title='Alienbrain'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_eE9eWT0iJ6E/S_TvMoAQzTI/AAAAAAAAAMc/WKoWjre2vfY/s72-c/screen_securefilemanage.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-4345856116770812996</id><published>2009-06-23T01:45:00.003+07:00</published><updated>2010-05-20T14:13:16.779+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Max.NET'/><title type='text'>Max.NET</title><content type='html'>What Is Max.NET?&lt;br /&gt;&lt;div class="content"&gt;  &lt;b&gt;Max.NET&lt;/b&gt; is a .NET CLR wrapper for &lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=5659302"&gt;3d Studio Max's&lt;/a&gt; (3dsmax) software development kit (SDK). It allows developers to write tools for 3dsmax in a managed and reflective environment using any of the common .NET languages such as C#, VB.net, J#, and C++/CLI. Moreover it provides access to all of the classes and their members accessible to normal unmanaged SDK. &lt;p&gt;This carries a number of benefits over traditional development procedures, which include:&lt;/p&gt;  &lt;ol&gt;&lt;li&gt;The obvious benefits of using a managed language: &lt;b&gt;garbage collection&lt;/b&gt; prevents serious memory bugs, ability to use &lt;b&gt;reflection&lt;/b&gt;, integration with the rest of the .NET framework, and much &lt;b&gt;better IDE support&lt;/b&gt;.&lt;/li&gt;&lt;li&gt;Plugins compiled are &lt;b&gt;forward and backward compatible&lt;/b&gt;: the interface assembly they link to doesn't depend on MaxDotNet implementation&lt;/li&gt;&lt;li&gt;Plugins compiled are &lt;b&gt;x86/x64 platform neutral&lt;/b&gt;: compiled IL code is platform neutral by definition&lt;/li&gt;&lt;li&gt;Built-in SDK &lt;b&gt;documentation&lt;/b&gt;: All of the 3dsmax interfaces used contain full documentation extracted from 3dsmax docs&lt;/li&gt;&lt;li&gt;&lt;b&gt;Unit testing&lt;/b&gt; and remote execution: Included remoting framework, along with .NET's great support for remoting allows all plugins and 3dsmax scenes to be unit-tested straight from the IDE, providing a very agile approach to tools development&lt;/li&gt;&lt;li&gt;&lt;b&gt;Dynamic loading/unloadi&lt;wbr&gt;ng&lt;/b&gt; of assemblies inside 3dsmax: I have added this feature to be able to not to restart 3dsmax once changes are done to a plugin. MaxDotNet simply re-loads the modified assemblies with the current scene so that testing/develop&lt;wbr&gt;ment can be continued un-interrupted.&lt;wbr&gt;&lt;/li&gt;&lt;/ol&gt;  &lt;/div&gt;Licensing:&lt;br /&gt;&lt;div class="content"&gt;   &lt;ul&gt;&lt;li&gt;     Max.NET is available for &lt;b&gt;non-commercial&lt;/b&gt; use under &lt;a href="http://www.gnu.org/copyleft/gpl.html"&gt;GNU General Public License&lt;/a&gt;.      Please note that this license carries &lt;b&gt;no waranties&lt;/b&gt; about the code or its function.    &lt;/li&gt;&lt;li&gt;     &lt;b&gt;Commercial licenses&lt;/b&gt; for Max.Net 1.x, which remove all restrictions, are available for USD$675 per 5 seats of 3d Studio Max.      These include &lt;b&gt;5 hours of support&lt;/b&gt; (per license) for any integration or issues that you might come across as well as all      the (non-redistribu&lt;wbr&gt;table) &lt;b&gt;source code&lt;/b&gt; and &lt;b&gt;debug builds&lt;/b&gt; for your convenience.     &lt;br /&gt;   Further support and consulting will be provided on demand.      &lt;/li&gt;&lt;li&gt;&lt;b&gt;Development licenses&lt;/b&gt; are also available upon request. These licenses allow developers to      write and sell commercial tools    that run using the Max.Net framework.    &lt;/li&gt;&lt;/ul&gt;  &lt;/div&gt;&lt;br /&gt;&lt;div class="content"&gt;&lt;div class="contentHalf"&gt;&lt;div&gt;&lt;img src="http://ephere.com/images/key_add_16.png" style="padding-right: 5px;" alt="" /&gt;"&gt;&lt;b&gt;&lt;a href="http://ephere.com/projects/MaxDotNet/purchase_Commercial.html"&gt;                Purchase Commercial license(s)               &lt;/a&gt;&lt;/b&gt;             ( &lt;b&gt;               $675.00/License&lt;wbr&gt;              &lt;/b&gt; )            &lt;/div&gt;&lt;div class="textDescriptionSmall"&gt;  Allow full commercial development using Max.NET, full source code, debug builds, and support time and priority. One license is valid per 5 seats of 3dsmax.&lt;br /&gt;&lt;br /&gt;Visit Homepage : &lt;a href="http://ephere.com/projects/MaxDotNet/index.html"&gt;Max.NET&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-4345856116770812996?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/4345856116770812996/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=4345856116770812996' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/4345856116770812996'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/4345856116770812996'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2009/06/maxnet.html' title='Max.NET'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-5347336109232169200</id><published>2008-10-17T21:40:00.010+07:00</published><updated>2010-05-20T14:16:35.175+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Super Material'/><title type='text'>Super Material</title><content type='html'>Super material is a useful material tool for 3dsmax.(especia&lt;wbr&gt;&lt;wbr&gt;lly for interior &amp;amp; architectural design)&lt;br /&gt;Lets you add more than 24 materials in the material editor,quick remove missing maps,quick assign materials to objects,quick manage your material libraries.(.mat&lt;wbr&gt;&lt;wbr&gt;)&lt;br /&gt;It is more powerful than the material editor of 3dsmax.&lt;br /&gt;&lt;br /&gt;Version Requirements:&lt;br /&gt;3dsmax Versions :   7.x,8.x(32 bit,64 bit) 9.x,2008 (32 bit)&lt;br /&gt;Operating Systems:   Windows 2000,XP,2003,Vi&lt;wbr&gt;&lt;wbr&gt;sta (32 bit,64 bit)&lt;br /&gt;&lt;br /&gt;Support Email:   support@3ddrago&lt;wbr&gt;&lt;wbr&gt;n.com&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_eE9eWT0iJ6E/SPilJiuprjI/AAAAAAAAAIA/lIG64Yobm9o/s1600-h/Super+Material1.JPG"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://2.bp.blogspot.com/_eE9eWT0iJ6E/SPilJiuprjI/AAAAAAAAAIA/lIG64Yobm9o/s200/Super+Material1.JPG" alt="Super Material" id="BLOGGER_PHOTO_ID_5258134148314934834" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_eE9eWT0iJ6E/SPilg-XK1AI/AAAAAAAAAII/kjJTqMy-T2A/s1600-h/Super+Material2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://4.bp.blogspot.com/_eE9eWT0iJ6E/SPilg-XK1AI/AAAAAAAAAII/kjJTqMy-T2A/s200/Super+Material2.jpg" alt="Super Material" id="BLOGGER_PHOTO_ID_5258134550869627906" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_eE9eWT0iJ6E/SPilrmnJLbI/AAAAAAAAAIQ/8lqMLJliFr4/s1600-h/Super+Material3.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://2.bp.blogspot.com/_eE9eWT0iJ6E/SPilrmnJLbI/AAAAAAAAAIQ/8lqMLJliFr4/s200/Super+Material3.jpg" alt="Super Material" id="BLOGGER_PHOTO_ID_5258134733472738738" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Super Material Key Features:&lt;br /&gt;&lt;table border="0" cellpadding="0" cellspacing="0" width="400"&gt;&lt;tbody&gt;&lt;tr&gt;                           &lt;td height="18" width="400"&gt;-Quick remove missing maps.(Remove paths or materials of missing maps)&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td height="18"&gt;-Quick clean up your scene materials.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td height="18"&gt;-Quick sort used  materials to &lt;span class="STYLE89"&gt;scene material list&lt;/span&gt; from your scene.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td height="18"&gt;-Easy add more than 24  materials in the material editor.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td height="18"&gt;-You can use &lt;span class="STYLE89"&gt;Material Library Favorites&lt;/span&gt; to easy manage&lt;br /&gt;your material libraries.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td height="18"&gt;-Define your useful materials to &lt;span class="STYLE89"&gt;Quick Material&lt;/span&gt; that will&lt;br /&gt;assign to objects very easy next time.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td height="18"&gt;-Quick locate objects which missing maps,and easy to&lt;br /&gt;view objects or edit their materials.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td height="18"&gt;-Auto match Renderers when the current scene Renderer&lt;br /&gt;does not match selected materials in the material editor.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td height="18"&gt;-Supports  all types of materails.(Defa&lt;wbr&gt;&lt;wbr&gt;&lt;wbr&gt;ult,V-ray,FR,MR&lt;wbr&gt;&lt;wbr&gt;&lt;wbr&gt;...)&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;You Should Use Super Material If You...&lt;br /&gt;&lt;table border="0" cellpadding="0" cellspacing="0" width="400"&gt;&lt;tbody&gt;&lt;tr&gt;                           &lt;td width="625"&gt;-Want to manage your scene materials much easier than before.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td&gt;-Want to improve your efficiency as soon as possible.&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                                                      &lt;td&gt;-Are suffering from your scene which is in dreadful disorder. &lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;Homepage : http://www.3ddr&lt;wbr&gt;&lt;wbr&gt;agon.com/Super_&lt;wbr&gt;&lt;wbr&gt;Material.html&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-5347336109232169200?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/5347336109232169200/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=5347336109232169200' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5347336109232169200'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5347336109232169200'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/10/super-material.html' title='Super Material'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_eE9eWT0iJ6E/SPilJiuprjI/AAAAAAAAAIA/lIG64Yobm9o/s72-c/Super+Material1.JPG' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-41835302563470946</id><published>2008-10-07T13:29:00.003+07:00</published><updated>2010-05-20T14:12:58.978+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Roof Designer'/><title type='text'>Roof Designer</title><content type='html'>What is Batzal Software Roof Designer?&lt;br /&gt;&lt;br /&gt;          Roof Designer is a new plug-in, currently only for Autodesk 3D Studio Max(3ds Max 2009, 3ds Max 6, 3ds Max 7, 3ds Max 8, 3ds max) which helps architecture visualizers to model roofs.&lt;br /&gt;The Work Process&lt;br /&gt;&lt;br /&gt;          Roof Designer lets the user constrain mesh faces to geometrical planes, making all of the face's vertices reside on one flat surface.&lt;br /&gt;Roof Designer automatically texture the output and can even put mesh tiles, of the user's choice, on it.&lt;br /&gt;This process takes no more than few minutes, a fraction of the time that it takes to get the same results without it.&lt;br /&gt;Evaluation Period&lt;br /&gt;&lt;br /&gt;          The Roof Designer plug-in gives an evaluation period of 14 days to test its capabilities. although can't be used commercially, the plug-in is fully functional during that time. After 14 days the plug-in will be locked until a License Activation Code will be supplied. The License Activation Code can be purchased in this website.&lt;br /&gt;Support&lt;br /&gt;&lt;br /&gt;         Roof Designer comes with a documentation file, explaining every control and dialog of it. the documentation file also has a tutorial for getting started. This site has an online troubleshooting forum for peers and development team support. it's also possible to contact the development team through E-mail, check the Contacts section for that...&lt;br /&gt;&lt;br /&gt;home page : http://www.batzal.com/index.php&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-41835302563470946?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/41835302563470946/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=41835302563470946' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/41835302563470946'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/41835302563470946'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/10/roof-designer.html' title='Roof Designer'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-6504554328780066061</id><published>2008-09-07T17:24:00.001+07:00</published><updated>2010-05-20T14:12:51.170+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='FrameInfo Render Effect'/><title type='text'>FrameInfo Render Effect</title><content type='html'>&lt;p class="body"&gt;&lt;span class="bodyBigger"&gt;FrameInfo is a render effect                primarily written as a preview aid - now used in conjuntion with                the preview mode of RPManager - but may be useful elsewhere so here                it is.&lt;/span&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Basically after your frame is rendered it writes                some data to the image, the UI is here:&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;img src="http://www.rpmanager.com/screenshots/plugins/frameinfo/frameInfoUI.jpg" height="556" width="349" /&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Here is a sample of the result (not with above                settings):&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;img src="http://www.rpmanager.com/screenshots/plugins/frameinfo/frameInfo.jpg" height="375" width="500" /&gt;&lt;/p&gt;             &lt;p class="boldBody"&gt;Notes:&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Most controls should be self-explanatory - turn                on interactive mode for render effects and play with the settings,                it is fast so doesn't take long to get the idea.&lt;/p&gt;             &lt;p class="bodyBigger"&gt;You can save the defaults using the button at                the bottom - this writes a .ini file in the plugcfg directory so                you can also modify that.&lt;/p&gt;             &lt;p class="bodyBigger"&gt;The 'Use Left/Right' options arethe only ones                that might need some explaning: if you are working with offset framing,                ie due to soundtrack on the scanned film, you can optionally have                the aspect and center indicators respect this by using the Left                and Right parameters to dictate your actual working area, and the                aspect indicators will work in the reduced area.&lt;/p&gt;             &lt;p class="bodyBigger"&gt;The 'Frame Info' fields are where you can control                some text that is written to the image. The keys expect this:&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;texttoprint&gt;:&lt;key&gt;&lt;/key&gt;&lt;/texttoprint&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;and in the case of the script key:&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;texttoprint&gt;:&lt;key&gt;:&lt;scripttorun&gt;&lt;/scripttorun&gt;&lt;/key&gt;&lt;/texttoprint&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Keys: &lt;/p&gt;             &lt;p class="bodyBigger"&gt;#rtime                (render time)&lt;br /&gt;             #script (runs the script that is in the 'scriptToRun'                area)&lt;br /&gt;             #frame (prints the current frame number)&lt;br /&gt;             #rtimeSeconds (prints the render time in seconds)&lt;br /&gt;           #whichR (prints the class of the current renderer)&lt;/p&gt;             &lt;p class="bodyBigger"&gt;ie if you wanted to report the state of the                vray caustics enable/disable checkbox you would enter this:&lt;/p&gt;             &lt;p class="bodyBigger"&gt;caustics:#script:renderers.current.caustics_on&lt;/p&gt;             &lt;p class="bodyBigger"&gt;or frame number:&lt;/p&gt;             &lt;p class="bodyBigger"&gt;frame:#frame &lt;/p&gt;             &lt;p class="bodyBigger"&gt;This text reporting can go to two lines, it                wraps around.&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Note: Make sure you do not have any extra spaces                at the END of the fields, this will stop any other lines from rendering. &lt;/p&gt;             &lt;p class="bodyBigger"&gt; &lt;/p&gt;             &lt;p class="boldBody"&gt;Limitation - Does not write to float data (ie                EXR output)&lt;span class="bodyBigger"&gt; Not sure if this is a general                limitation of max, I couldn't see how to do it.&lt;/span&gt;&lt;/p&gt;             &lt;p class="boldBody"&gt;&lt;a href="http://www.rpmanager.com/plugins/movs/Transmographier.mov" style="text-decoration: none; color: rgb(153, 204, 0);"&gt;                &lt;/a&gt;FrameInfo is freeware&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Use it however you like, but the usual not responsible                for any damage caused applies.&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;a href="http://www.rpmanager.com/plugins/downloads/FrameInfoSetup_1.13.exe" style="text-decoration: none; color: rgb(153, 204, 0);"&gt;&lt;strong&gt;Download                FrameInfo for 3dsmax6 / 3dsmax7 / 3dsmax8 / 3dsmax 9/2008 (32+64bit) &lt;/strong&gt;&lt;/a&gt;&lt;a href="http://www.rpmanager.com/plugins/downloads/ColorPolyByVertsSetup_1.1c.exe" class="boldBody" style="text-decoration: none; color: rgb(153, 204, 0);"&gt; &lt;/a&gt; - this is an installer&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;a href="http://www.rpmanager.com/plugins/downloads/2009/RPMframeInfo.dlv"&gt;&lt;strong&gt;3dsmax2009 32 bit&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;a href="http://www.rpmanager.com/plugins/downloads/2009/RPMframeInfo_64.dlv"&gt;&lt;strong&gt;3dsmax2009 64 bit&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;span class="boldBody"&gt;Installation instructions&lt;br /&gt;           &lt;/span&gt;&lt;span class="bodyBigger"&gt;No installer for the 2009 versions, put into your plugins directory manually and restart 3dsmax, as you would install any plugin&lt;/span&gt;.&lt;br /&gt;           Earlier versions &lt;span class="bodyBigger"&gt;download and run the FrameInfo installer, which puts                it into your plugins directory and then restart 3dsmax.                It is a RenderEffect, so will appear in the render effect list,              as 'RPManager Frame Info'&lt;/span&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Version 1.13 - fix for script keys not being evaluated at the time of the current rendering frame (was evaluating either at zero, or whatever frame you were on when you did a local render) &lt;/p&gt;             &lt;p class="bodyBigger"&gt;Version 1.12 - fix for the #frame not rendering correct value on a network render &lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;span class="bodyBigger"&gt;Version 1.11 - fix for the save/load settings not saving/loading one of the stamp transparency values. &lt;/span&gt;&lt;/p&gt;             &lt;p&gt;&lt;span class="bodyBigger"&gt;Version 1.1 - the update is simply for R9 versions. &lt;/span&gt;&lt;/p&gt;             &lt;p class="boldBody"&gt;&lt;span class="bodyBigger"&gt;If you like it and/or the other free plugins I have available and would like to make your appreciation known, a 'thankyou' email is always nice. If you feel more strongly, purchase an RPManager license and we both get something out of it.&lt;/span&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Contact bugs@rpmanager.com with any bug info.                Scene files demonstrating problems are much easier to troublshoot.&lt;/p&gt;             &lt;p class="boldBody"&gt;Credits: &lt;span class="bodyBigger"&gt;FrameInfo was                written by Grant Adam.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-6504554328780066061?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/6504554328780066061/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=6504554328780066061' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/6504554328780066061'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/6504554328780066061'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/09/frameinfo-render-effect.html' title='FrameInfo Render Effect'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-5817755007110820475</id><published>2008-04-26T10:00:00.003+07:00</published><updated>2008-04-26T10:00:01.041+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds Max 2009'/><title type='text'>3ds Max 2009</title><content type='html'>&lt;h2&gt;3ds Max 2009 Features&lt;/h2&gt;&lt;div id="section0" class="section header"&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section1" class="section normal"&gt;&lt;!--startindex--&gt;&lt;p&gt;With each new release, Autodesk software solutions become more intuitive and user friendly, while gaining functionality and a broader tool set. The following videos introduce the new features and functionality of Autodesk® 3ds Max® software.&lt;/p&gt;&lt;!--stopindex--&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section2"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="image leftcol"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;!--stopindex--&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td class="body"&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/03%20Modeling%20And%20Animation.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_modelingandanimation_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/03%20Modeling%20And%20Animation.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;Modeling and Animation&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;With the introduction of the ForeFeet option, Biped now fully supports four-legged characters, In this video, animators see that the center of mass can be animated using external pivots, like the working pivot, making it easier to create realistic body movements like falling forward. Animators also see how the Walkthrough Assistant simplifies the process of creating walk-throughs and how soft selections can be interactively adjusted with a few mouse-clicks.&lt;/p&gt;&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section3"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="images limage"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="image left"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/07%20Iterative%20Rendering.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_iterativerendering_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/07%20Iterative%20Rendering.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;Iterative Rendering&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;This video introduces the new Reveal™ rendering technology that streamlines the process of tweaking, finalizing, and experimenting with animator’s renders. The framebuffer adds a subset of render settings, enabling animators to switch from high to low-quality settings and to include or exclude features, while continuing to make test renderings and scene changes.&lt;/p&gt;&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section4"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="images limage"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="image left"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/04%20Materials%20and%20Maps.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_materialsandmaps_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/04%20Materials%20and%20Maps.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;Materials and Maps&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;This video introduces ProMaterials™ technology, a set of powerful and flexible materials new to Autodesk 3ds Max. These mental ray® software materials can create extremely realistic surfaces and have a full set of customizable features. The new composite map adds numerous features and a simple workflow for the creation of complex maps, with layers, masks, opacity, and more. The viewports now support the display of multiple maps so results can be seen without test renderings.&lt;/p&gt;&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section5"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="images limage"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="image left"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/05%20Mapping.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_mapping_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/05%20Mapping.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;Mapping&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;The new Spline Mapping tool can map otherwise difficult geometry by using splines to drive the UV generation. In this video, animators see how they can map twisted roads, arches, and characters’ limbs in minutes. In addition, improved Relax and Pelt workflows streamline UVW unwrapping, enabling animators to achieve desired results in fewer steps.&lt;/p&gt;&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section6"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="image leftcol"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;!--stopindex--&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td class="body"&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/06%20Lighting.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_lighting_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/06%20Lighting.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;Lighting&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;Powerful photometric lights make realistic light creation a snap. Templates, distribution, and shapes are all available in a single light object. This video demonstrates how the viewport can display IES lights and their web distribution. It also highlights the daylight system sky, which now supports new sky models. Learn about how support for weather data files can accurately re-create weather and lighting conditions on specific dates or over a period of time.&lt;/p&gt;&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section7"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="images limage"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="image left"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/08%20Mental%20Ray.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_mentalray_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/08%20Mental%20Ray.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;mental ray&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;Support for mental ray proxies allows animators to create scenes with a huge number of object instances, while allowing fast rendering and keeping memory usage low. This video introduces new options that let animators control how individual objects interact with Final Gather. It highlights the new mental ray-specific render elements that offer many options for post-processing&lt;wbr&gt; and compositing. Learn about the glare shader, which provides realistic glare around bright areas of the rendered image.&lt;/p&gt;&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section8"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="images limage"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="image left"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/09%20Production%20Shaders.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_productionshaders_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/09%20Production%20Shaders.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;Production Shaders&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;This video introduces the mental ray production shaders that further improve the rendering capabilities of 3ds Max 2009. With two images and a few shaders, artists can match lighting and reflection of an existing background image. The new easy-to-use HDR Image Motion Blur shader creates fast and realistic motion blur effects.&lt;/p&gt;&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section9"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="image leftcol"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;!--stopindex--&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td class="body"&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/01%20Navigation%20Tools.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_navigationtools_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&lt;b&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/01%20Navigation%20Tools.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;&lt;b&gt;Navigation Tools&lt;/b&gt;&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;/b&gt;&lt;br /&gt;This video introduces two easy-to-use viewport navigation tools in Autodesk® 3ds Max® 2009 software: ViewCube™ and the SteeringWheels™&lt;wbr&gt; technology. These tools, which can also be found in other Autodesk 3D products, provide users with a familiar way to navigate scenes. The ViewCube control makes it easy to orbit or look at an object from different angles. The SteeringWheels control makes exploring an architectural interior or a game level a whole new experience.&lt;/p&gt;&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="image leftcol"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;!--stopindex--&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td class="body"&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/02%20User%20Interface.mov" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3dsmax_userinterface_viewvideo.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/2009demos/02%20User%20Interface.mov" onclick="return openPopup(this.href,null,null);"&gt;&lt;b&gt;User Interface&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;The 3ds Max user interface has been improved and made more consistent by renaming and reorganizing some of the tools. The new Infocenter tool, which is used in other Autodesk products, is the front end for a new way to access help files and get to the information artists are looking for. Scene Explorer now has permanent filters to further improve the way scenes can be managed.&lt;/p&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;Homepage : &lt;a href="http://usa.autodesk.com/adsk/servlet/item?siteID=123112&amp;amp;id=11007364" target="_new"&gt;Autodesk 3ds Max&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-5817755007110820475?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/5817755007110820475/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=5817755007110820475' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5817755007110820475'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5817755007110820475'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/04/3ds-max-2009_26.html' title='3ds Max 2009'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-5093517886905551425</id><published>2008-04-25T10:00:00.004+07:00</published><updated>2010-05-20T14:12:32.557+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='clothfx'/><title type='text'>Clothfx</title><content type='html'>&lt;a href="http://uppic.soizaa.com/viewer.php?file=7bz1kji3x3xtutbgqpsw.jpg" target="_new"&gt;&lt;img src="http://uppic.soizaa.com/files/7bz1kji3x3xtutbgqpsw_thumb.jpg" alt="MultiHoster" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;clothfx 1.277 is a production proven cloth simulation system for &lt;b&gt;3ds Max&lt;/b&gt; that provides users with a multitude of advanced tools necessary to create realistic fabrics and tailor-made clothing for their characters and creatures. Modeling clothing can be done in two ways: creating the objects that represent cloth with standard &lt;b&gt;3ds Max&lt;/b&gt; modeling methods and then applying the clothfx modifier to it, or by designing virtual clothing patterns in a more traditional way (you can even import spline patterns from external applications) and stitching together various virtual panels to form a full garment.&lt;p&gt;You can also apply separate cloth properties to the various panels within your clothing for even more realism! And if you need to get up to speed quickly, and don’t want to set cloth properties manually, clothfx comes with over a dozen preset cloth types (like cotton, silk, wool, etc.) to help eliminate the potentially tedious task of refining how your clothing behaves when applied.&lt;/p&gt;&lt;p&gt;Full collision detection (including cloth to cloth collisions) can be run, and provides instant feedback on how well your cloth is performing during a simulation. And for advanced users, you can also stage your simulations in sections to get just the look that’s right for you. What this means is that you can run the cloth simulation once, then edit out parts you don’t want, and re-run the simulation with similar (or wildly different) settings to get that perfect result without having to start from scratch each time.&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;clothfx         &lt;span class="FPAssetBy"&gt;by &lt;/span&gt; &lt;a class="FPAssetVendor" href="http://www.turbosquid.com/Search/Index.cfm/FuseAction/ProcessSmartSearch/istIncAuthor/size8software/blAuthorExact/y"&gt;&lt;b&gt;size8software&lt;/b&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-5093517886905551425?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/5093517886905551425/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=5093517886905551425' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5093517886905551425'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5093517886905551425'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/04/clothfx.html' title='Clothfx'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-5412366926008684482</id><published>2008-04-24T10:52:00.001+07:00</published><updated>2010-05-20T14:12:11.268+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Absolute Character Tools 1.6 Pro'/><title type='text'>Absolute Character Tools 1.6 Pro</title><content type='html'>&lt;a href="http://uppic.soizaa.com/viewer.php?file=vxnzqozfo8b00uyl94qe.jpg" target="_new"&gt;&lt;img src="http://uppic.soizaa.com/files/vxnzqozfo8b00uyl94qe_thumb.jpg" alt="MultiHoster" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Absolute Character Tools 1.6 Pro (or 'ACT' for short) is a sophisticated musculature system for &lt;b&gt;3ds Max&lt;/b&gt; that helps you add extra realism and believability to characters that you create and animate. ACT gives you several new object classes for modeling muscles and skins and also has a whole skin deformation technology that does both sub-skin deformation and in-skin deformation. It is extremely fast, stable, customizable, and open for scripting and wiring. It works the way character riggers and animators expect and comes with a comprehensive set of tools that are targeted at increasing its efficiency in heavy production environments.&lt;p&gt;Central to ACT 1.6 are its cgMuscle and cgTube primitives. These are the fundamental building blocks for creating muscle rigs and skins for your characters. And building them couldn`t be easier. cgMuscles and cgTubes are fully parametric objects, so you can quickly drag them out in the &lt;b&gt;3ds Max&lt;/b&gt; viewports like you would any other primitive type. Once built, you attach them to your existing skeleton and can immediately begin to test their motion. Since the ACT primitives have their dynamics built into their core, they will automatically begin to squash and stretch as your skeleton moves. And you have complete control over that motion with a number of powerful dynamics engines to tweak your results. Finally, once you have the cgMuscles moving and deforming the way you like, you can add the special ACT deformation to your character`s skin so that it reacts realistically to the musculature you`ve built beneath it.&lt;/p&gt;&lt;p&gt;And now with ACT 1.6 Pro, you now get another powerful addition: &lt;b&gt;cgAdam&lt;/b&gt; and &lt;b&gt;cgEve&lt;/b&gt;. These fully set up and ready-to-animat&lt;wbr&gt;e models come with complete set of bones, cgMuscles and sub-skin surface made from cgTubes. They are a great reference for you to be able to see how and where muscles are set up.&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;Absolute Character Tools 1.6 Pro         &lt;span class="FPAssetBy"&gt;by&lt;/span&gt;  &lt;a class="FPAssetVendor" href="http://www.turbosquid.com/Search/Index.cfm/FuseAction/ProcessSmartSearch/istIncAuthor/Snoswell%20Design/blAuthorExact/y" target="_new"&gt;&lt;b&gt;Snoswell Design&lt;/b&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-5412366926008684482?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/5412366926008684482/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=5412366926008684482' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5412366926008684482'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5412366926008684482'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/04/absolute-character-tools-16-pro.html' title='Absolute Character Tools 1.6 Pro'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-8745551553049498394</id><published>2008-04-23T10:47:00.003+07:00</published><updated>2010-05-20T14:12:01.841+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Kaldera'/><title type='text'>Kaldera</title><content type='html'>&lt;a href="http://uppic.soizaa.com/viewer.php?file=0rwed93u41jmqlhcgcjb.jpg" target="_new"&gt;&lt;img src="http://uppic.soizaa.com/files/0rwed93u41jmqlhcgcjb_thumb.jpg" alt="Kaldera" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Kaldera is a powerful texturing plug-in that gives users the ability to render full scene information (lighting, opacity, texturing, displacement) into special texture maps based on your object's appearance and relationship to other objects or elements within your scene. These maps are then directly baked into your object and can be used to display your assets rapidly on Direct3D devices such as graphics display cards or game engines. As you can imagine, this makes Kaldera a huge timesaver for game content creators or any other artist looking to create complex models and sets. Architects and designers can also gain significant performance increases in their scenes since they can display all of the detail in their models without having the associated overhead.&lt;p&gt;High resolution geometry with complex mapping (including bumps, opacity and displacement) can also have its mapping rendered via Kaldera and projected onto lower resolution, game or production ready versions of the same asset, all while preserving the original's look and feel.&lt;/p&gt;&lt;p&gt;This is all achieved through the use of Kaldera's sophisticated processing engine that traverses an object's UVW coordinates like a scanline renderer. When it finds a 'hit', it captures that point on the surface and all attributes associated with that point (including normals direction and distance, color, opacity, etc.). Once it finishes scanning the object, it can build up to 10 different maps that can be applied to the object. Lighting, Alpha, Shadow, Atmospheric, Diffuse, Height and Custom maps can all be generated independently for your all of your assets. Just look at the features and controls Kaldera offers:&lt;/p&gt;&lt;ul&gt;&lt;li&gt;The Source objects don't need to have any mapping channels applied&lt;/li&gt;&lt;li&gt;You can have as many Source Objects as you want&lt;/li&gt;&lt;li&gt;You have a big arsenal of tools to resolve hits between the Source and Target objects. This includes:&lt;/li&gt;&lt;ul&gt;&lt;li&gt;Use of two cage meshes to define the ray shooting start position and ray length&lt;/li&gt;&lt;li&gt;Use of different Material IDs or face selections to include and exclude faces from the Source object in the render&lt;/li&gt;&lt;li&gt;You can use &lt;b&gt;3ds Max&lt;/b&gt; standard modifiers like Select Mesh and Delete Mesh to temporarily delete unwanted faces before processing Kaldera mapping&lt;/li&gt;&lt;li&gt;You can mix different normals results using the alpha channel to blend the Normals Map without adding any extra geometry&lt;/li&gt;&lt;li&gt;A Normals Map is included with Kaldera to let you render and preview normals map results&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Kaldera        &lt;span class="FPAssetBy"&gt;by&lt;/span&gt; &lt;a class="FPAssetVendor" href="http://www.turbosquid.com/Search/Index.cfm/FuseAction/ProcessSmartSearch/istIncAuthor/Mankua%20DCP/blAuthorExact/y"&gt;&lt;b&gt;Mankua DCP&lt;/b&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-8745551553049498394?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/8745551553049498394/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=8745551553049498394' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8745551553049498394'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8745551553049498394'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/04/kaldera.html' title='Kaldera'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-255196603971451054</id><published>2008-04-22T22:40:00.004+07:00</published><updated>2010-05-20T14:11:53.505+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Flight Studio'/><title type='text'>Flight Studio</title><content type='html'>&lt;a href="http://uppic.soizaa.com/viewer.php?file=nx1rtlkooiwvi4wim4my.jpg" target="_new"&gt;&lt;img src="http://uppic.soizaa.com/files/nx1rtlkooiwvi4wim4my_thumb.jpg" alt="MultiHoster" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Flight Studio is a sophisticated suite of OpenFlight® importing, editing, and exporting tools for 3ds Max 6,3ds Max 7,3ds Max 8,3ds Max 9 and 3ds Max 2008. Most tools that read and write OpenFlight files typically change the structure of the data, which forces time comsuming reworks and limits the usefulness for visual simulation. This major issue has been addressed in Flight Studio so that the original OpenFlight structures are preserved while allowing the simulation modeler to edit and create new 3D elements that can be directly placed in the scene. &lt;p&gt;Flight Studio lets the user to import, edit and export OpenFlight scene graphs and databases from within Autodesk 3ds Max, all while retaining scene graph structure and attributes. This provides OpenFlight artists unparalleled access to the scene graph and its attributes, enabling new capabilities not currently available in any other tool. New features include scene graph and attribute editing, LOD and Switch node management and easy to use hierarchy display, all while maintaining the original scene graph structure. In addition to these features, OpenFlight artists can now use the full range of award wining content creation tools available in 3ds Max, including polygonal and multi-resolutio&lt;wbr&gt;n mesh modeling, Unwrap UV mapping, texture baking, real-world lighting, and Vertex Painting. Given the powerful creation tools available with 3ds Max, artists will have a new platform for creating accurate, efficient and compelling OpenFlight databases.&lt;/p&gt;&lt;p&gt;&lt;b&gt;Key features:&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Importing&lt;/b&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Loading: OpenFlight files from v14.2 to 15.8&lt;/li&gt;&lt;li&gt;Geometry: Read all geometry, faces, meshes, materials and textures&lt;/li&gt;&lt;li&gt;Image Files: Full .rgb texture file support&lt;/li&gt;&lt;li&gt;Controls: Various parameters control how model is imported, including vertex weld, extern read control and unit conversion&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;b&gt;Editing&lt;/b&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Hierarchy Browser: Easy to use Hierarchy Browser lets you scroll through the scene graph selecting individual nodes&lt;/li&gt;&lt;li&gt;Edit Data: Direct node attribute editing&lt;/li&gt;&lt;li&gt;UI Controls: Familiar drag and drop interface for easy reconfiguration&lt;wbr&gt; of the scene graph&lt;/li&gt;&lt;li&gt;Display: Switch and LOD node viewing work in concert to give you instant access to all models&lt;/li&gt;&lt;li&gt;Selection: Use the hierarchy or viewport to select and edit objects&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;b&gt;Exporting&lt;/b&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Saving: OpenFlight files from v14.2 to 15.8&lt;/li&gt;&lt;li&gt;Auto Group/Object: Auto group and auto object functions make it easy to organize the scene graph&lt;/li&gt;&lt;li&gt;Selective export: export entire scene or only selected individual objects&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;b&gt;Suggested Vertical Applications&lt;/b&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Military Simulation&lt;/li&gt;&lt;li&gt;Training &amp;amp; Development&lt;/li&gt;&lt;li&gt;Visual Simulations and Walkthroughs&lt;/li&gt;&lt;li&gt;Game development&lt;/li&gt;&lt;li&gt;Geographic Information Systems&lt;/li&gt;&lt;/ul&gt;Flight Studio        &lt;span class="FPAssetBy"&gt;by&lt;/span&gt; &lt;a class="FPAssetVendor" href="http://www.turbosquid.com/Search/Index.cfm/FuseAction/ProcessSmartSearch/istIncAuthor/Bluerock%20Technologies/blAuthorExact/y" target="_new"&gt;&lt;b&gt;Bluerock Technologies&lt;/b&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-255196603971451054?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/255196603971451054/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=255196603971451054' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/255196603971451054'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/255196603971451054'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/04/flight-studio.html' title='Flight Studio'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-7153497770570962111</id><published>2008-04-20T00:38:00.004+07:00</published><updated>2010-05-20T14:11:44.331+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Texture Layers 2'/><title type='text'>Texture Layers 2</title><content type='html'>&lt;a href="http://uppic.soizaa.com/viewer.php?file=66im3slbn3vuq9d6sbq7.jpg" target="_new"&gt;&lt;img src="http://uppic.soizaa.com/files/66im3slbn3vuq9d6sbq7_thumb.jpg" alt="MultiHoster" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Texture Layers 2 is the latest incarnation of Mankua’s production-prov&lt;table style="padding: 4px 0pt;" border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="FPBody"&gt;&lt;wbr&gt;en, advanced mapping and texturing system for &lt;b&gt;3ds Max&lt;/b&gt; and Autodesk VIZ users. With Texture Layer 2, you can create and animate all of your mapping channels within a single modifier, applying different mapping styles to parts of the same object in just minutes. It’s like having a modifier stack within a single modifier! The product offers advanced mapping tools unlike anything else available for &lt;b&gt;3ds Max&lt;/b&gt; including Spline Mapping, Free Form Deformation, UVW Frame and a much needed Pelt system to give you the ultimate power to apply maps to your most detailed models.&lt;p&gt;Texture Layers 2 also includes its own Sub-Object selection mode so you can choose parts of your model on the fly, while allowing you to read in saved selection sets from elsewhere in the Modifier stack. You can quickly copy, paste, save and load mapping channels within the same modifier, or from one modifier to another to suit your needs. You don’t even need to use Multi/SubObject&lt;wbr&gt; Material IDs when you assign your materials. After application, you can blend all or parts of the material into other layered materials to control how the final material is displayed. For all of you who’ve been looking for more sophisticated ways of mapping your objects inside of &lt;b&gt;3ds Max&lt;/b&gt;, check out Texture Layers 2 today.&lt;/p&gt;&lt;p&gt;Just look at the features:&lt;br /&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Completely re-designed UI makes creating and managing multiple texturing layers simple&lt;/li&gt;&lt;li&gt;Fully compatible with Editable Mesh, Poly and Patch&lt;/li&gt;&lt;li&gt;New UVViewport allows users to see their maps in UV Space within a special window&lt;/li&gt;&lt;li&gt;The product comes with two special map types designed to allow mapping layers to blend seamlessly together&lt;/li&gt;&lt;li&gt;Transfer and use saved selection sets of faces and edges to help control mapping boundaries&lt;/li&gt;&lt;li&gt;Spline mapping supports twisting of seam edge along the length of the chosen spline&lt;/li&gt;&lt;/ul&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;homepage : &lt;a href="http://www.turbosquid.com/FullPreview/index.cfm/ID/205477"&gt;http://www.turbosquid.com/FullPreview/index.cfm/ID/205477&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;----------------------------------------------------------------------------------------------------------------&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-7153497770570962111?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/7153497770570962111/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=7153497770570962111' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/7153497770570962111'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/7153497770570962111'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/04/texture-layers-2.html' title='Texture Layers 2'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-25734793442263715</id><published>2008-03-28T15:35:00.004+07:00</published><updated>2010-05-20T14:11:34.419+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Holomatix Rendition'/><title type='text'>Holomatix Rendition</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.holomatix.com/images/stories/rendition-full_logo-dark_no.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: left; cursor: pointer; width: 320px;" src="http://www.holomatix.com/images/stories/rendition-full_logo-dark_no.png" alt="" border="0" /&gt;&lt;/a&gt;Holomatix Rendition is a very fast interactive production-qual&lt;table class="blog" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td valign="top"&gt;&lt;wbr&gt;ity raytracer supporting Maya/mental ray shaders.  Holomatix Rendition is very fast, raytraces to extremely high quality, and allows rapid scene development through realtime interactive updates (using a bundled Maya plug-in)&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;Holomatix Rendition is designed to raytrace mental ray scenes up to 10 times faster to full production quality. Holomatix Rendition has the ability to perform interactive updates - you can move the camera and see your raytraced scene change in real time. Rendition supports mental ray, Maya, 3ds Max and XSI shaders and renders directly from Maya and 3ds Max using the supplied Plug-In, or from .mi files which can be exported from Maya, 3ds max and XSI.&lt;br /&gt;&lt;br /&gt;&lt;p&gt;Rendition currently supports scenes using any combination of Maya, 3ds Max, XSI and mental ray shaders. Key supported features include:&lt;/p&gt;  &lt;ul&gt;&lt;li&gt;Maya 6, 7, 8, 8.5 and 2008 Shaders&lt;/li&gt;&lt;li&gt;3ds Max 9 and 2008 Shaders&lt;/li&gt;&lt;li&gt;XSI 6.0 and 6.5 Shaders&lt;/li&gt;&lt;li&gt;Mental Ray Shaders&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;3rd party mental ray shaders (Recompiling not required: supports native mr dll and so files)&lt;/span&gt;&lt;/li&gt;&lt;li&gt;Global Illumination, Photon Mapping, Caustics, Final Gathering&lt;/li&gt;&lt;li&gt;Depth of Field and Motion Blur&lt;/li&gt;&lt;li&gt;Sub-surface scattering (SSS)&lt;/li&gt;&lt;li&gt;Volumetric Particles&lt;/li&gt;&lt;li&gt;Polygonal Geometry, NURBS Geometry and Subdivision Surfaces&lt;/li&gt;&lt;li&gt;mr Surface Approximation Nodes&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;Displacement mapping on NURBS surfaces (&lt;em&gt;on subdiv and polygonal geometry under development&lt;/em&gt;)&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;mr Architectural material and &lt;/span&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;mr Physical Sky/Sun&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;Maya Ocean/Fluids&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;Material, Texture, Environment, Shadow, Lens, Volume, Photon, State and Light Shaders&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;em&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;Hair and contour shaders under development&lt;/span&gt;&lt;/em&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;Area lights, Directional lights, Point lights, Spot lights, Ambient light (&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;em&gt;Geometric lights and light profiles under development)&lt;/em&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;High dynamic range images/textures&lt;wbr&gt; (HDR, EXR, TIFF)&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;Elliptic texture filtering&lt;/span&gt;&lt;/li&gt;&lt;li&gt;8bit, 16bit and 32bit output channels&lt;/li&gt;&lt;li&gt;Z Depth, Motion Vector, Normal Vector and RGBA Output Channels&lt;/li&gt;&lt;li&gt;Supported image formats: JPG, TIFF, IFF, BMP, PNG, TGA, GIF, PIC, HDR, EXR&lt;/li&gt;&lt;li&gt;Sampling Distribution and Heat Map Diagnostics&lt;/li&gt;&lt;/ul&gt;Homepage : &lt;a href="http://www.holomatix.com/cat/rendition/"&gt;http://www.holomatix.com/cat/rendition&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-25734793442263715?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/25734793442263715/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=25734793442263715' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/25734793442263715'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/25734793442263715'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/03/holomatix-rendition.html' title='Holomatix Rendition'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-1571253073763492089</id><published>2008-03-28T15:24:00.003+07:00</published><updated>2010-05-20T14:11:24.887+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Perlin Noise Texture Plugin'/><title type='text'>Perlin Noise Texture Plugin</title><content type='html'>Procedural texture map plugin based on flask making use of Ken Perlin's well known noise function. Although noise textures are already included in 3ds Max and Maya, this plugin extends the present algorithms with a simple to use, but extremely powerful and popular&lt;img src="file:///C:/DOCUME%7E1/Sutt/LOCALS%7E1/Temp/moz-screenshot.jpg" alt="" /&gt; noise function.&lt;br /&gt;Perlin noise is a function that has a pseudo-random appearance with values changing&lt;a href="http://www.potion-studios.com/Data/Site/PerlinNoise_b.png"&gt;&lt;img src="http://www.potion-studios.com/Data/Site/PerlinNoise_s.png" alt="" align="right" border="0" /&gt;&lt;/a&gt; smoothly from one point to another. It can be used to create a great variety of procedural textures to increase the appearance of realism in computer graphics. For more information on Perlin noise, take a look at the &lt;a href="http://en.wikipedia.org/wiki/Perlin_noise"&gt;wikipedia article&lt;/a&gt;.&lt;br /&gt;&lt;img src="file:///C:/DOCUME%7E1/Sutt/LOCALS%7E1/Temp/moz-screenshot-3.jpg" alt="" /&gt;&lt;img src="file:///C:/DOCUME%7E1/Sutt/LOCALS%7E1/Temp/moz-screenshot-4.jpg" alt="" /&gt;&lt;img src="file:///C:/DOCUME%7E1/Sutt/LOCALS%7E1/Temp/moz-screenshot-5.jpg" alt="" /&gt;&lt;img src="file:///C:/DOCUME%7E1/Sutt/LOCALS%7E1/Temp/moz-screenshot-6.jpg" alt="" /&gt;&lt;br /&gt;Download:&lt;img src="file:///C:/DOCUME%7E1/Sutt/LOCALS%7E1/Temp/moz-screenshot-1.jpg" alt="" /&gt;&lt;img src="file:///C:/DOCUME%7E1/Sutt/LOCALS%7E1/Temp/moz-screenshot-2.jpg" alt="" /&gt;&lt;br /&gt;&lt;a href="http://www.potion-studios.com/Data/Content/PerlinNoise_3dsMax.zip"&gt;3ds Max 9 version (32bit and 64bit)&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-1571253073763492089?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/1571253073763492089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=1571253073763492089' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/1571253073763492089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/1571253073763492089'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/03/perlin-noise-texture-plugin.html' title='Perlin Noise Texture Plugin'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-1470977417503142295</id><published>2008-03-18T13:45:00.008+07:00</published><updated>2010-05-20T14:11:13.544+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Pencil+ 2'/><title type='text'>Pencil+ 2</title><content type='html'>&lt;strong&gt;Pencil+ 2&lt;/strong&gt;, a Non Photo Realistic ( NPR ) shader plug-in for 3ds Max, creates color pencil painted stroke expressions. The plug-in achieves well designed pen drawings and flat cell paintings.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;Free Visualization&lt;/span&gt;&lt;br /&gt;NFR rendering reminds you of manga and animated characters. Pencil+ 2 provides original 3d expressions you often see in Japanese manga, and also produces NFR simple sides and lines, so that the plug-in is useful for creating diagrams and architectural images. It may worth in scenes of professional graphical design works as a visualization tool.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" border="0" cellpadding="10" cellspacing="0" width="540"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td width="160"&gt;&lt;img alt="Engine" src="http://www.psoft.co.jp/en/images/stories/products/pencil2/sample001_thum.gif" height="120" width="160" /&gt;&lt;/td&gt;             &lt;td width="160"&gt;&lt;img alt="Apartment" src="http://www.psoft.co.jp/en/images/stories/products/pencil2/sample002_thum.gif" height="120" width="160" /&gt;&lt;/td&gt;             &lt;td width="160"&gt;&lt;img alt="Mobile" src="http://www.psoft.co.jp/en/images/stories/products/pencil2/sample003_thum.gif" height="120" width="160" /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;Hight Speed Hight Leveled Rendering&lt;/span&gt;&lt;br /&gt;Line drawing is one of important elements for NFR rendering. Pencil+ 2 performs well in a variety way. The plug-in renders lines of intersections between objects at high speed, and detail settings for hidden lines are available. It also draws technical illustration, and creates animated images with fine adjustment of line thickness using texture mapping.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_eE9eWT0iJ6E/R99mm-wefxI/AAAAAAAAAHo/pyPNpU1aorw/s1600-h/pencil.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp2.blogger.com/_eE9eWT0iJ6E/R99mm-wefxI/AAAAAAAAAHo/pyPNpU1aorw/s320/pencil.gif" alt="" id="BLOGGER_PHOTO_ID_5178970916366745362" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;Simple Graphical Interface&lt;/span&gt;&lt;br /&gt;It may take you much time to get fine results with unfriendly functional designs of other 3D application interfaces. Pencil+ 2 has a graphical interface which is easily handled, so that designers feel no stress to treat it. And also, line results will be interactively given to make your working time shorter.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_eE9eWT0iJ6E/R99nQuwefyI/AAAAAAAAAHw/fvWzxe-gz6k/s1600-h/pencil-.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp1.blogger.com/_eE9eWT0iJ6E/R99nQuwefyI/AAAAAAAAAHw/fvWzxe-gz6k/s320/pencil-.gif" alt="" id="BLOGGER_PHOTO_ID_5178971633626283810" border="0" /&gt;&lt;/a&gt;                                            &lt;p style="color: rgb(102, 0, 0);"&gt;&lt;strong&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;Supports 3ds Max 6.x  requirements&lt;/span&gt; &lt;/strong&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;&lt;strong&gt;OS: &lt;/strong&gt;Microsoft Windows  Vista / XP / 2000&lt;/li&gt;&lt;li&gt;&lt;strong&gt;CPU: &lt;/strong&gt;Over 300 MHz Intel/AMD compatible (The Dual Intel Pentium 4/AMD Athlon system is preferable) &lt;/li&gt;&lt;li&gt;&lt;strong&gt;Memory: &lt;/strong&gt;Over 512 MB RAM and over 500MB swapping space are preferable (1GB RAM and 2GB swapping space are preferable)&lt;br /&gt;  &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(102, 0, 0);"&gt;&lt;strong&gt;Compatible Software&lt;/strong&gt;&lt;/p&gt; &lt;ul&gt;&lt;li&gt;3ds Max 6&lt;/li&gt;&lt;li&gt;3ds Max 7&lt;/li&gt;&lt;li&gt;3ds Max 8&lt;/li&gt;&lt;li&gt;3ds Max 9 ( 32bit / 64bit ),&lt;/li&gt;&lt;li&gt;3ds Max 2008 ( 32bit / 64bit )&lt;br /&gt;&lt;br /&gt;  *The mental ray renderer is not supported. &lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;Homepage : &lt;a href="http://www.psoft.co.jp/en/product/pencil/index.html"&gt;http://www.psoft.co.jp/en/product/pencil/index.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;.........................................................................................................&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-1470977417503142295?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/1470977417503142295/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=1470977417503142295' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/1470977417503142295'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/1470977417503142295'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/03/pencil-2.html' title='Pencil+ 2'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp2.blogger.com/_eE9eWT0iJ6E/R99mm-wefxI/AAAAAAAAAHo/pyPNpU1aorw/s72-c/pencil.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-442186194141355067</id><published>2008-03-09T15:54:00.001+07:00</published><updated>2010-05-20T14:10:41.066+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Swift 3D MAX and Swift 3D LW Features'/><title type='text'>Swift 3D MAX and Swift 3D LW Features</title><content type='html'>&lt;strong&gt;Unrivaled Vector Rendering with RAViX® 4 Technology&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;&lt;tbody&gt;&lt;tr align="left" valign="top"&gt;&lt;td&gt;&lt;br /&gt;&lt;/td&gt;                             &lt;td class="TextBodyNoSpacing" valign="top"&gt; The latest update to the industry-leadin&lt;wbr&gt;g vector rendering engine offers the most advanced capabilities available for vector output to Adobe Flash (SWF), EPS, Adobe Illustrator, SVG, PNT, and our proprietary SWFT format, which offers superior integration with Flash through the Swift 3D file importer for Flash 8. From cartoon styles to full gradient shading, RAViX 4 vector rendering technology is all you need to turn your 3ds MAX or LightWave 3D scenes and animations into high-quality, low-bandwidth vector graphics.&lt;br /&gt;                 &lt;br /&gt;                          &lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;                                   &lt;!--                &lt;tr align="left" valign="top"&gt;                 &lt;td height="169"&gt;&lt;/td&gt;                 &lt;td align="center" valign="top" class="IMGBorder"&gt;&lt;img src="Img/UpGOffer.jpg" width="495" height="200" border="0" usemap="#Map" href="https://www.erain.com/store/upgradeLogin.asp?p=T3D&amp;amp;v=400" /&gt;&lt;/td&gt;                 &lt;td&gt;&lt;/td&gt;                &lt;/tr&gt;                &lt;tr align="left" valign="top"&gt;                 &lt;td height="28"&gt;&lt;/td&gt;                 &lt;td valign="top" class="TextBodyNoSpacing"&gt;                  &lt;a href="https://www.erain.com/store/upgradeLogin.asp?p=T3D&amp;v=400"&gt;*Upgrade now&lt;/a&gt;                   with our one-click upgrade system. &lt;span style="color:#DD621F;"&gt;Hurry - this offer ends 8/19/04&lt;/span&gt;.                  &lt;br /&gt;&lt;br /&gt;                 &lt;b&gt;*Free upgrades&lt;/b&gt; can be redeemed in the                   &lt;a href="https://www.erain.com/store/upgradeLogin.asp?p=T3D&amp;v=400"&gt;store &gt; product upgrade areas&lt;/a&gt;.                    Click on the upgrade button above to be taken to this area.                  &lt;br /&gt;&lt;br /&gt;                &lt;/td&gt;                 &lt;td&gt;&lt;/td&gt;                &lt;/tr&gt;                &lt;tr align="left" valign="top"&gt;                 &lt;td height="43"&gt;&lt;/td&gt;                 &lt;td valign="top"&gt;                  &lt;img src="../Img/MacWarning.gif" alt="Click Here to Go to Store" border="0" /&gt;                 &lt;/td&gt;                 &lt;td&gt;&lt;/td&gt;                &lt;/tr&gt;                                &lt;tr align="left" valign="top"&gt;                 &lt;td height="18"&gt;&lt;/td&gt;                 &lt;td&gt; &lt;/td&gt;                 &lt;td&gt;&lt;/td&gt;                &lt;/tr&gt;                --&gt;                                   &lt;tbody&gt;&lt;tr align="left" valign="top"&gt;                                     &lt;td&gt;&lt;br /&gt;&lt;/td&gt;                                     &lt;td class="TextBodyNoSpacing" valign="top" width="5"&gt;                                                      &lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt;                                     &lt;td width="100"&gt;&lt;table class="IMGBorder" border="0" cellpadding="0" cellspacing="0" width="100"&gt;                                       &lt;!--DWLayoutTable--&gt;                                         &lt;tbody&gt;&lt;tr&gt;                                           &lt;td&gt;&lt;img src="http://www.swift3d.com/products/plug-ins/Features/Img/VectorRendering.jpg" alt="Output Styles" border="0" height="132" width="100" /&gt;&lt;/td&gt;                                         &lt;/tr&gt;                                         &lt;tr&gt;                                           &lt;td height="25"&gt;&lt;span class="style2"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/td&gt;                                         &lt;/tr&gt;                                     &lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;                                     &lt;td&gt;&lt;br /&gt;&lt;/td&gt;                                     &lt;td class="TextBodyNoSpacing"&gt;          &lt;table id="Table9" border="0" cellpadding="0" cellspacing="1" width="100%"&gt;           &lt;tbody&gt;&lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;            &lt;td colspan="2"&gt;&lt;strong&gt;Vector Rendering Features:&lt;/strong&gt;&lt;/td&gt;           &lt;/tr&gt;           &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;            &lt;td width="8"&gt;             &lt;li&gt;          &lt;br /&gt;&lt;/li&gt;         &lt;br /&gt;&lt;/td&gt;            &lt;td&gt;             4 Outline Levels - Outline, Mesh, Hidden Lines and new customizable Pen Style Outlines for improved toon-rendering.&lt;wbr&gt;&lt;/td&gt;           &lt;/tr&gt;           &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;            &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;            &lt;td&gt;             5 Cartoon Fill Levels - One, Two, Four,  Full, and Average Color Fills            &lt;/td&gt;           &lt;/tr&gt;           &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;            &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;            &lt;td&gt;             2 Gradient Levels - Area and Mesh Shading            &lt;/td&gt;           &lt;/tr&gt;           &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;            &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;            &lt;td&gt; Complex shadowing - Multiple shadows, Self, Plane, and Object Casting, plus new controls over shadow density and coloring. &lt;/td&gt;           &lt;/tr&gt;           &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;            &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;            &lt;td&gt;             Reflections and Advanced Specular Highlights&lt;/td&gt;           &lt;/tr&gt;           &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;            &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;            &lt;td&gt;             Transparency - Adjustable alpha level, plus new outline and hidden line rendering capabilities&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;span style="font-weight: bold;"&gt; Raster Rendering to Adobe Flash&lt;br /&gt;&lt;/span&gt;&lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;&lt;tbody&gt;&lt;tr align="left" valign="top"&gt;&lt;td&gt;&lt;br /&gt;&lt;/td&gt;                             &lt;td class="TextBodyNoSpacing" valign="top"&gt; Swift 3D Plug-ins are also capable of exporting your raster renderings directly to Adobe Flash SWF file format. When you export raster Flash files, anything in your scene will look just as you would expect from a raster rendering. Exported files are automatically cropped to their smallest possible size and provide transparent backgrounds when imported into Adobe Flash for seamless integration with your Flash projects.&lt;br /&gt;                   &lt;br /&gt;                          &lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;                                   &lt;!--                &lt;tr align="left" valign="top"&gt;                 &lt;td height="169"&gt;&lt;/td&gt;                 &lt;td align="center" valign="top" class="IMGBorder"&gt;&lt;img src="Img/UpGOffer.jpg" width="495" height="200" border="0" usemap="#Map" href="https://www.erain.com/store/upgradeLogin.asp?p=T3D&amp;amp;v=400" /&gt;&lt;/td&gt;                 &lt;td&gt;&lt;/td&gt;                &lt;/tr&gt;                &lt;tr align="left" valign="top"&gt;                 &lt;td height="28"&gt;&lt;/td&gt;                 &lt;td valign="top" class="TextBodyNoSpacing"&gt;                  &lt;a href="https://www.erain.com/store/upgradeLogin.asp?p=T3D&amp;v=400"&gt;*Upgrade now&lt;/a&gt;                   with our one-click upgrade system. &lt;span style="color:#DD621F;"&gt;Hurry - this offer ends 8/19/04&lt;/span&gt;.                  &lt;br /&gt;&lt;br /&gt;                 &lt;b&gt;*Free upgrades&lt;/b&gt; can be redeemed in the                   &lt;a href="https://www.erain.com/store/upgradeLogin.asp?p=T3D&amp;v=400"&gt;store &gt; product upgrade areas&lt;/a&gt;.                    Click on the upgrade button above to be taken to this area.                  &lt;br /&gt;&lt;br /&gt;                &lt;/td&gt;                 &lt;td&gt;&lt;/td&gt;                &lt;/tr&gt;                &lt;tr align="left" valign="top"&gt;                 &lt;td height="43"&gt;&lt;/td&gt;                 &lt;td valign="top"&gt;                  &lt;img src="../Img/MacWarning.gif" alt="Click Here to Go to Store" border="0" /&gt;                 &lt;/td&gt;                 &lt;td&gt;&lt;/td&gt;                &lt;/tr&gt;                                &lt;tr align="left" valign="top"&gt;                 &lt;td height="18"&gt;&lt;/td&gt;                 &lt;td&gt; &lt;/td&gt;                 &lt;td&gt;&lt;/td&gt;                &lt;/tr&gt;                --&gt;                                   &lt;tbody&gt;&lt;tr align="left" valign="top"&gt;                                     &lt;td&gt;&lt;br /&gt;&lt;/td&gt;                                     &lt;td class="TextBodyNoSpacing" valign="top" width="5"&gt;                                                      &lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt;                                     &lt;td width="100"&gt;&lt;table class="IMGBorder" border="0" cellpadding="0" cellspacing="0" width="100"&gt;                                       &lt;tbody&gt;&lt;tr&gt;                                         &lt;td&gt;&lt;img src="http://www.swift3d.com/products/Swift3D/Features/Img/RasterSmall.jpg" alt="Raster SWF Export" border="0" height="132" width="100" /&gt;&lt;a href="http://www.swift3d.com/products/plug-ins/Examples/Default.asp"&gt;&lt;br /&gt;                                      &lt;span class="style2"&gt;&lt;br /&gt;&lt;/span&gt;                                        &lt;/a&gt;&lt;/td&gt;                                       &lt;/tr&gt;                                     &lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;                                     &lt;td&gt;&lt;br /&gt;&lt;/td&gt;                                     &lt;td class="TextBodyNoSpacing"&gt;&lt;table id="Table8" border="0" cellpadding="0" cellspacing="1"&gt;             &lt;tbody&gt;&lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;              &lt;td colspan="2"&gt;&lt;strong&gt;With Raster Rendering to Flash, What You See is What You Get:&lt;/strong&gt;&lt;/td&gt;             &lt;/tr&gt;             &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;              &lt;td width="8"&gt;               &lt;li&gt;            &lt;br /&gt;&lt;/li&gt;           &lt;br /&gt;&lt;/td&gt;              &lt;td&gt;               Texturing               &lt;a href="http://www.swift3d.com/products/plug-ins/Features/Default.asp?feature=6"&gt;               &lt;/a&gt;              &lt;/td&gt;             &lt;/tr&gt;             &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;              &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;              &lt;td&gt;               Transparency              &lt;/td&gt;             &lt;/tr&gt;             &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;              &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;              &lt;td&gt;               Reflection               &lt;a href="http://www.swift3d.com/products/plug-ins/Features/Default.asp?feature=5"&gt;              &lt;/a&gt;and Refraction&lt;/td&gt;             &lt;/tr&gt;             &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;              &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;              &lt;td&gt;               Particle Systems &lt;/td&gt;             &lt;/tr&gt;             &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;              &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;              &lt;td&gt;               Auto-cropping technology crops bitmaps to the smallest bounding size of the objects in your scenes. &lt;/td&gt;             &lt;/tr&gt;             &lt;tr class="TextBodyNoSpacing" align="left" valign="top"&gt;              &lt;td&gt;&lt;li&gt;&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;/td&gt;              &lt;td&gt;               Transparent backgrounds for seamless integration with Flash projects&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;strong style="font-weight: bold;"&gt;SmartLayer™ Technology Streamlines Workflow, Enhances Design Possibilities and Provides Superior Flash Integration.&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;Electric Rain's ground-breaking&lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;&lt;tbody&gt;&lt;tr align="left" valign="top"&gt;&lt;td class="TextBodyNoSpacing" valign="top"&gt;&lt;wbr&gt;         (and patent pending) SmartLayer Technology separates         different aspects of your vector renderings into         individual layers, which can then be imported directly         into Adobe Flash through the Swift         3D Importer.         The separated layers expand your design possibilities         and greatly enhance the flexibility of 3D integration         with         any of your         Flash projects. This technology also reduces overall         file size in scenes with both stationary and motion         objects. The Swift 3D Importer         for Adobe Flash is automatically         installed if a recent version of Flash is detected         during installation.&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;span style="font-weight: bold;"&gt; Export Formats Include:&lt;br /&gt;&lt;/span&gt;&lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;&lt;tbody&gt;&lt;tr align="left" valign="top"&gt;&lt;td class="TextBodyNoSpacing" valign="top"&gt;&lt;li&gt;SmartLayer Export (SWFT)&lt;/li&gt;                               &lt;li&gt;Adobe Flash (SWF)&lt;/li&gt;                               &lt;li&gt;Encapsulated PostScript (EPS)&lt;/li&gt;                               &lt;li&gt;Adobe® Illustrator® (AI)&lt;/li&gt;                               &lt;li&gt;Scalable Vector Graphics (SVG)&lt;/li&gt;                               &lt;li&gt;Toon Boom (PNT) for import to Opus, Concerto and Harmony Products&lt;/li&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;Visit Swift 3D MAX Homepage : &lt;a href="http://www.erain.com/products/swift3d/"&gt;http://www.erain.com/products/swift3d&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-442186194141355067?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/442186194141355067/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=442186194141355067' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/442186194141355067'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/442186194141355067'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/03/swift-3d-max-and-swift-3d-lw-features.html' title='Swift 3D MAX and Swift 3D LW Features'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-8209130645828151249</id><published>2008-03-08T15:48:00.003+07:00</published><updated>2010-05-20T14:10:30.095+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='SpeedTreeMAX'/><title type='text'>SpeedTreeMAX</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_eE9eWT0iJ6E/R9JTXewefwI/AAAAAAAAAHg/IgBdiHrUKIQ/s1600-h/speedtreemax.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp3.blogger.com/_eE9eWT0iJ6E/R9JTXewefwI/AAAAAAAAAHg/IgBdiHrUKIQ/s320/speedtreemax.jpg" alt="" id="BLOGGER_PHOTO_ID_5175290584660606722" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:78%;"&gt;This image shows a SpeedTree model in 3ds max with its associated rollouts.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;SpeedTreeMAX is the plugin that reads the .spt files created by SpeedTreeCAD and allows them to be rendered in 3ds max. Users can control the size, random seed, wind space warp association, and viewport display method via a series of rollouts on the “Modify” panel. Want your tree to blow in the wind? Just create a wind space warp (native in 3ds max) and assign it to the tree object. That's it. As the wind changes its direction and strength, SpeedTree will automatically adapt. We’ve also included a wind scalar value, just in case something else in the scene is using the same wind object and doesn’t necessarily use the same units.&lt;br /&gt;&lt;br /&gt;New trees can be created using the parameters section of the interface. Every tree is based upon an integer seed that feeds the random number generator. By clicking the compute button (with the randomize box checked), an entirely different tree will be created with a new seed. Don’t like that one? Click compute again. Like it? Use the new seed in SpeedTreeCAD to edit that particular tree.&lt;br /&gt;&lt;br /&gt;Speed treeMax Homepage : &lt;a href="http://www.speedtree.com/html/speedtreemax.htm"&gt;http://www.speedtree.com/html/speedtreemax.htm&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-8209130645828151249?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/8209130645828151249/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=8209130645828151249' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8209130645828151249'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8209130645828151249'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/03/speedtreemax.html' title='SpeedTreeMAX'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp3.blogger.com/_eE9eWT0iJ6E/R9JTXewefwI/AAAAAAAAAHg/IgBdiHrUKIQ/s72-c/speedtreemax.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-3128775361177795719</id><published>2008-02-25T19:04:00.004+07:00</published><updated>2010-05-20T14:10:18.888+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Particle Flow Tools: Box 1'/><title type='text'>Particle Flow Tools: Box 1</title><content type='html'>&lt;a href="http://bp2.blogger.com/_eE9eWT0iJ6E/R8KxK52HQII/AAAAAAAAAHY/xpv8VvhDNvA/s1600-h/particle+flow.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5170890123059347586" style="float: left; margin: 0px 10px 10px 0px;" alt="" src="http://bp2.blogger.com/_eE9eWT0iJ6E/R8KxK52HQII/AAAAAAAAAHY/xpv8VvhDNvA/s200/particle+flow.jpg" border="0" /&gt;&lt;/a&gt; image from :&lt;a href="http://www.turbosquid.com/FullPreview/index.cfm/ID/235453" target="_new"&gt;turbosquid.com&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://bp0.blogger.com/_eE9eWT0iJ6E/R8Kw2Z2HQHI/AAAAAAAAAHQ/G6_haWzJ9Gw/s1600-h/particle+flow.jpg"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;Particle Flow Tools™: Box 1 is a set of Particle Flow operators designed to extend Particle Flow’s inherent capabilities. Written by the same developer who created Particle Flow, this set of tools is a testament to the openness of Particle Flow. Some of the PFT operators are significantly improved extensions of the features built originally into other 3rd party plug-ins, while others are completely new and add amazing functionality to Autodesk Media &amp;amp; Entertainment’s internal event-based particle system. Box 1 comes with 14 powerful operators that fall mainly into three different categories: Painting, Groups, and Utilities.&lt;br /&gt;&lt;br /&gt;The new Painting tools (which includes Particle Paint, Birth Paint, Placement Paint, Birth Texture and Mapping Object operators) give you the ability to paint particles onto any areas of your geometry and then have them emitted from those selected areas. You can even have particles emit by using animated color data from your emitters.&lt;br /&gt;&lt;br /&gt;Next are the Utilities operators. Not only are they useful, but they can help keep your scripts compact and easy to manage. They include the Preset Flow, Lock/Bond, Initial State and Utility operators, and with them you can quickly build your own preset flows outside of the standard setup to accommodate your own workflow, and then use another operator to remove operators that are not being used within the system to better compact your flows. You can take a snapshot of your particles at any point, and have new cloned particles emit from those locations.&lt;br /&gt;&lt;br /&gt;The Grouping operators (which includes the Group Selection, Group Operator and Split Group operators) lets you efficiently select and manage different collections of particles within your flows, or use the new Split Group test to divide your flow based on other selections within the system.&lt;br /&gt;Finally, exclusive to Box 1 is the Shape Plus operator that gives you new 2D and 3D shapes you can have Particle Flow create.&lt;br /&gt;The uses for these new operators are endless.&lt;br /&gt;&lt;br /&gt;Please note that these plug-ins are currently available for purchase online from Autodesk Media and Entertainment in the United States and Canada only.&lt;br /&gt;&lt;br /&gt;For other regions, please visit &lt;a onclick="return openPopup(this.href,null,null);" href="http://www.turbosquid.com/FullPreview/index.cfm/ID/235453" target="_new"&gt;TurboSquid&lt;/a&gt;.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-3128775361177795719?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/3128775361177795719/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=3128775361177795719' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/3128775361177795719'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/3128775361177795719'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/02/particle-flow-tools-box-1.html' title='Particle Flow Tools: Box 1'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp2.blogger.com/_eE9eWT0iJ6E/R8KxK52HQII/AAAAAAAAAHY/xpv8VvhDNvA/s72-c/particle+flow.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-1981555931176127211</id><published>2008-01-28T20:47:00.001+07:00</published><updated>2010-05-20T14:09:55.823+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='DreamScape 2.5'/><title type='text'>DreamScape 2.5</title><content type='html'>&lt;a href="http://bp2.blogger.com/_eE9eWT0iJ6E/R53fhF83w_I/AAAAAAAAAHA/cIiKsTSm-fA/s1600-h/DreamScape+2.5.gif"&gt;&lt;img id="BLOGGER_PHOTO_ID_5160526507662623730" style="float: left; margin: 0px 10px 10px 0px;" alt="" src="http://bp2.blogger.com/_eE9eWT0iJ6E/R53fhF83w_I/AAAAAAAAAHA/cIiKsTSm-fA/s200/DreamScape+2.5.gif" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;DreamScape is sophisticated set of 3DS MAX plug-ins for creating and rendering realistic landscapes, seascapes, skies, clouds, outdoor lighting and more. &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;In contrast to other terrain creation tools for 3DS MAX, DreamScape Terra uses new rendering technologies that occupy much less of your computers memory (RAM) making it possible to render large detailed terrains on even a modest system.&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;An intuitive and friendly user interface will allow you to easily tweak terrain properties, interactively paint elevation, and even to apply erosion effects. &lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;We have created an API for those who would like to create custom filters for terrain processing and modification. DreamScape's Terra also allows importing standard DEM, SDTS and Terragen files. The possibilities are unlimited.&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;DreamScape's Sea Material is here to help you render very realistic sea surfaces including reflections, refractions, bump mapping, foam and underwater scenery.&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;Sea Material is applied to the SeaSurface object that is powered by advanced FOV-based mesh creation algorithms. By using this method it is possible to render huge seascapes that are 'RAM friendly' as well. SeaSurface can create realistic water patterns and motion based on the oceanographic studies and observations. If you need powerful and affordable tool for creating "real world" environments, DreamScape is the right choice.DreamScape package includes several plug-in types:&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* DreamScape atmospherics (Daylight, Sky, 2D/3D Clouds, Rainbow)&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* DreamScape SubSurface atmospherics (realistic underwater scenery)&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* SunLight (raytrace shadows, area shadows)&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* Terra object ('virtual polygon' rendering - low memory and fast, easy SDK for terrain filters, MAX Script support) + advanced terra editor&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* Terrain material and texmap (apply different materials and texmaps based on elevation and/or slope)&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* SeaSurface object (optimized mesh, advanced waves generator, foam generator, support for DS Daemons)&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* Sea Material (reflect, refract, glittering)&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* Composite texmap* Noise texmap (many noise types with advanced control inside one texmap)&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;* Dynamics Daemon for dynamics simulation, including wakes, reflected/refracted waves, automatic foam creation and more. &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;*for more infomation click to &lt;a href="http://http//www.afterworks.com/DreamScape.asp?ID=1" target="_new"&gt;DreamScape 2.5&lt;/a&gt; homepage&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;---------------------------------------------------------------------&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-1981555931176127211?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/1981555931176127211/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=1981555931176127211' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/1981555931176127211'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/1981555931176127211'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2008/01/dreamscape-25.html' title='DreamScape 2.5'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp2.blogger.com/_eE9eWT0iJ6E/R53fhF83w_I/AAAAAAAAAHA/cIiKsTSm-fA/s72-c/DreamScape+2.5.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-7534430568180351295</id><published>2007-12-28T19:10:00.001+07:00</published><updated>2010-05-20T14:09:40.129+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Autodesk 3ds Max 9 Service Pack 2'/><title type='text'>Autodesk 3ds Max 9 Service Pack 2</title><content type='html'>&lt;h2&gt;Autodesk 3ds Max 9 Service Pack 2&lt;/h2&gt;&lt;div id="section0" class="section header"&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section1" class="section normal"&gt;&lt;!--startindex--&gt;&lt;table class="form"&gt;&lt;tbody&gt;&lt;tr class="submit_row"&gt;&lt;td style="height: 2px;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr class="submit_row"&gt;&lt;td&gt;&lt;p&gt;Published date:    2007-09-27&lt;br /&gt;ID:    DL9593622  &lt;/p&gt;Applies to:&lt;br /&gt;Autodesk® 3ds Max® 9&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;!--stopindex--&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section2" class="section normal"&gt;&lt;!--startindex--&gt;&lt;p&gt;Autodesk 3ds Max 9 Service Pack 2 is aimed primarily at addressing Vista compatibility issues. It includes a number of fixes specific to Windows Vista, as well as fixes across several functional areas, including Animation, Backburner, Batch Rendering, Biped, Editable Poly, Editable Mesh, Hair, Materials, Maxscript, mental ray, Reactor, Render to Texture, SDK and UV Unwrap.&lt;/p&gt;&lt;p&gt;&lt;b&gt;Important:&lt;/b&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt;This Service Pack does not update Autodesk 3ds Max 9 Extension: Productivity Booster. &lt;/li&gt;&lt;li&gt;32-bit and 64-bit versions of the Service Pack are included here. Ensure that you install the correct version.&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Refer to the Readme for more information.&lt;/p&gt;&lt;!--stopindex--&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section3" class="section normal"&gt;&lt;!--startindex--&gt;&lt;h4&gt;Select the correct language version to download:&lt;/h4&gt;&lt;!--stopindex--&gt;&lt;!--startindex--&gt;&lt;!--stopindex--&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;ul class="toc"&gt;&lt;li&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&amp;amp;id=9593622&amp;amp;linkID=9241177#section4"&gt;English&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&amp;amp;id=9593622&amp;amp;linkID=9241177#section5"&gt;French&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&amp;amp;id=9593622&amp;amp;linkID=9241177#section6"&gt;German&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&amp;amp;id=9593622&amp;amp;linkID=9241177#section7"&gt;Simplified Chinese&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div id="section4" class="section normal"&gt;&lt;!--startindex--&gt;&lt;h4&gt;English&lt;/h4&gt;&lt;!--stopindex--&gt;&lt;!--startindex--&gt;&lt;!--stopindex--&gt;&lt;table class="static-files"&gt;&lt;col width="1%"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_32bit.zip"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/s930/images/files/zip.gif" /&gt;&lt;/a&gt;&lt;!--stopindex--&gt; &lt;/td&gt;&lt;td&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_32bit.zip"&gt;&lt;!--startindex--&gt;32 bit - 3dsMax9_SP2_32b&lt;wbr&gt;it.zip&lt;!--stopindex--&gt;&lt;/a&gt; &lt;span&gt;(zip - 17371Kb)&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_64bit.zip"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/s930/images/files/zip.gif" /&gt;&lt;/a&gt;&lt;!--stopindex--&gt; &lt;/td&gt;&lt;td&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_64bit.zip"&gt;&lt;!--startindex--&gt;64 bit - 3dsMax9_SP2_64b&lt;wbr&gt;it.zip&lt;!--stopindex--&gt;&lt;/a&gt; &lt;span&gt;(zip - 21818Kb)&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_readme0.rtf"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/s930/images/files/default.gif" /&gt;&lt;/a&gt;&lt;!--stopindex--&gt; &lt;/td&gt;&lt;td&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_readme0.rtf"&gt;&lt;!--startindex--&gt;Readme&lt;!--stopindex--&gt;&lt;/a&gt; &lt;span&gt;(rtf - 2574Kb)&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section5" class="section normal"&gt;&lt;!--startindex--&gt;&lt;h4&gt;French&lt;/h4&gt;&lt;!--stopindex--&gt;&lt;!--startindex--&gt;&lt;!--stopindex--&gt;&lt;table class="static-files"&gt;&lt;col width="1%"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_32bit_fr.zip"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/s930/images/files/zip.gif" /&gt;&lt;/a&gt;&lt;!--stopindex--&gt; &lt;/td&gt;&lt;td&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_32bit_fr.zip"&gt;&lt;!--startindex--&gt;3dsmax9_sp2_32b&lt;wbr&gt;it_fr.zip&lt;!--stopindex--&gt;&lt;/a&gt; &lt;span&gt;(zip - 17939Kb)&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_64bit_fr.zip"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/s930/images/files/zip.gif" /&gt;&lt;/a&gt;&lt;!--stopindex--&gt; &lt;/td&gt;&lt;td&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_64bit_fr.zip"&gt;&lt;!--startindex--&gt;3dsmax9_sp2_64b&lt;wbr&gt;it_fr.zip&lt;!--stopindex--&gt;&lt;/a&gt; &lt;span&gt;(zip - 22517Kb)&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_readme_fr0.rtf"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/s930/images/files/default.gif" /&gt;&lt;/a&gt;&lt;!--stopindex--&gt; &lt;/td&gt;&lt;td&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_readme_fr0.rtf"&gt;&lt;!--startindex--&gt;Readme&lt;!--stopindex--&gt;&lt;/a&gt; &lt;span&gt;(rtf - 2476Kb)&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section6" class="section normal"&gt;&lt;!--startindex--&gt;&lt;h4&gt;German&lt;/h4&gt;&lt;!--stopindex--&gt;&lt;!--startindex--&gt;&lt;!--stopindex--&gt;&lt;table class="static-files"&gt;&lt;col width="1%"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;a href="http://images.autodesk.com/adsk/files/3dsmax9_sp2_32bit_de.zip"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/s930/images/files/zip.gif" /&gt;&lt;/a&gt;&lt;!--stopindex--&gt; 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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-7534430568180351295?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/7534430568180351295/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=7534430568180351295' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/7534430568180351295'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/7534430568180351295'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/12/autodesk-3ds-max-9-service-pack-2.html' title='Autodesk 3ds Max 9 Service Pack 2'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-5655802979481858357</id><published>2007-12-15T15:36:00.001+07:00</published><updated>2010-05-20T14:09:23.174+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='TREE STORM 5.9 plugin for 3DS Max2008 and Max9'/><title type='text'>TREE STORM 5.9 plugin for 3DS Max2008 and Max9</title><content type='html'>&lt;p style="color: rgb(0, 0, 0);"&gt; &lt;span style=";font-family:Arial;font-size:85%;"  &gt;The new &lt;b&gt;TREE STORM 5.9&lt;/b&gt; plugin for 3DS Max2008 and Max9 is a breakthrough product - originally developed and produced in 1998 - is the first 4D modeler for trees ever developed. This plugin enables you to model trees created with OnyxTREE BROADLEAF, OnyxTREE CONIFER, and OnyxPALM generators or TREE CLASSIC generator directly into Max and animate the trees on the wind. There are TREE STORM 5.9 for Max2008 (32-bit + 64-bit), Max9 (32-bit + 64-bit) and TREE STORM 5.6 for Max8/7/6, and corresponding Autodesk Viz software.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="color: rgb(0, 0, 0);"&gt; &lt;/p&gt;&lt;h3 style="color: rgb(0, 0, 0);"&gt;&lt;span style=";font-family:Arial;font-size:85%;"  &gt;Key TREE STORM Features&lt;/span&gt;&lt;/h3&gt; &lt;span style="color: rgb(255, 255, 0);font-family:Arial;font-size:85%;"  &gt;&lt;span style="color: rgb(0, 0, 0);"&gt;The following key features contribute the most to the functionality and effectiveness of TREE STORM:&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;ul&gt;&lt;span style="color: rgb(255, 255, 0);font-family:Arial;font-size:85%;"  &gt;&lt;br /&gt;&lt;/span&gt;&lt;/ul&gt;    &lt;p&gt; &lt;/p&gt;&lt;span style="color: rgb(255, 255, 0);font-family:Arial;font-size:85%;"  &gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="Speed"&gt;Speed&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul style="color: rgb(0, 0, 0);"&gt; Since TREE STORM models trees directly into the scene. Thanks to the fact that no data files are generated, the modeling-in and positioning of trees on the scene fast.&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;/li&gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="Versatility"&gt;Variabile modeling resolution and detail&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul style="color: rgb(0, 0, 0);"&gt; Besides extremely fast modeling, TREE STORM enables you to choose the detail and resolution of a tree prior to actual modeling. Also, once the tree is modeled in the scene, it takes just a moment to go back, adjust the detail and resolution of the tree, and remodel it again. You can even change this tree by adjusting its random seed, or replace it with another tree from the library.&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;center&gt; &lt;table bgcolor="#004100" border="5"&gt; &lt;tbody&gt;&lt;tr valign="CENTER"&gt; &lt;td align="center"&gt; &lt;img src="http://www.onyxtree.com/IMAGE-STO/StormXScreen-400x276.jpg" align="bottom" height="276" width="400" /&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;/center&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;/li&gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="Random"&gt;Random variation&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; Once a tree has been positioned on the scene, you can change it by adjusting its random seed. Or, you can enable random variation prior to actual modeling and then proceed with the positioning. Just start clicking the mouse in the top viewport and the trees are there - each slightly different from the previous one. This is ideal for building tree-lined streets and forests.&lt;/span&gt;&lt;br /&gt;&lt;/ul&gt; &lt;p&gt; &lt;/p&gt;&lt;center&gt; &lt;table bgcolor="#004100" border="5"&gt; &lt;tbody&gt;&lt;tr valign="CENTER"&gt; &lt;td align="center"&gt; &lt;img src="http://www.onyxtree.com/IMAGE-STO/RvYes-306x230.gif" align="bottom" height="230" width="306" /&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;/center&gt;&lt;br /&gt;&lt;center style="color: rgb(0, 0, 0);"&gt; Three trees. Each slightly different from the previous one.&lt;br /&gt;&lt;/center&gt;&lt;br /&gt;&lt;p style="color: rgb(0, 0, 0);"&gt; &lt;/p&gt;&lt;/li&gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="Color"&gt;Color-per-verte&lt;wbr&gt;x&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; The default material setting for trees is color-per-verte&lt;/span&gt;&lt;wbr style="color: rgb(0, 0, 0);"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;x. This allows you to create a tree with exactly the same colors as set in TREE CLASSIC. The colors you set will not only produce beautiful and highly realistic results but will save you quite a bit of rendering time. Therefore, you will not have much need to texture map trees.&lt;/span&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;center&gt; &lt;table bgcolor="#004100" border="5"&gt; &lt;tbody&gt;&lt;tr valign="CENTER"&gt; &lt;td align="center"&gt; &lt;img src="http://www.onyxtree.com/IMAGE-STO/Klingons-320x240.gif" align="bottom" height="240" width="320" /&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;/center&gt;&lt;br /&gt;&lt;center style="color: rgb(0, 0, 0);"&gt; This example illustrates the kind of results you can get with the color-per-verte&lt;wbr&gt;x. The colors are set in TREE CLASSIC, read by TREE STORM, and displayed as Max/Viz color-per-verte&lt;wbr&gt;x materials.&lt;br /&gt;&lt;/center&gt;&lt;br /&gt;&lt;p style="color: rgb(0, 0, 0);"&gt; &lt;/p&gt;&lt;/li&gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="UV"&gt;UV mapping coordinates&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; If you still wish to use your own textures, you can do that too. Just check the UV for any class of tree elements and TREE STORM will deliver a tree with the UV coordinates enabling you to apply texture maps that will follow the direction of growth of each branch being mapped.&lt;/span&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;center&gt; &lt;table bgcolor="#004100" border="5"&gt; &lt;tbody&gt;&lt;tr valign="CENTER"&gt; &lt;td align="center"&gt; &lt;img src="http://www.onyxtree.com/IMAGE-STO/Kora7-320x240.jpg" align="bottom" height="240" width="320" /&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;/center&gt;&lt;br /&gt;&lt;center style="color: rgb(0, 0, 0);"&gt; The trunk is custom texture mapped. The texture map follows the direction of trunk growth.&lt;br /&gt;&lt;/center&gt;&lt;br /&gt;&lt;p style="color: rgb(0, 0, 0);"&gt; &lt;/p&gt;&lt;/li&gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="Natural"&gt;Natural leaves&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; If you wish to texture map a real leaf onto the leaf objects, you can do that as well. Just specify the number of leaf sub-objects, replace the leaves with the "plates", and check the UV. TREE STORM will deliver a tree with the leaves grouped into the specified number of sub-objects. Each leaf will assume the form of a rectangular surface for easy texture mapping.&lt;/span&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;center&gt; &lt;table bgcolor="#004100" border="5"&gt; &lt;tbody&gt;&lt;tr valign="CENTER"&gt; &lt;td align="center"&gt; &lt;img src="http://www.onyxtree.com/IMAGE-STO/RealOak-320x240.jpg" align="bottom" height="240" width="320" /&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;/center&gt;&lt;br /&gt;&lt;center style="color: rgb(0, 0, 0);"&gt; First replace the leaves with the "plates", check the UV, and texture map the leaves.&lt;br /&gt;&lt;/center&gt;&lt;br /&gt;&lt;p style="color: rgb(0, 0, 0);"&gt; &lt;/p&gt;&lt;/li&gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="External"&gt;External objects instead of leaves&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul style="color: rgb(0, 0, 0);"&gt; If you wish to replace the leaves with an external object of your choice, you can do that as well. Just select the leaves from the specific sub object, select the object of your choice from the specific Max file, and OK the selection. TREE STORM will remodel the same tree with the selected object being attached to leaf stems.&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;center&gt; &lt;table bgcolor="#004100" border="5"&gt; &lt;tbody&gt;&lt;tr valign="CENTER"&gt; &lt;td align="center"&gt; &lt;img src="http://www.onyxtree.com/IMAGE-STO/SelRep-454x225.gif" align="bottom" height="225" width="454" /&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;/center&gt;&lt;br /&gt;&lt;center style="color: rgb(0, 0, 0);"&gt; Select the leaves from the specific leaf sub-object and replace them with en external object of your choice.&lt;br /&gt;&lt;/center&gt;&lt;br /&gt;&lt;p style="color: rgb(0, 0, 0);"&gt; &lt;/p&gt;&lt;/li&gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="Three"&gt;Three preview modes&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul style="color: rgb(0, 0, 0);"&gt; You can choose to preview a tree in the symbol or envelope form while you are positioning it on the scene and the camera will render it in full detail. The symbol is the fastest and the most economic form of preview and the envelope gives you the mass and shape of fully detailed tree with the minimal number of polygons. You can move these symbol and envelope trees around the scene in a fraction of time it would take you to move around the fully detailed tree. Extra useful time saver!&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;center&gt; &lt;table bgcolor="#004100" border="5"&gt; &lt;tbody&gt;&lt;tr valign="CENTER"&gt; &lt;td align="center"&gt; &lt;img src="http://www.onyxtree.com/IMAGE-STO/SED-304x230.gif" align="bottom" height="230" width="304" /&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;/center&gt;&lt;br /&gt;&lt;center style="color: rgb(0, 0, 0);"&gt; Symbol, envelope, and full detail preview in the viewport.&lt;br /&gt;&lt;/center&gt;&lt;br /&gt;&lt;p style="color: rgb(0, 0, 0);"&gt; &lt;/p&gt;&lt;/li&gt;&lt;li&gt;&lt;b style="color: rgb(0, 0, 0);"&gt;&lt;a name="Wind"&gt;Wind&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; If you wish to see a tree moving on the wind, set the wind speed, direction, turbulences, and gusts, activate the wind, and position the tree on the scene. No manual work, just set the parameters and wait while Camera and TREE STORM compile all the frames for the animation. You have to see it to believe it! Truly impressive!!&lt;/span&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;center&gt; &lt;table border="5" cellpadding="0" cellspacing="0" height="162" width="200"&gt; &lt;tbody&gt;&lt;tr&gt;&lt;td xpos="0" align="left" height="162" valign="top" width="200"&gt;&lt;embed src="http://www.onyxtree.com/FILM/Leaves106.mov" type="video/quicktime" controller="true" autoplay="false" height="162" width="200"&gt;&lt;/embed&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/center&gt;&lt;br /&gt;&lt;center style="color: rgb(0, 0, 0);"&gt; Silver maple under light breeze.&lt;br /&gt;&lt;/center&gt;&lt;br /&gt; &lt;p style="color: rgb(0, 0, 0);"&gt; &lt;/p&gt;&lt;/li&gt;&lt;li style="color: rgb(0, 0, 0);"&gt;&lt;b&gt;&lt;a name="Version"&gt;System Requirements&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;3DS Max2008 (32-bit + 64-bit), 3DS Max9 (32-bit + 64-bit) or Max8/7/6 or equivalent Autodesk VIZ software.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;PC with Intel, AMD or compatible microprocessor&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Vista x32, Vista x64, WinXP x32, WinXp x64, 2000, NT operating system&lt;br /&gt;&lt;/li&gt;&lt;li&gt;CD drive&lt;br /&gt;&lt;/li&gt;&lt;li&gt;800x600 or larger 24bit display support&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;/li&gt;&lt;li style="color: rgb(0, 0, 0);"&gt;&lt;b&gt;TREE STORM Software Package&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;TREE CD with TREE STORM plugin, manual, auxiliary files, and TREE CLASSIC parametric modeler.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;/li&gt;&lt;li style="color: rgb(0, 0, 0);"&gt;&lt;b&gt;US$ 495.00&lt;/b&gt; TREE STORM package&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;/li&gt;&lt;li style="color: rgb(0, 0, 0);"&gt;&lt;b&gt;US$ 595.00&lt;/b&gt; OnyxGARDEN SuperBundle package includes TREE STORM&lt;br /&gt;&lt;br /&gt;&lt;p&gt; &lt;/p&gt;&lt;hr size="2" align="center" color="#a0a000" width="116"&gt;  &lt;p&gt; You can order TREE STORM package or OnyxGARDEN SuperBundle (suite of all five modelers + plugin), from our secure web &lt;a href="http://www.onyxtree.com/store.html" target="_new"&gt;store&lt;/a&gt;, or call us at 617-876-3876 9-5 EST and place your order over the telephone.&lt;/p&gt;&lt;/li&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-5655802979481858357?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/5655802979481858357/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=5655802979481858357' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5655802979481858357'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5655802979481858357'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/12/tree-storm-59-plugin-for-3ds-max2008.html' title='TREE STORM 5.9 plugin for 3DS Max2008 and Max9'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-8367637605614842719</id><published>2007-09-07T21:32:00.001+07:00</published><updated>2010-05-20T14:07:41.081+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Click-VR Visualizer'/><title type='text'>Click-VR Visualizer</title><content type='html'>&lt;h6&gt;Click-VR Visualizer&lt;/h6&gt;  &lt;h2&gt;Product Overview&lt;/h2&gt; &lt;p align="left"&gt; &lt;img style="width: 385px; height: 237px;" alt="" src="http://www.codeblend.com/pic/blue-overview-box.jpg" hspace="0" /&gt; &lt;/p&gt;  &lt;a href="http://www.codeblend.com/pic/maxui.jpg" target="_new"&gt; &lt;img alt="" src="http://www.codeblend.com/pic/smallmaxui.jpg" align="left" border="1" hspace="10" vspace="20" /&gt;&lt;/a&gt; &lt;h3&gt;Be productive instantly&lt;/h3&gt; &lt;p&gt; Click-VR Visualizer is &lt;span id="red"&gt;completely integrated in Autodesk 3ds Max&lt;/span&gt;. You do not need to waste time exporting data or learning new 3D software. Everything has been designed to let you be productive and get professional results in minutes. &lt;span id="red"&gt; Do you know Autodesk 3ds Max? Then you know how to use Click-VR Visualizer&lt;/span&gt;. &lt;/p&gt;&lt;br /&gt;&lt;h3&gt;Create amazing interactive 3D presentations and visualizations&lt;/h3&gt; &lt;p&gt;With just a few simple mouse clicks you can walk naturally through your 3D scene. Bring your project to life with animations, sounds, videos and user interactions. You can easily add new exciting functionality to your 3D scene. Let doors open as you approach them, let radios play music. All elements of the presentation can react to the user - &lt;span id="red"&gt;no programming skills are required&lt;/span&gt;. You will knock your audience off their feet in amazement!  &lt;/p&gt;&lt;h3&gt;Save Time using true 3D WYSIWYG Software&lt;/h3&gt; &lt;p&gt;Click-VR Visualizer is &lt;span id="red"&gt;true 3D WYSIWYG software&lt;/span&gt;. Inside Autodesk 3ds Max you instantly see the final result of your work in an extended interactive viewport. All changes are updated immidiately while you edit the scene. Further, you can test your interactive scenes inside this Viewport at any time - no more waisted trial-and-error&lt;wbr&gt; times &lt;/p&gt;&lt;h3&gt;Impress Your Audience with Superior Rendering Performance and Quality&lt;/h3&gt; &lt;p&gt; Click-VR has been originally designed and used for next-generation&lt;wbr&gt; blockbuster games. The rendering engine is capable of rendering near &lt;span id="red"&gt;photorealistic&lt;/span&gt; with &lt;span id="red"&gt;true interactive&lt;/span&gt; frame rates. This includes &lt;span id="red"&gt;real-time soft shadows and reflections&lt;/span&gt;. Outperforming existing real-time solutions in terms of rendering performance and quality - Click-VR Visualizer is the most comprehensive rendering system available for Autodesk 3ds Max users. &lt;/p&gt;  &lt;h3&gt;Easily Publish and Distribute your Work&lt;/h3&gt; &lt;p&gt; You can make 3D Scenes available for everyone on the &lt;span id="red"&gt;internet or cd-rom&lt;/span&gt;. Distributon of exported files is &lt;span id="red"&gt;free of charge&lt;/span&gt;, allowing everyone to explore and interact with your 3D scenes, in realtime, whether as &lt;span id="red"&gt;executable files or integrated in html pages for viewing with a web browser&lt;/span&gt;. &lt;a name="showcase" id="showcase"&gt;&lt;/a&gt; &lt;/p&gt;&lt;h2&gt;Showcase&lt;/h2&gt; &lt;p&gt; See what you could create using Click-VR Visualizer. Download one or more of the following sample scenes (self-running executables). All of them have been created with Click-VR Visualizer, directly from inside Autodesk 3ds Max. No programming skills are required: &lt;table align="left" border="0" cellpadding="0" cellspacing="0" width="100%"&gt;&lt;tbody&gt; &lt;tr&gt; &lt;td&gt; &lt;img alt="" src="http://www.codeblend.com/pic/home3_4.jpg" border="1" hspace="5" vspace="0" /&gt; &lt;/td&gt; &lt;td&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; &lt;/td&gt;  &lt;/tr&gt; &lt;tr&gt; &lt;td&gt; &lt;a href="http://www.codeblend.com/downloads/interior.exe" target="_new"&gt;&lt;img alt="" src="http://www.codeblend.com/pic/smallarrowdown.png" align="middle" border="0" hspace="5" vspace="0" /&gt;&lt;/a&gt;&lt;a href="http://www.codeblend.com/downloads.html" target="_new"&gt;&lt;u&gt;Download executable file (13mb)&lt;/u&gt;&lt;/a&gt; &lt;/td&gt;  &lt;td&gt; &lt;a href="http://www.codeblend.com/downloads.html" target="_new"&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/a&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt; &lt;/table&gt; &lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Homepage : &lt;a href="http://www.codeblend.com/" target="_new"&gt;www.codeblend.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;----------------------------------------&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-8367637605614842719?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/8367637605614842719/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=8367637605614842719' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8367637605614842719'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8367637605614842719'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/09/click-vr-visualizer.html' title='Click-VR Visualizer'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-7468818842780784199</id><published>2007-09-04T18:21:00.001+07:00</published><updated>2010-05-20T14:07:25.678+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3ds Max 2008 Features'/><title type='text'>3ds Max 2008 Features</title><content type='html'>&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/Modeling%20-%20UVW.mp4" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3ds_1_polygon_wrkflow_viewvid.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/Modeling%20-%20UVW.mp4" onclick="'return"&gt;&lt;b&gt;New Polygon Modeling Workflow&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;A collection of “hands-on” modeling options, new in Autodesk® 3ds Max® 2008, lets you take advantage of a more streamlined, artist-friendly&lt;wbr&gt; modeling workflow. This video introduces you to two of these new options: temporary pivot overrides and a new subobject previewing workflow that lets you preview and select subobjects in one fluid motion and switch between subobject modes in the viewport. You’ll also learn how to take advantage of the new Multiple UV Unwrap operation—a feature that makes it significantly easier to organize the mapping of multiple objects into one texture.&lt;!--stopindex--&gt;&lt;/div&gt; &lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section2"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="images limage"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="image left"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/Performance.mp4" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3ds_2_perf_enhance_viewvid.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/Performance.mp4" onclick="'return"&gt;&lt;b&gt;Performance Enhancements&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;Autodesk 3ds Max 2008 delivers new technology and optimizations that result in vastly improved performance for even the largest, most complex scenes. This video will demonstrate how new adaptive degradation enhancements ensure your viewport interaction rates by automatically simplifying scenes to meet target frame rates. When combined with the new Direct3D mesh caching, which groups objects by materials, the result is that tens of thousands of objects become just as interactive as ten objects. Plus, you’ll see how easy it is to control the degree to which 3ds Max simplifies your scene: You just select a desired level of viewport interactivity and 3ds Max calculates how best to achieve it.&lt;!--stopindex--&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section3"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="images limage"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="image left"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/Review.mp4" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3ds_3_rev_render_viewvid.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/Review.mp4" onclick="'return"&gt;&lt;b&gt;Review Rendering&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;The powerful, new Review rendering toolset gives you immediate feedback on various render settings, enabling you to iterate rapidly. This means you can now quickly hone in on your desired look without waiting for a software render—perfect for over-the-should&lt;wbr&gt;er client/boss feedback sessions and other iterative workflows. This video demonstrates the Review rendering toolset’s ability to deliver interactive viewport previewing of shadows, its improved workflow for those using the 3ds Max Sun/Sky system, and new mental ray Architectural and Design material settings. You’ll also learn how to take advantage of the new mental ray Sky Portal system—a workflow that simplifies the process of lighting indoor scenes with outdoor lighting.&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;div id="section4"&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="images limage"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;table class="image left"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/Revit%20Interop.mp4" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3ds_4_revit_inter_viewvid.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/Revit%20Interop.mp4" onclick="'return"&gt;&lt;b&gt;Autodesk 3ds Max/Revit Interoperabilit&lt;wbr&gt;y&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;Deeper support in 3ds Max 2008 for DWG™ and Autodesk® FBX® file formats results in faster, more accurate importing of data from other popular Autodesk applications such as Revit® Architecture 2008. This video will introduce you to two new features that streamline 3ds Max/Revit workflows: support for DWG solids—includin&lt;wbr&gt;g all materials assigned to these objects—and support for imported Sun/Sky/geograp&lt;wbr&gt;hic location parameters, including time of day and time zone.&lt;!--stopindex--&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt; &lt;/div&gt;&lt;div class="clear"&gt; &lt;/div&gt;&lt;table class="adsk91-image-section"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="image"&gt;&lt;table class="image leftcol"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;!--startindex--&gt;&lt;div class="image"&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/MR%20Features.mp4" onclick="'openPopup(this.href,"&gt;&lt;img alt="" src="http://images.autodesk.com/adsk/images/3ds_5_mentalray_viewvid.gif" height="118" width="132" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;!--stopindex--&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;td class="body"&gt;&lt;div class="section normal"&gt;&lt;!--startindex--&gt;&lt;p&gt;&lt;b&gt;&lt;a href="http://download.autodesk.com/us/3dsmax/siggraph2007/demos/MR%20Features.mp4" onclick="'return"&gt;&lt;b&gt;Autodesk 3ds Max/mental ray Enhancements&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;A number of major enhancements to mental ray and the 3ds Max 2008/mental ray workflow will help you to achieve your desired look faster. This video introduces you to &lt;/p&gt;&lt;ul&gt;&lt;li&gt;The Sky Portal workflow for lighting indoor scenes with outdoor lighting &lt;/li&gt;&lt;li&gt;The self-illuminati&lt;wbr&gt;on feature for mental ray Architecture and Design materials &lt;/li&gt;&lt;li&gt;The Render to Texture presets &lt;/li&gt;&lt;li&gt;The photographic exposure UI—a camera-based interface for managing exposure settings (tone-mapping)&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;Homepage : &lt;a href="http://usa.autodesk.com/adsk/servlet/item?siteID=123112&amp;amp;id=9997279" target="_new"&gt;Autodesk 3ds Max&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-7468818842780784199?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/7468818842780784199/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=7468818842780784199' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/7468818842780784199'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/7468818842780784199'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/09/3ds-max-2008-features.html' title='3ds Max 2008 Features'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-453238326841555330</id><published>2007-08-13T18:07:00.001+07:00</published><updated>2010-05-20T14:07:11.551+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ColorPolyByVert Modifier'/><title type='text'>ColorPolyByVert Modifier</title><content type='html'>&lt;table align="center" background="../images/bj.jpg" border="0" cellpadding="0" cellspacing="0" width="787"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td colspan="2" background="../images/bj.jpg" height="19" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;   &lt;/tr&gt;   &lt;tr&gt;                    &lt;td valign="top" width="550"&gt;&lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;         &lt;!--DWLayoutTable--&gt;         &lt;tbody&gt;&lt;tr&gt;           &lt;td background="../images/bj.jpg" height="579" valign="top" width="550"&gt;&lt;p class="boldBody"&gt;ColorPolyByVert&lt;wbr&gt;                Modifier &lt;/p&gt;             &lt;p class="body"&gt;&lt;span class="bodyBigger"&gt;This one is a modelling aid,                mainly for e.poly modelling, to&lt;br /&gt;quickly show which faces are triangles,                or 5+ side polygons.&lt;/span&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;img src="http://www.rpmanager.com/screenshots/plugins/colorpolybyvert/colorbpBefore.gif" height="259" width="435" /&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;becomes:&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;img src="http://www.rpmanager.com/screenshots/plugins/colorpolybyvert/colorbpAfter.gif" height="259" width="435" /&gt;&lt;/p&gt;                                                                 &lt;p class="boldBody"&gt;The plugin works by setting the vertex colours                to colourise the&lt;br /&gt;model, and toggles the vertex colour display.&lt;br /&gt;Toggle Poly Colours: toggles the polygon colouring                effect on/off.&lt;br /&gt;With this off no processing takes place.&lt;br /&gt;Toggle Shaded: toggles the object property 'shaded'                button for&lt;br /&gt;vertex colouring.&lt;br /&gt;The 'Face Counts' group reports how many of                each are present -&lt;br /&gt;when you have tiny triangles that are hard to                spot at first glance&lt;br /&gt;this lets you know they are actually there.&lt;br /&gt;Limitations - converts to Poly. &lt;span class="bodyBigger"&gt;Supported                types are TriMeshes,&lt;br /&gt;(ie regular editable mesh stack), and Polymeshes                (e.poly),&lt;br /&gt;although I use this tool when e.poly modelling almost                exclusively.&lt;br /&gt;A mesh will be converted to poly, but since this tool                is generally not&lt;br /&gt;left in the stack that shouldn't be too much of                a problem.&lt;/span&gt;&lt;/p&gt;             &lt;p class="boldBody"&gt;ColorPolyByVert&lt;wbr&gt; is not freeware&lt;/p&gt;                          &lt;p class="bodyBigger"&gt;For licensees of RPManager and RPManagerLite,                commercial or&lt;br /&gt;personal use is freely permitted. For everyone else                there is a&lt;br /&gt;US$10 fee for commercial use per site. Personal/Academ&lt;wbr&gt;ic                use&lt;br /&gt;is permitted without payment.&lt;br /&gt;There are no licenses, limited/demo versions                or what-not, just&lt;br /&gt;this button here:&lt;/p&gt;             &lt;form target="paypal" action="https://www.paypal.com/cgi-bin/webscr" method="post"&gt; &lt;input name="cmd" value="_cart" type="hidden"&gt; &lt;input name="business" value="purchases@rpmanager.com" type="hidden"&gt; &lt;input name="item_name" value="ColorPolyByVerts" type="hidden"&gt; &lt;input name="item_number" value="RPM1004" type="hidden"&gt; &lt;input name="amount" value="10.00" type="hidden"&gt; &lt;input name="no_shipping" value="1" type="hidden"&gt; &lt;input name="return" value="http://www.rpmanager.com/plugins/thanksTransmographier.htm" type="hidden"&gt; &lt;input name="cancel_return" value="http://www.rpmanager.com/plugins/ColorPolyByVerts.htm" type="hidden"&gt; &lt;input name="no_note" value="1" type="hidden"&gt; &lt;input name="currency_code" value="USD" type="hidden"&gt; &lt;input src="http://www.rpmanager.com/images/10dollars.gif" name="submit" alt="Make payments with PayPal - it's fast, free and secure!" type="image" border="0"&gt; &lt;input name="add" value="1" type="hidden"&gt; &lt;/form&gt;             &lt;p class="bodyBigger"&gt;which will get you a Thanks! email and the knowledge                you are&lt;br /&gt;both supporting tool developers and legitimately using the                plugin,&lt;br /&gt;and this link here:&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;a href="http://www.rpmanager.com/plugins/downloads/ColorPolyByVertsSetup_1.1c.exe" class="boldBody" style="text-decoration: none; color: rgb(153, 204, 0);" target="_new"&gt;Download                ColorPolyByVert&lt;wbr&gt;s for 3dsmax5 / 3dsmax6 / 3dsmax7&lt;br /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p class="bodyBigger"&gt;&lt;a href="http://www.rpmanager.com/plugins/downloads/ColorPolyByVertsSetup_1.1c.exe" class="boldBody" style="text-decoration: none; color: rgb(153, 204, 0);"&gt;/ 3dsmax8 / 3dsmax9 (32 and 64 bit) &lt;/a&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;&lt;span class="bodyItalicbigger"&gt;Commercial users:&lt;/span&gt;                test it out for 30 days before you pay -&lt;br /&gt;while every effort will                be made to make it bug-free and stable,&lt;br /&gt;there are no guarantees                made and no responsibility taken by the&lt;br /&gt;developer for anything this                plugin does to your scene(s). This is&lt;br /&gt;currently being used in production                so it can't be all bad and I'll try&lt;br /&gt;to fix any problems.&lt;/p&gt;             &lt;p class="boldBody"&gt;&lt;span class="boldBody"&gt;Installation instructions&lt;/span&gt;&lt;br /&gt;         &lt;/p&gt;&lt;p class="boldBody"&gt;&lt;span class="bodyBigger"&gt;Run the ColorPolyByVert&lt;wbr&gt; installer, which                puts it into your plugins&lt;br /&gt;directory and then restart 3dsmax.&lt;/span&gt;&lt;span class="bodyBigger"&gt;                It is a modifier, so will appear&lt;br /&gt;in the modifier stack.&lt;/span&gt;&lt;/p&gt;             &lt;p class="bodyBigger"&gt;Contact bugs@rpmanager.&lt;wbr&gt;com with any bug info.                Scene files&lt;br /&gt;&lt;/p&gt;&lt;p class="bodyBigger"&gt;demonstrating problems are much easier to troublshoot.&lt;/p&gt;             &lt;p class="boldBody"&gt;Credits: &lt;span class="bodyBigger"&gt;written by Grant Adam. Concept by &lt;a href="http://www.rpmanager.com/plugins/www.glennmelenhorst.com" style="text-decoration: none; color: rgb(153, 204, 0);" target="_new"&gt;Glenn                Melenhorst&lt;/a&gt;.&lt;/span&gt;&lt;/p&gt;&lt;p class="boldBody"&gt;&lt;span class="bodyBigger"&gt;-----------------------------------------------------------------------&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-453238326841555330?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/453238326841555330/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=453238326841555330' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/453238326841555330'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/453238326841555330'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/colorpolybyvert-modifier.html' title='ColorPolyByVert Modifier'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-4943891489473371692</id><published>2007-08-12T17:12:00.001+07:00</published><updated>2010-05-20T14:06:30.332+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Brazil Rendering System V2 for 3ds Max and Autodesk VIZ'/><title type='text'>Brazil Rendering System V2 for 3ds Max and Autodesk VIZ</title><content type='html'>&lt;h1&gt; What's New In Brazil r/s V2? &lt;/h1&gt; &lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;h2&gt;&lt;a name="V2_Highlights"&gt; &lt;/a&gt; V2 Highlights &lt;/h2&gt; &lt;p&gt; In addition to all of Brazil r/s' &lt;a href="http://www.splutterfish.com/sf/WebContent/BrazilFeatures" target="_new"&gt;base features&lt;/a&gt;, Brazil r/s V2's most anticipated &lt;strong&gt;new&lt;/strong&gt; features include: &lt;/p&gt;&lt;ul&gt;&lt;li&gt; Overall rendering speed improvements &lt;/li&gt;&lt;li&gt; Rendertime displacement &lt;/li&gt;&lt;li&gt; 3D motion blur &lt;/li&gt;&lt;li&gt; Irradiance render cache &lt;/li&gt;&lt;li&gt; Light portals &lt;/li&gt;&lt;li&gt; New Advanced Feature Textures Maps &lt;/li&gt;&lt;li&gt; New Implicit (CSG) Objects &lt;/li&gt;&lt;li&gt; Texture / Light baking &lt;/li&gt;&lt;li&gt; Easy to use windows installer/updat&lt;wbr&gt;er&lt;/li&gt;&lt;/ul&gt;&lt;img src="file:///C:/DOCUME%7E1/user/LOCALS%7E1/Temp/moz-screenshot-1.jpg" alt="" /&gt;&lt;img src="file:///C:/DOCUME%7E1/user/LOCALS%7E1/Temp/moz-screenshot-2.jpg" alt="" /&gt;&lt;img src="file:///C:/DOCUME%7E1/user/LOCALS%7E1/Temp/moz-screenshot-3.jpg" alt="" /&gt;&lt;img src="file:///C:/DOCUME%7E1/user/LOCALS%7E1/Temp/moz-screenshot-4.jpg" alt="" /&gt;&lt;img src="file:///C:/DOCUME%7E1/user/LOCALS%7E1/Temp/moz-screenshot-5.jpg" alt="" /&gt;&lt;br /&gt;&lt;img src="http://wiki.splutterfish.com/w/pub/WebContent/BrazilMaxOverview/img_b05_med-stairs_14.jpg" alt="img_b05_med-stairs_14.jpg" height="167" width="250" /&gt;&lt;em&gt;&lt;br /&gt;Johan Thorngren&lt;/em&gt;&lt;br /&gt;&lt;img src="file:///C:/DOCUME%7E1/user/LOCALS%7E1/Temp/moz-screenshot.jpg" alt="" /&gt;&lt;h3&gt; Overall Speed Improvements and Improved Maintainability&lt;wbr&gt; &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Completely rewritten core and almost entirely rewritten 3ds Max integration &lt;ul&gt;&lt;li&gt; Simplified and streamlined codebase that is entirely plugin driven &lt;/li&gt;&lt;li&gt; System maintenance greatly improved due to clarity and separation of core and integration API &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;li&gt; Focus on performance improvements on realistic production scenes, including complex interior GI and massive instanced data handling &lt;/li&gt;&lt;li&gt; Aggressive multi-threading&lt;wbr&gt; - Brazil r/s V2 is unaffected by the 3ds Max r7/8/9 cpu affinity issues &lt;/li&gt;&lt;li&gt; New large-dataset-a&lt;wbr&gt;ccelerator which effectively replaces the need for the old ray server accelerators &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="New_Render_Features"&gt; &lt;/a&gt; New Render Features &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Unlimited number of render presets, independent of the 3ds Max preset system which was introduced in 3ds Max 6 &lt;ul&gt;&lt;li&gt; All presets are accessible via trackview, making it easy to copy tracks from one preset to another &lt;/li&gt;&lt;li&gt; Entire parameter sets (for example all Luma Server settings) can be instanced (shared) between presets &lt;/li&gt;&lt;li&gt; Extensive descriptive text can be entered for each preset &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;li&gt; New z-depth and surface normal adaptive antialiasing tests &lt;/li&gt;&lt;li&gt; Improved antialiased image filtering and texture filtering quality &lt;/li&gt;&lt;li&gt; Many additions and improvements to the render pass system -- more finite control of exactly what goes into each renderpass and more customizability&lt;wbr&gt; added to pre-defined passes &lt;/li&gt;&lt;li&gt; Atmospheric visibility in camera views, reflections, refractions, GI and Sub-Surface Scattering can all be determined independent of each other &lt;/li&gt;&lt;li&gt; Basic Texture Baking is now supported &lt;/li&gt;&lt;li&gt; Luma Server (illumination/G&lt;wbr&gt;I engine) changes: &lt;ul&gt;&lt;li&gt; Many new GI-adjustments added - e.g. saturation, basic black/white point, multiplier, gamma adjustment, and tinting &lt;/li&gt;&lt;li&gt; Light portals are now supported - speeds up skylit interiors by magnitudes! &lt;/li&gt;&lt;li&gt; Skylight 'Receiver' excludes - exclude objects from receiving Skylight. &lt;/li&gt;&lt;li&gt; Irradiance Render Cache - Fast. &lt;strong&gt;Very fast&lt;/strong&gt;. Add Auto-Occlusion or Retracing for some fast addition of detail in nooks and crannies and/or next to bright objects. Works well with motion blur, reflection, refraction, and all other ray traced effects &lt;/li&gt;&lt;li&gt; Improvements in GI sampling -- combats the problems where objects previously had to be exploded apart to force edges to show up &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;li&gt; Support for 3ds Max 8's Floating Point Frame Buffer (in 3ds Max version 8 and later only, of course) &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="New_Quasi_Monte_Carlo_QMC_Sampli"&gt; &lt;/a&gt; New Quasi-Monte Carlo (QMC) Sampling Core &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Manages interactions between QMC (blurry) effects such as glossy reflection/refr&lt;wbr&gt;action, motion blur, GI, and subsurface scattering &lt;/li&gt;&lt;li&gt; Keeps noise amount and appearance consistent when QMC effects interact, such as skylight visible in glossy reflections &lt;/li&gt;&lt;li&gt; Prevents render times from spiraling out of control in scenes that combine many such effects &lt;/li&gt;&lt;li&gt; Controls flicker during animation, maintaining consistent noise appearance across frames and different computers. &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Improvements_and_Additions_to_Ph"&gt; &lt;/a&gt; Improvements and Additions to Photon Map rendering and workflow &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Overall general improvements in speed &lt;/li&gt;&lt;li&gt; Improved lighting behavior in animated scenes &lt;/li&gt;&lt;li&gt; New Photon Viewport Datascope - for photon debugging, setup, and 'impress the clients during project reviews!' &lt;/li&gt;&lt;li&gt; Photon precomputation - dramatically speeds up regathering of photon maps  &lt;/li&gt;&lt;li&gt; Storing of direct illumination - for scenes with lots of lights, or complex lights (area lights, lights with area shadows, etc.) Further improving regathering speed &lt;/li&gt;&lt;li&gt; Global photon count multiplier values and methods &lt;/li&gt;&lt;li&gt; Photon Map-specific energy filters (saturation, gamma, tinting, etc.) &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Brazil_r_s_V2_Materials_New_Feat"&gt; &lt;/a&gt; Brazil r/s V2 Materials: New Features and Improvements &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Glass Material - improved Dispersion shading &lt;/li&gt;&lt;li&gt; Toon Material  &lt;ul&gt;&lt;li&gt; All new inker - same basic concept, but higher quality -- works well with non-standard camera lenses &lt;/li&gt;&lt;li&gt; improved Gooch shading - now supports multiple light sources &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;li&gt; Utility Material &lt;ul&gt;&lt;li&gt; Sub-Material overrides for different ray types - camera, reflected, refracted, shadow, and sub-surface scattering. Can be used for passes and to create special material FX. &lt;/li&gt;&lt;li&gt; New Saturation controls for GI send and receive &lt;/li&gt;&lt;li&gt; New, separate photon-affectin&lt;wbr&gt;g GI override controls, including material, tint, and saturation. &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;li&gt; Advanced Material &lt;ul&gt;&lt;li&gt; Area light specular highlight support &lt;/li&gt;&lt;li&gt; Sub-surface scattering (wax "deep scattering" and skin "subdermal scattering") code has been improved &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="New_Brazil_r_s_V2_Texture_Maps"&gt; &lt;/a&gt; New Brazil r/s V2 Texture Maps &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Raytraced Reflect/Refract&lt;wbr&gt; Map with all the controls from the Glass and Chrome material allows adding advanced reflection and refraction effects to any 3ds Max material. &lt;/li&gt;&lt;li&gt; Occlusion Map - useful for Ambient and Reflection occlusion passes, dirt, and other special effects. Implements Ambient, Reflection and Refraction occlusion, along with focus controls and attenuation. &lt;/li&gt;&lt;li&gt; Subsurface Scatter Map - add subsurface scattering effects to any 3ds Max material. Includes focus controls and the option to scatter along the refracted direction for many different material looks, from marble, to soft wax, or even urethane. &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="3D_Motion_Blur_Support"&gt; &lt;/a&gt; 3D Motion Blur Support &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Camera movement and rotation blur &lt;/li&gt;&lt;li&gt; Object movement and rotation (transform) blur &lt;/li&gt;&lt;li&gt; Deforming mesh blur - [WIP as of pre-release] &lt;/li&gt;&lt;li&gt; Particle blur, including PFlow support - [WIP as of pre-release]     &lt;/li&gt;&lt;li&gt; Flexible shutter controls for manipulating shutter bias as well as opening/closing&lt;wbr&gt; speed &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Displacement_Support_WIP_as_of_p"&gt; &lt;/a&gt; Displacement Support [WIP as of pre-release] &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Built in Displacement for the new implicit Brazil r/s V2 primitives (BzSphere and BzPlane) &lt;/li&gt;&lt;li&gt; Rendertime displacements on any object via the Brazil r/s Displacement modifier &lt;/li&gt;&lt;li&gt; Multiple displacement types supported &lt;ul&gt;&lt;li&gt; Analytic - easy to use, with very little memory overhead. Great for very shallow displacement, or distant objects &lt;/li&gt;&lt;li&gt; Heightfield - faster than analytic especially in ray tracing heavy scenes, or close to camera. &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="New_Brazil_r_s_V2_Objects"&gt; &lt;/a&gt; New Brazil r/s V2 Objects &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; BzSphere - implicit CSG sphere -- mathematically/&lt;wbr&gt;visually perfect sphere, no geometry &lt;/li&gt;&lt;li&gt; BzPlane - implicit CSG plane -- replaces Brazil r/s V1's ground plane -- can be placed/aligned anywhere and can be finite or infinite in size. &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Brazil_r_s_V2_Camera_Improvement"&gt; &lt;/a&gt; Brazil r/s V2 Camera Improvements &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Multipass effects supported &lt;/li&gt;&lt;li&gt; The lens types' parameters now appear nicely in a new rollout, rather than a separate dialog. &lt;/li&gt;&lt;li&gt; Depth of Field moved entirely to the cameras &lt;ul&gt;&lt;li&gt; Includes per-camera sampling values, bokeh settings, f-stop/focus distance.  &lt;/li&gt;&lt;li&gt; DoF hugely improved to be super fast and cleaner, especially when combined with effects like glossy reflection and GI thanks to the new quasi-monte carlo core. &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;li&gt; All new viewport and controls UI &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Brazil_r_s_V2_Light_Improvements"&gt; &lt;/a&gt; Brazil r/s V2 Light Improvements &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Improved area light sampling with optional automatic quality control &lt;/li&gt;&lt;li&gt; Extensive projector light controls &lt;/li&gt;&lt;li&gt; Greatly simplified photon UI &lt;/li&gt;&lt;li&gt; Largest support of IES libraries in any 3D product - over 30,000 files tested - many of which 3ds Max can't even support! &lt;/li&gt;&lt;li&gt; Custom curve controls for focus and attenuation are now RGB based, allowing complex gradients &lt;/li&gt;&lt;li&gt; New light shader driven architecture allows freely mixing light shapes with different focus shapes, and easy expansion of light capabilities &lt;/li&gt;&lt;li&gt; All new viewport and controls UI - easily hide/unhide rollouts and features &lt;/li&gt;&lt;li&gt; Creation modes updated - easily set hotspot/falloff&lt;wbr&gt; for a 'spot' light while creating the light. &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="New_Brazil_r_s_V2_Shadow_Map"&gt; &lt;/a&gt; New Brazil r/s V2 Shadow Map &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; New native Shadow Map - supports rectangular mapping, map tiling with memory limitation options, and a host of new filtering types (avoid stair stepping with low-res shadow maps) &lt;/li&gt;&lt;li&gt; Supports non-polygonal implicit objects like the BzSphere and BzPlane and render time displacement &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="New_Scripts_Some_supported_some"&gt; &lt;/a&gt;&lt;a name="New_Scripts_Some_supported_some_"&gt; &lt;/a&gt; New Scripts - Some supported, some not &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; List of thousands of IORs (Index of Refraction) &lt;/li&gt;&lt;li&gt; Compare map speeds &lt;/li&gt;&lt;li&gt; Write render times, resolution, disk space, etc. into your temp folder, or on your render with an... &lt;/li&gt;&lt;li&gt; Extremely flexible overlay script &lt;/li&gt;&lt;li&gt; Save rendering and rendering-relat&lt;wbr&gt;ed settings in preset files or in internal storage, and load selectively  &lt;/li&gt;&lt;li&gt; Check for new versions without logging into your Account &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Easy_to_Use_Windows_Installer"&gt; &lt;/a&gt; Easy to Use Windows Installer &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Simply click through and be done &lt;/li&gt;&lt;li&gt; Or choose your own options &lt;/li&gt;&lt;li&gt; Or dump the files to a folder along with an instructional file for techie folks with custom network deployment software &lt;/li&gt;&lt;li&gt; Check for updates from the Installer &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Updated_and_Extended_Brazil_r_s"&gt; &lt;/a&gt;&lt;a name="Updated_and_Extended_Brazil_r_s_"&gt; &lt;/a&gt; Updated and Extended Brazil r/s V2 Manual &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Bigger, full of detailed descriptions, notes, tips and sample imagery in both rendered and explanatory schematic form &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Miscellaneous"&gt; &lt;/a&gt; Miscellaneous &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Production tested &lt;ul&gt;&lt;li&gt; Superman Returns was the first major motion picture using Brazil r/s V2 &lt;/li&gt;&lt;li&gt; Ruby Tuesday's 2005 super-bowl commercial with 4 photoreal Cooper minis -- earliest known production use &lt;/li&gt;&lt;li&gt; Many more productions since these. &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;li&gt; Runs side-by-side with, does not replace, Brazil r/s V1.2 - conversion scripts included to moving scenes between the two &lt;/li&gt;&lt;/ul&gt; &lt;h3&gt;&lt;a name="Removed_Brazil_r_s_1_2_Functiona"&gt; &lt;/a&gt; Removed Brazil r/s 1.2 Functionality &lt;/h3&gt; &lt;ul&gt;&lt;li&gt; Dropped legacy 3ds Max 3 support &lt;ul&gt;&lt;li&gt; 3ds Max related code is now cleaner and much easier to maintain without the many workarounds required for R3 support &lt;/li&gt;&lt;li&gt; Everything now supports 3ds Max's paramblock2, for better UI compatibility and scripting &lt;/li&gt;&lt;/ul&gt; &lt;/li&gt;&lt;li&gt; Brazil Basic material removed -- converts up to a Brazil r/s V2 Advanced Material &lt;/li&gt;&lt;/ul&gt; &lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt; &lt;div style="display: none;" id="inlineTab3" class="inlineTab"&gt; &lt;h1&gt;&lt;a name="Professional_Edition_Annual_Subs"&gt; &lt;/a&gt; Professional Edition Annual Subscription Program &lt;/h1&gt; &lt;p&gt; The &lt;strong&gt;Professional Edition&lt;/strong&gt; annual subscription program is designed for professionals who want to keep up with the latest new features, while having a cost-effective,&lt;wbr&gt; predictable annual expenditure. Professional subscribers can also take comfort in knowing that our highly-regarded&lt;wbr&gt;, experienced support staff will be there for them when they need it.  &lt;/p&gt;&lt;p&gt; Brazil r/s V2 was carefully redesigned at the core level to provide an open, solid, extensible foundation for all future versions of Brazil r/s. We also streamlined our development process--a very big deal--enabling us to produce &lt;em&gt;very&lt;/em&gt; stable code, &lt;em&gt;very&lt;/em&gt; fast, much faster than before. Laying this new groundwork took a long time, but is really paying off. We expect Brazil r/s to explode with new features going forward, and we are thrilled to be able to release them to you as they are developed! With the &lt;strong&gt;Professional Edition&lt;/strong&gt;, you no longer have to wait for the "next big release"!  &lt;/p&gt;&lt;p&gt; &lt;strong&gt;Professional Edition&lt;/strong&gt; Includes: &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt; Frequent, early access to the latest updates, new features, enhancements, and major version upgrades at no extra charge.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; Access to all maintenance (bug-fix) updates.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; Floating licensing&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; Per-machine, rather than per-cpu licensing -- ONE license covers ONE computer with up to EIGHT cpus&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; &lt;strong&gt;Professional Edition&lt;/strong&gt; members-only forum for priority support with SplutterFish staff.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; Opportunity to participate in beta-testing of future Brazil r/s versions&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; &lt;strong&gt;Professional Edition&lt;/strong&gt; members-only special offers&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; Participation with our development wishlist, roadmap and bug-tracking&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt; &lt;p&gt; &lt;strong&gt;Professional Edition&lt;/strong&gt; benefits (updates and support) expire after ONE year, after which it may be renewed to continue the same great benefits. The annual &lt;strong&gt;Professional Edition&lt;/strong&gt; subscription cost will be approximately $300 per Workstation license.   &lt;/p&gt;&lt;p&gt; &lt;strong&gt;All  &lt;span style="color: rgb(255, 0, 0);"&gt;Brazil r/s V1 upgrades&lt;/span&gt; include ONE year of Professional Edition benefits at no extra charge!&lt;/strong&gt; &lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;h1&gt;&lt;a name="Basic_Edition"&gt; &lt;/a&gt; Basic Edition &lt;/h1&gt; &lt;p&gt; We know that some artists would prefer a more economical version of Brazil r/s in exchange for feature updates and high-end support. So we are now offering the same great Brazil r/s software but without all the extras. &lt;/p&gt;&lt;p&gt; &lt;strong&gt;Basic Edition&lt;/strong&gt; Includes: &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;ul&gt;&lt;li&gt; Access to &lt;strong&gt;2.0.x&lt;/strong&gt; versions of Brazil r/s; this includes bug-fix updates, but &lt;em&gt;no new features&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; Node-locked licensing -- Brazil r/s will operate on ONE specific authorized computer&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; Access to members-only web-based support forum, but no priority by SplutterFish support staff.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt; Access to limited priority support during the first 90 days after purchase for help with installation and "getting started" with Brazil r/s&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt; &lt;p&gt; &lt;strong&gt;Artists may upgrade from the Basic Edition to the Professional Edition at any time.&lt;/strong&gt; &lt;/p&gt;&lt;p&gt; &lt;strong&gt;Basic Edition&lt;/strong&gt; artists will have the opportunity to upgrade and get new features at major version updates, e.g. upgrading to Brazil r/s V3. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;/div&gt; &lt;div style="display: none;" id="inlineTab4" class="inlineTab"&gt; &lt;h1&gt;&lt;a name="Purchasing_Info"&gt; &lt;/a&gt; Purchasing Info &lt;/h1&gt; &lt;p&gt;This page describes the purchase process in detail. If you have any questions about this process that are not answered here, or about Brazil r/s' capabilities, please email us with your questions at &lt;a href="mailto:contact@splutterfish.com"&gt;contact@splutte&lt;wbr&gt;rfish.com&lt;/a&gt; and we will be happy to assist you. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;h2&gt;&lt;a name="Purchase_Options"&gt; &lt;/a&gt; Purchase Options &lt;/h2&gt; &lt;p&gt; Brazil r/s may be purchased either through our &lt;a href="http://www.splutterfish.com/sf/WebContent/BrazilResellers"&gt;international nework of resellers&lt;/a&gt; or directly through our &lt;a href="http://new.splutterfish.com/store/" target="_top"&gt;secure online WebContent.Splu&lt;wbr&gt;tterFish Market&lt;/a&gt;. Our online store accepts Visa, MasterCard, and American Express. If alternative payment arrangements are required, such as check or bank wire transfer, please contact SplutterFish, and we will be happy to accommodate you. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;h2&gt;&lt;a name="Pricing"&gt; &lt;/a&gt; Pricing &lt;/h2&gt; &lt;p&gt; Our current price list may be viewed &lt;a href="http://www.splutterfish.com/sf/WebContent/CurrentPricing"&gt;here&lt;/a&gt;.  Product eligibility, special offers and bulk discounts will be calculated in real-time as you browse the store. &lt;/p&gt;&lt;p&gt; &lt;strong&gt;&lt;span style="color: rgb(255, 0, 0);"&gt;NOTE&lt;/span&gt; If you are an existing customer, please be sure to log in to make sure that all of the options you qualify for are available!&lt;/strong&gt; &lt;/p&gt;&lt;p&gt; Please note: Pricing may vary by reseller; please contact the &lt;a href="http://www.splutterfish.com/sf/WebContent/BrazilResellers"&gt;reseller in your area&lt;/a&gt; for complete pricing details. &lt;/p&gt;&lt;p&gt; For complete details on pricing and terms of sale for schools, students and faculty, please contact the &lt;a href="mailto:sales@splutterfish.com"&gt;SplutterFish sales team&lt;/a&gt; directly. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;h2&gt;&lt;a name="End_User_License_Agreement"&gt; &lt;/a&gt; End-User License Agreement &lt;/h2&gt; &lt;p&gt; Please take a moment to review the &lt;a href="http://www.splutterfish.com/sf/WebContent/EULA"&gt;End-User License Agreement&lt;/a&gt; before you purchase. By using SplutterFish software, you are agreeing that you have read and accepted the End-User License Agreement. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;h2&gt;&lt;a name="Setting_Up_Your_Account"&gt; &lt;/a&gt; Setting Up Your Account &lt;/h2&gt; &lt;p&gt; Once the sale is completed, you will be directed to your personal SplutterFish online account on splutterfish.co&lt;wbr&gt;m, where you view instructions for licensing Brazil r/s. After you run the license software on your designated computer, you will receive a license key within 48 hours (usually much faster). You will then be able to download Brazil r/s, and receive access to the Brazil r/s documentation and support options for which you qualify. We encourage you to join the Brazil r/s registered users web forum, accessible through your SplutterFish online account as well. &lt;/p&gt;&lt;p&gt;If you are a Brazil r/s V2 Professional Edition client, you will have access to feature updates and bug-fixes, which are conveniently distributed via your SplutterFish online account. &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="border-top: 1px solid rgb(0, 0, 0); padding: 0px; width: 100%;"&gt; &lt;/div&gt; &lt;p&gt; &lt;/p&gt;&lt;table border="0" cellpadding="5" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="teeny" valign="top" width="50%"&gt; &lt;h3&gt;&lt;a name="System_Requirements"&gt; &lt;/a&gt; System Requirements &lt;/h3&gt; Brazil r/s runs as a 3ds max rendering plugin and generally conforms to the same system requirements as the host application &lt;ul&gt;&lt;li&gt; 3ds Max™ (R4, 5, 6, 7, 8 and 9), or Autodesk VIZ™ (4, 2005 or 2006) &lt;/li&gt;&lt;li&gt; Windows® 2000, Windows® NT, or Windows® XP &lt;/li&gt;&lt;li&gt; Intel®-compatib&lt;wbr&gt;le processor at 300 MHz minimum - Recommend a fast, modern multi-core machine &lt;/li&gt;&lt;li&gt; 128 MB RAM and 300 MB swap space minimum - Recommend 1GB RAM, 2.5GB swap&lt;/li&gt;&lt;/ul&gt;Visit Homepage : &lt;a href="http://www.splutterfish.com/sf/WebContent/B4Max" target="_new"&gt;Brazil rendering system&lt;/a&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-4943891489473371692?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/4943891489473371692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=4943891489473371692' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/4943891489473371692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/4943891489473371692'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/brazil-rendering-system-v2-for-3ds-max.html' title='Brazil Rendering System V2 for 3ds Max and Autodesk VIZ'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-3815504379367746015</id><published>2007-08-12T17:05:00.001+07:00</published><updated>2010-05-20T14:05:19.023+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Pro/E Design Visualization For 3ds Max'/><title type='text'>Pro/E Design Visualization For 3ds Max</title><content type='html'>&lt;p class="style24"&gt;&lt;span class="style27"&gt;Pro/E Design Visualization For 3ds Max &lt;/span&gt;&lt;/p&gt;                                                                                              &lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;                         &lt;tbody&gt;&lt;tr&gt;                           &lt;td align="left"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td&gt;&lt;span class="style24"&gt;&lt;span class="Body-Text-Black-01"&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td&gt;&lt;span class="style24"&gt;&lt;span class="Body-Text-Black-01"&gt;Power ProEtoMax | Native translation to 3ds Max for Pro/Engineer models and assemblies!&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" width="1"&gt;&lt;img src="http://www.npowersoftware.com/images/spacer.gif" alt="spacer" height="15" width="15" /&gt;&lt;/td&gt;                           &lt;td width="100%"&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" height="28" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td&gt;&lt;span class="style39"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;Power ProEtoMax is the premier 3ds Max solution for design visualization of Pro/Engineer models and assemblies.&lt;/span&gt;&lt;/span&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" height="15" valign="top"&gt;&lt;span class="Bullet-01"&gt;•&lt;/span&gt;&lt;/td&gt;                           &lt;td&gt;&lt;span class="style33"&gt;Have you ever had to re-create a Pro/E model inside of 3ds Max / VIZ?  &lt;/span&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" height="35" valign="top"&gt;&lt;span class="Bullet-01"&gt;•&lt;/span&gt;&lt;/td&gt;                           &lt;td&gt;&lt;span class="style33"&gt;Are you using a translator that converts your precise geometry into polygons?&lt;/span&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;img src="http://www.npowersoftware.com/images/spacer.gif" alt="spacer" height="15" width="15" /&gt;&lt;/td&gt;                           &lt;td&gt;&lt;p class="Body-Text-Drk-Grey"&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; If your answer to either of these questions is yes, you need to take a look at Power ProEtoMax. &lt;/span&gt;&lt;/p&gt;&lt;/td&gt;                         &lt;/tr&gt;                       &lt;/tbody&gt;&lt;/table&gt;                                                &lt;table border="0" cellpadding="0" cellspacing="0" width="100%"&gt;&lt;tbody&gt;&lt;tr&gt;                           &lt;td align="left" width="1"&gt;&lt;img src="http://www.npowersoftware.com/images/spacer.gif" alt="spacer" height="15" width="15" /&gt;&lt;/td&gt;                           &lt;td width="100%"&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left"&gt;&lt;div align="left"&gt;&lt;img src="http://www.npowersoftware.com/images/spacer.gif" alt="spacer" height="15" width="15" /&gt;&lt;/div&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;p class="Body-Text-Lt-Grayed_ style41"&gt;Power ProEtoMax will read your native Pro/E part and assembly files directly into 3ds Max / VIZ without the need for intermediate formats.  Why waste your valuable time with inferior solutions when you can optimize your design visualization process with Power &lt;span class="style41"&gt;ProEto&lt;/span&gt;Max?&lt;/p&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;p class="Body-Text-Black-01"&gt;Now you can focus your time perfecting the images (getting the materials and lighting just right, and making your images look photo realistic), instead of tweaking polygons to make the image render cleanly. Power &lt;span class="style41"&gt;ProEto&lt;/span&gt;Max saves you time and money providing the most efficient and accurate tool for transferring your valuable Pro/E models into 3ds Max / VIZ for rendering and animation. Import your Pro/E solids Geometry directly into 3ds Max or VIZ with the push of a button. &lt;/p&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;p class="Body-Text-Black-01"&gt;Power ProEtoMax reads native Pro/E files and creates a next generation nPower parametric NURBS surface / Solids object within Max. There is no need to convert into an imprecise polygonal representation.&lt;wbr&gt; That extra step takes time and reduces your data accuracy. &lt;/p&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;p class="Body-Text-Black-01"&gt;Power ProEtoMax models are NURBS/Solids based. The Model can be re-tessellated on the fly to a specified user defined tolerance within 3ds Max. This allows you to produce an extremely high quality image with very smooth edges that do not have polygonal artifacts.&lt;/p&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Body-Text-Drk-Grey"&gt;&lt;p&gt;The translated Pro/E assembly can be browsed with nPower Power Navigator and with features like extract and edit, explode to reference, and with support for Max multi-material you can quickly apply new materials to any part of the model. The Power NURBS representation is also able to utilize most MAX Mesh modifiers (twist, UVMap, etc.). With Power ProEtoMax, you get an extremely high quality, photorealistic rendering, and it takes less time.  &lt;/p&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="Grey_Text"&gt;&lt;br /&gt;&lt;/td&gt;                         &lt;/tr&gt;                         &lt;tr&gt;                           &lt;td align="left" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;                           &lt;td class="style42"&gt;&lt;p class="style41" align="justify"&gt;Power &lt;span class="Body-Text-Black-01"&gt;ProEto&lt;/span&gt;Max could easily pay for itself on a single project in time savings alone!  Power ProEtoMax includes our popular Power Translators product.&lt;/p&gt;                             &lt;p class="style33" align="justify"&gt;Send email to &lt;a href="mailto:DGill@nPowerSoftware.com" target="_new"&gt; David Gill&lt;/a&gt; and request a demo version of Power ProEtoMax.&lt;/p&gt;&lt;p class="style33" align="justify"&gt;More detail : &lt;a href="http://www.npowersoftware.com/index.htm" target="_new"&gt;www.npowersoftware.com&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;br /&gt;-----------------------------------------------------------------------------------&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-3815504379367746015?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/3815504379367746015/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=3815504379367746015' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/3815504379367746015'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/3815504379367746015'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/proe-design-visualization-for-3ds-max.html' title='Pro/E Design Visualization For 3ds Max'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-9134148362154674696</id><published>2007-08-12T16:52:00.001+07:00</published><updated>2008-02-18T11:31:59.101+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><category scheme='http://www.blogger.com/atom/ns#' term='Forest Pack'/><title type='text'>Forest Pack</title><content type='html'>&lt;a href="http://bp3.blogger.com/_eE9eWT0iJ6E/R7kKKZ2HQGI/AAAAAAAAAHI/Zj25TCOgKVA/s1600-h/forestlogo.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5168173221237178466" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://bp3.blogger.com/_eE9eWT0iJ6E/R7kKKZ2HQGI/AAAAAAAAAHI/Zj25TCOgKVA/s200/forestlogo.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p style="TEXT-ALIGN: left"&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span class="Enchanced"&gt;Forest&lt;/span&gt; is a plugin for 3D Studio Max and 3D Studio Viz, designed to give a complete solution for creation of vast surfaces of trees and plants. There are other plugins that allow you to create beautiful trees (with thousands of faces), but only &lt;span class="Enchanced"&gt;Forest&lt;/span&gt; enables you to create a complete forest with thousands of trees using only a fraction of the resources.&lt;/p&gt;&lt;br /&gt;&lt;p&gt;Some of its features:&lt;/p&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;The plugin is a parametric and animatable object, optimized for speed. It can create more than 500,000 tress per second on a Pentium IV 3Ghz.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Trees are created as textured planar objects, so they need very few resources and they are rendered very fast. However, you can use custom meshes if you'd like.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Forest uses splines to define the areas to plant the trees. You can use multiple splines to define areas of inclusion and exclusion.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;The distribution of trees is managed with bitmaps. You can create custom distribution patterns, from lines or very regular groups to fully random surfaces. The plugin includes some sample distribution maps but it will also accept user created maps.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;&lt;span class="Enchanced"&gt;Forest&lt;/span&gt; can be linked to a camera, so that all trees will be facing perpendicular to the camera. This solves the problem of seeing planar objects from different angles when the camera moves past them.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;To minimize resource utilization, tree distribution can be restricted to the camera's field of view. This enables the user to create a fly by of a forest of virtually millions of trees, without wasting scene resources on trees that are out outside the edge of the frame.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Automatic distribution of trees over any surface (irregular terrains, etc.)&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;You can limit the elements in surface by ranges of altitude and slope.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Material IDs may be fixed or randomized in a user defined range. This creates the appearance of different types of vegetation within a single forest object.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Random transform of position, rotation and scale.&lt;br /&gt;&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Custom level-of-detail&lt;wbr&gt; allows for faster redraw in the viewports. You can set different levels for viewports and render. &lt;/li&gt;&lt;br /&gt;&lt;li&gt;Use our free &lt;a href="http://www.itoosoft.com/english/menu.php?id=xshadow" target="_new"&gt;XShadow&lt;/a&gt; plugin for opacity mapped shadow casting on tree objects without using raytraced shadows! &lt;/li&gt;&lt;br /&gt;&lt;li&gt;You can also use Forest as a generic and enhanced scatter (no trees after all). Visit the &lt;a href="http://www.itoosoft.com/english/menu.php?id=forest_usersgallery" target="_new"&gt;image gallery&lt;/a&gt; for some samples. &lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt;This plugin is shareware, you can &lt;a href="http://www.itoosoft.com/english/menu.php?id=download" target="_new"&gt;download&lt;/a&gt; and freely use the unregistered version (&lt;span class="Enchanced"&gt;Forest Lite&lt;/span&gt;), but the following features are only available in the complete version (&lt;span class="Enchanced"&gt;Forest Pro&lt;/span&gt;):&lt;/p&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Custom meshes&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Exclusion splines&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Following splines&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Random ID materials&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Surfaces&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Custom distribution maps&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Random Tint &lt;/li&gt;&lt;br /&gt;&lt;li&gt;Raytrace Shadows&lt;/li&gt;&lt;/ul&gt;More detail : &lt;a href="http://www.itoosoft.com/english/menu.php?id=news" target="_new"&gt;ItooSoft&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;----------------------------------------------------------------&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-9134148362154674696?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/9134148362154674696/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=9134148362154674696' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/9134148362154674696'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/9134148362154674696'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/forest-pack.html' title='Forest Pack'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp3.blogger.com/_eE9eWT0iJ6E/R7kKKZ2HQGI/AAAAAAAAAHI/Zj25TCOgKVA/s72-c/forestlogo.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-1460601587173133769</id><published>2007-08-09T22:42:00.000+07:00</published><updated>2007-08-09T22:47:44.631+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='modifier plugin'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><category scheme='http://www.blogger.com/atom/ns#' term='Morph ToolKit'/><title type='text'>Morph ToolKit</title><content type='html'>Morph ToolKit&lt;br /&gt;&lt;br /&gt;&lt;a href="javascript:imgZoom('7380','http://www.data.cygad.net/images/global/products/cgx/morphtoolkit2.jpg','Morph ToolKit');"&gt;&lt;img src="http://www.data.cygad.net/dyn/cgthumbs/thumb.php?iu=http://www.data.cygad.net/images/global/products/cgx/morphtoolkit2l.jpg&amp;tw=72&amp;amp;th=70" alt="" style="margin: 0px 0px 5px 5px;" align="top" border="0" height="70" width="72" /&gt;&lt;/a&gt; &lt;a href="javascript:imgZoom('7380','http://www.data.cygad.net/images/global/products/cgx/morphtoolkit3.jpg','Morph ToolKit');"&gt;&lt;img src="http://www.data.cygad.net/dyn/cgthumbs/thumb.php?iu=http://www.data.cygad.net/images/global/products/cgx/morphtoolkit3l.jpg&amp;tw=72&amp;amp;th=70" alt="" style="margin: 0px 0px 5px 5px;" align="top" border="0" height="70" width="72" /&gt;&lt;/a&gt; &lt;a href="javascript:imgZoom('7380','http://www.data.cygad.net/images/global/products/cgx/morphtoolkit4.jpg','Morph ToolKit');"&gt;&lt;img src="http://www.data.cygad.net/dyn/cgthumbs/thumb.php?iu=http://www.data.cygad.net/images/global/products/cgx/morphtoolkit4l.jpg&amp;tw=72&amp;amp;th=70" alt="" style="margin: 0px 0px 5px 5px;" align="top" border="0" height="70" width="72" /&gt;&lt;/a&gt; &lt;a href="javascript:imgZoom('7380','http://www.data.cygad.net/images/global/products/cgx/morphtoolkit5.jpg','Morph ToolKit');"&gt;&lt;img src="http://www.data.cygad.net/dyn/cgthumbs/thumb.php?iu=http://www.data.cygad.net/images/global/products/cgx/morphtoolkit5l.jpg&amp;tw=72&amp;amp;th=70" alt="" style="margin: 0px 0px 5px 5px;" align="top" border="0" height="70" width="72" /&gt;&lt;/a&gt;      &lt;a name="reviews"&gt;&lt;/a&gt;&lt;a href="javascript:imgZoom('7380','http://www.data.cygad.net/images/global/products/cgx/morphtoolkit1.jpg','Morph ToolKit');"&gt;&lt;img src="http://www.data.cygad.net/dyn/cgthumbs/thumb.php?iu=http://www.data.cygad.net/images/global/products/cgx/morphtoolkit1l.jpg&amp;tw=72&amp;amp;th=70" alt="" style="margin: 0px 0px 5px 5px;" align="top" border="0" height="70" width="72" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Description&lt;br /&gt;Morph Toolkit is a series of very handy tools that are designed to help you while creating morph targets and morph animation. The tools inside of Morph ToolKit does not rely on any morphing systems, so you can use them with the build-in Morpher, Morph-O-Matic or any other morphing systems.&lt;br /&gt;&lt;div class="cgdibc"&gt;&lt;div style="border-style: dotted; border-color: rgb(214, 214, 215); border-width: 0px 0px 2px; padding: 25px 0px; width: 790px;"&gt;Morph ToolKit has been designed as a series of tools to assist modelers and technical directors in creating morph targets in a production environment.&lt;br /&gt;&lt;br /&gt;Our users are claiming that Morph ToolKit can shave off more than 45 % of the time it used to take to create morph targets !!!&lt;br /&gt;&lt;br /&gt;The plugins include in Morph ToolKit are :&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Attach-O-Matic,&lt;wbr&gt; a new compound object type, let you attach objects together but it still gives you access to the modifier stack of each attached objects, this way you can always access all your parameters.&lt;br /&gt;&lt;br /&gt;Copy-O-Matic, a powerful tool, let you copy vertex selections and positions, from object to other objects, and let you also do a mirror copy of them, which is very handy while doing morph targets, so you can simply now do morph on only one half of your models, and Copy-O-Matic will do the rest.&lt;br /&gt;&lt;br /&gt;Link-O-Matic, a new type of constraints, let you link object to vertices of others objects. You can for example use Link-O-Matic to link teeth to the chin, this way you won’t have to include teeth in your morphs, and when the jaw will open, the teeth will automatically follow.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Features:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&gt;Non-Linear Stacking&lt;/b&gt;&lt;/i&gt;, finally a way to do multi-stack branching !&lt;br /&gt;Most modelers like to build the head separated from the body and then attach them together, now you can keep the stack of each objects once you attached them together. You can for example go back their individual UVW modifiers for final tweaking, or go back to their morph modifiers, which will allows you now to have morph targets for the head object and for the body object.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&gt;Copy/paste vertex selections and positions&lt;/b&gt;&lt;/i&gt;, when creating morph targets, don’t you find it boring to reproduce on the other side of a head an emotion that took you so long to get right ? now you can simply copy / paste opposite the vertices you want from one side to another.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;b&gt;Link to vertices&lt;/b&gt;&lt;/i&gt; , why should the teeth or eyelids be included in your head’s morph targets ? Now you can focus on the head and simply link the teeth, the eyelids, or even more to the vertices you want them to follow.&lt;br /&gt;&lt;br /&gt;More detail : &lt;a href="http://www.3dxtra.cygad.net/jumpnow.htm?dyn=jump&amp;eid=7380&amp;amp;et=extern" target="_blank" style="font-weight: bold;"&gt; Di-O-Matic&lt;/a&gt;&lt;br /&gt;&lt;/div&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-1460601587173133769?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/1460601587173133769/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=1460601587173133769' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/1460601587173133769'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/1460601587173133769'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/morph-toolkit.html' title='Morph ToolKit'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-2546867342381826175</id><published>2007-08-09T22:21:00.000+07:00</published><updated>2007-08-09T22:27:00.732+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='BlueCherry v1.5'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><category scheme='http://www.blogger.com/atom/ns#' term='render engine'/><title type='text'>BlueCherry v1.5 for 3dsMax Plugin</title><content type='html'>BlueCherry v1.5 for 3dsMax Plugin           &lt;p&gt;&lt;img src="http://www.3dtotal.com/services/pluggins/bluecherry/images/sample_render01.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Applications&lt;/strong&gt; : &lt;strong&gt;Windows&lt;/strong&gt; :  &lt;strong&gt;English&lt;/strong&gt;&lt;br /&gt;&lt;/p&gt;&lt;p align="left"&gt; &lt;span&gt;&lt;span style="font-weight: bold; color: rgb(255, 102, 102);"&gt;Product Overview&lt;/span&gt;&lt;br /&gt;The purpose of BlueCherry is to bring you closer to the power of mental ray for 3dsMax 8+ by automating many of the tedious or confusing tasks of setting up renders. This includes features such as Ambient Occlusion, Final Gather, Global Illumination, and HDRI lighting. By making these features automatic, your renders will gain a sharper clarity that typically could only come from a deep understanding of mental ray.&lt;/span&gt;&lt;/p&gt;  &lt;p align="left"&gt;&lt;span style="font-weight: bold; color: rgb(255, 102, 102);"&gt;BlueCherry Key Features:&lt;/span&gt;&lt;br /&gt;- Intuitive and clear interface&lt;br /&gt;- Easy-Access help pages for every feature&lt;br /&gt;- Instant results&lt;br /&gt;- Fast,  easy installation&lt;br /&gt;- Extensive documentation&lt;br /&gt;- Incredible Value&lt;/p&gt;  &lt;p align="left"&gt;Create stunning lighting setups using the five HDRI maps included with BlueCherry in seconds. On-board help pages are designed to give you instant assistance with each feature. Every BlueCherry effect is implemented instantly- and can add robustness and speed to any project. Included with purchase is an illustrated guide to the mental ray renderer with over 60 pages of tips, tricks, and descriptions to help you master rendering with mental ray.&lt;/p&gt;  &lt;p align="left"&gt;The interface is clear and intuitive. The goal is to be easier to use than mental ray. There’re on-board help pages designed to give you instant assistance with each feature. Each BlueCherry effect gives you instant gratification. All you have to do is click ‘enable’. Installation is in just one installer- just point it at your /3dsMax8/ root directory and your ready to roll. There’s a 64-page help file documenting not only BlueCherry’s features- but also mental ray. Learning how mental ray works is the purpose of this plug-in.&lt;/p&gt;    &lt;p align="left"&gt;&lt;span style="font-weight: bold; color: rgb(255, 102, 102);"&gt;List of  changes to v1.5&lt;/span&gt;&lt;br /&gt;- Starting GI Custom Decay would snap the slider to 0.&lt;br /&gt;-  The GI slider was too sensitive. It is now more forgiving.&lt;br /&gt;- Safe Photons  would cause crashes in some cases.&lt;br /&gt;- Starting caustics after GI caused the  Custom Decay Slider to reset.&lt;br /&gt;- Restarting GI would not re-analyze the size  of the world, causing miscalculation in some cases. This is no longer the case.&lt;br /&gt;- Lights are now deselected on render, speeding things up.&lt;br /&gt;- Render  callbacks have been streamlined.&lt;br /&gt;The render preview button is now even  faster.&lt;br /&gt;- BlueCherry used to crash if it detected biped objects. This has  been fixed&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(255, 102, 102);"&gt;System Requirements:&lt;/span&gt;&lt;br /&gt;- Microsoft Windows XP, 2000, or  Vista Recommended&lt;br /&gt;- Autodesk 3dsMax versions 8 or 9&lt;br /&gt;- Intel Pentium 4 or  AMD Athlon Processor Recommended&lt;br /&gt;- 25MB Disk Space&lt;/p&gt;&lt;p align="left"&gt;More detail : &lt;a href="http://www.3dtotal.com/" target="_new"&gt;www.3dtotal.com&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-2546867342381826175?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/2546867342381826175/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=2546867342381826175' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/2546867342381826175'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/2546867342381826175'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/bluecherry-v15-for-3dsmax-plugin.html' title='BlueCherry v1.5 for 3dsMax Plugin'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-8169025050432978882</id><published>2007-08-08T18:39:00.000+07:00</published><updated>2007-08-08T18:50:03.024+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='materials and textures'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><category scheme='http://www.blogger.com/atom/ns#' term='Liquid+'/><title type='text'>Liquid+</title><content type='html'>&lt;h3&gt;Liquid+ Updated Version 1.34 Released!&lt;/h3&gt; &lt;p&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/fruits.jpg" alt="sample" align="right" height="150" width="200" /&gt;&lt;strong&gt;Liquid+&lt;/strong&gt; is the advanced NPR (Non Photo Realistic) renderer plug-in that lets 3D artists truly realize the blotted-style or soft-style fascinating rendering images on 3DCG.&lt;/p&gt; &lt;p&gt; You can create the perfect aesthetic rendering expressions by your own brush patterns with abundant settings or combining with Pencil+. &lt;/p&gt; &lt;p&gt;Liquid+ is compatible with the scan line rendering of 3ds Max, so it is possible to apply to the specific object in your scene.&lt;/p&gt;&lt;h2&gt;Creates delicate textures&lt;/h2&gt;&lt;p align="center"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/sample.jpg" alt="sample" height="174" width="580" /&gt;&lt;/p&gt; &lt;p&gt;Liquid+ provides radically new velvety expressions you have never visualized – ink is blotted, blurred and streamed from the 3ds Max Object.&lt;/p&gt; &lt;p&gt;Liquid+ functions, as the Pencil+ does, to animate strokes of moving objects, detecting how those objects move.&lt;/p&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;Produces color bleeding&lt;p align="center"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/fish.jpg" alt="sample" align="left" height="225" hspace="10" vspace="10" width="300" /&gt;&lt;/p&gt; &lt;p&gt;Liquid+ enables 3D objects to be bled in water color. The color bleeding, created by ink spread and color mix, produces delicate object surfaces as what you often see in water color paintings.&lt;/p&gt; &lt;p&gt;Widths and bleeding speed of object border lines are available to control, so that high leveled production can be easily created.&lt;/p&gt; &lt;div class="float-crear"&gt; &lt;/div&gt; &lt;p&gt;For hand-painting-l&lt;wbr&gt;ike images, detail ink specification, related to ink bleeding, color mixing, white clearance and color irregularities,&lt;wbr&gt; are allowed to be decided.&lt;/p&gt;&lt;table align="center" border="0" cellpadding="0" cellspacing="0" width="530"&gt;&lt;tbody&gt;&lt;tr align="center"&gt;&lt;td align="center" width="116"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/paint1.jpg" alt="sample" height="106" width="106" /&gt;&lt;/td&gt;             &lt;td align="center" width="116"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/paint2.jpg" alt="sample" height="106" width="106" /&gt;&lt;/td&gt;             &lt;td align="center" width="116"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/paint3.jpg" alt="sample" height="106" width="106" /&gt;&lt;/td&gt;             &lt;td align="center" width="116"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/paint5.jpg" alt="sample" height="106" width="106" /&gt;&lt;/td&gt;             &lt;td align="center" width="116"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/paint6.jpg" alt="sample" height="106" width="106" /&gt;&lt;/td&gt;         &lt;/tr&gt;         &lt;tr align="center"&gt;             &lt;td align="center"&gt;Normal&lt;/td&gt;             &lt;td align="center"&gt;Bleeding&lt;/td&gt;             &lt;td align="center"&gt;Bleeding+Border&lt;wbr&gt;&lt;/td&gt;             &lt;td align="center"&gt;No color mixed&lt;/td&gt;             &lt;td align="center"&gt;Color mixed&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;h2&gt;Composed of two plug-ins&lt;br /&gt;&lt;/h2&gt; &lt;p&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/twoplug.gif" alt="sample" align="right" height="250" hspace="5" width="400" /&gt; Liquid+ has composed of two plug-ins, Liquid+ Material (for color and texture control) and Liquid+ Line (for border control), as Pencil+ has.&lt;/p&gt; &lt;div class="float-crear"&gt; &lt;/div&gt; &lt;h2&gt;Liquid+ Material Plug-in&lt;br /&gt;&lt;/h2&gt; &lt;table class="padtd" border="0" cellpadding="0" cellspacing="0" width="100%"&gt;     &lt;tbody&gt;         &lt;tr&gt;             &lt;td valign="top" width="50%"&gt;             &lt;p align="center"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/material.jpg" alt="sample" height="210" hspace="5" width="240" /&gt;&lt;/p&gt;             &lt;p&gt;The 3ds Max material editor handles the Liquid+ Material plug-in. Setting variations help to create a variety of stroke expressions.&lt;/p&gt;             &lt;p&gt; For more challenges, the Pencil+ will be an alternative. The Pencil+ draws strokes, and controls shade of objects produced by the Liquid+.&lt;/p&gt;             &lt;/td&gt;             &lt;td valign="top" width="50%"&gt;             &lt;p align="center"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/brush.gif" alt="sample" height="180" width="282" /&gt;&lt;br /&gt;           Brash settings               &lt;/p&gt;             &lt;p&gt;Liquid+ draws strokes using the brash editor. Image files are also available for using as brash patterns.&lt;/p&gt;             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td colspan="2" valign="top"&gt;&lt;br /&gt;&lt;/td&gt;         &lt;/tr&gt;     &lt;/tbody&gt; &lt;/table&gt; &lt;table align="center" border="0" cellpadding="0" cellspacing="0" width="530"&gt;     &lt;tbody&gt;         &lt;tr align="center"&gt;             &lt;td align="center" width="118"&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/stroke4.gif" alt="sample" height="107" width="106" /&gt;&lt;/td&gt;             &lt;td align="center" width="118"&gt;&lt;img alt="sample" src="http://www.psoft.co.jp/en/images/stories/products/liquid/stroke11.gif" height="107" width="106" /&gt;&lt;/td&gt;             &lt;td align="center" width="118"&gt;&lt;img alt="sample" src="http://www.psoft.co.jp/en/images/stories/products/liquid/stroke5.gif" height="107" width="106" /&gt;&lt;/td&gt;             &lt;td align="center" width="118"&gt;&lt;img alt="sample" src="http://www.psoft.co.jp/en/images/stories/products/liquid/stroke8.gif" height="107" width="106" /&gt;&lt;/td&gt;             &lt;td align="center" width="118"&gt;&lt;img alt="sample" src="http://www.psoft.co.jp/en/images/stories/products/liquid/stroke7.gif" height="107" width="106" /&gt;&lt;/td&gt;         &lt;/tr&gt;         &lt;tr align="center"&gt;             &lt;td align="center"&gt;Normal&lt;/td&gt;             &lt;td align="center"&gt;Interval&lt;/td&gt;             &lt;td align="center"&gt;Cycle&lt;/td&gt;             &lt;td align="center"&gt;Alpha reduction&lt;/td&gt;             &lt;td align="center"&gt;Size reduction&lt;/td&gt;         &lt;/tr&gt;     &lt;/tbody&gt; &lt;/table&gt; &lt;p&gt;Several stroke settings, for intervals, cycles, alpha reduction and size reduction, are available.&lt;/p&gt; &lt;h2&gt;Liquid+ Line Plug-in&lt;br /&gt;&lt;/h2&gt; &lt;p&gt;&lt;img src="http://www.psoft.co.jp/en/images/stories/products/liquid/line.gif" alt="sample" align="left" height="263" hspace="5" width="300" /&gt;Liquid+ Line renders object outlines two-dimensional&lt;wbr&gt; arranges.&lt;/p&gt; The line plug-in changes line widths (Distortion) and bleeds the lines, so that hand-drawing-li&lt;p&gt;&lt;wbr&gt;ke images are possible&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt; &lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;More detail : &lt;a href="http://www.psoft.co.jp/en/product/liquid/index.html" target="_new"&gt;Liquid+&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;----------------------------------------------------&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-8169025050432978882?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/8169025050432978882/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=8169025050432978882' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8169025050432978882'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8169025050432978882'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/liquid.html' title='Liquid+'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-4731643579315981295</id><published>2007-08-08T18:17:00.001+07:00</published><updated>2007-08-08T18:30:43.239+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax'/><title type='text'>Autodesk 3ds Max 2008</title><content type='html'>&lt;a&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px;" src="http://south-apac.autodesk.com/sap/maxmaya/images/max2008snake_image.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Create rich and complex design visualization. Generate realistic characters for a top-selling game. Bring 3D effects to the big screen. Autodesk®&lt;br /&gt;3ds Max® 2008 3D modeling, animation, and rendering software helps design visualization professionals, game developers, and visual effects artists maximize their productivity by streamlining the process of working with complex scenes.&lt;br /&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;id=5659451" target="_new"&gt;&lt;b&gt;New Features&lt;br /&gt;&lt;/b&gt;&lt;/a&gt;Learn about the newest features and enhancements in 3ds Max 2008 software.&lt;/p&gt;&lt;p&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=5659513" target="_new"&gt;&lt;b&gt;Feature Demos&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;View instructional clips on new features.&lt;/p&gt;&lt;p&gt;&lt;b&gt;&lt;b&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/item?siteID=123112&amp;id=5659449&amp;amp;linkID=5573082" target="_new"&gt;&lt;b&gt;Legacy Program&lt;/b&gt;&lt;/a&gt;&lt;/b&gt;&lt;/b&gt;&lt;br /&gt;Save up to 30% with the Legacy Program.&lt;/p&gt;&lt;!--stopindex--&gt; &lt;!--startindex--&gt;&lt;p&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;id=5659305" target="_new"&gt;&lt;b&gt;Product Overview&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;Dramatically improve your productivity&lt;/p&gt;&lt;p&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/index?siteID=123112&amp;amp;id=5666151&amp;linkID=5572501" target="_new"&gt;&lt;b&gt;Customer Stories&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;See real-world work from Autodesk&lt;br /&gt;3ds Max artists.&lt;/p&gt;&lt;br /&gt;More detail : &lt;a href="http://usa.autodesk.com/adsk/servlet/index?id=5659302&amp;amp;siteID=123112" target="_new"&gt;Autodesk 3ds Max 2008&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;--------------------------------------------------------------------------&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-4731643579315981295?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/4731643579315981295/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=4731643579315981295' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/4731643579315981295'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/4731643579315981295'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/autodesk-3ds-max-2008.html' title='Autodesk 3ds Max 2008'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-5292931181945974022</id><published>2007-08-05T23:07:00.000+07:00</published><updated>2007-08-05T23:12:37.025+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><category scheme='http://www.blogger.com/atom/ns#' term='render engine'/><category scheme='http://www.blogger.com/atom/ns#' term='lighting'/><title type='text'>LightRigger</title><content type='html'>&lt;table border="0" width="500"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;span class="style1"&gt;&lt;img src="http://www.terratools.com/LightRiggerPhantom.jpg" height="250" width="500" /&gt;&lt;/span&gt;&lt;/td&gt;   &lt;/tr&gt;   &lt;tr&gt;     &lt;td&gt;&lt;div align="left"&gt;&lt;span class="style1"&gt;&lt;span class="style10"&gt;F-4B Phantom Model by Mesh Factory©   www.meshfactory&lt;wbr&gt;.com&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/td&gt;   &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;p class="style1"&gt;LightRigger is shareware program created using the "Maxscript" scripting language within Autodesk 3ds max.&lt;/p&gt; &lt;p class="style1"&gt;The LightRigger script runs inside 3ds max 3-9 and provides a draft-quality, global illumination lighting system for the default scanline renderer.  Unlike full-featured global illumination renderers, LightRigger uses standard 3ds max lights and components to simulate only the diffuse interreflection&lt;wbr&gt; component of global illumination.&lt;/p&gt; &lt;p class="style1"&gt;LightRigger's main advantage is speed, both in setup and rendering.  The core principle on which it's founded is the well known "old-school" approach of using a light dome or rig, but LightRigger takes it much, much further.  Using a little-known behavior of the default scanline renderer, LightRigger is able to convert Light Rigs into Shadow Rigs, which add shadows but no light at all to the scene.  This is what allows multiple Rigs to work together in the same scene....someth&lt;wbr&gt;ing that is impossible using any other available light dome script.&lt;/p&gt; &lt;p class="style1"&gt;LightRigger is also unique in that objects illuminated with its Rigs are able to move and animate freely, rather than be restricted to the scope of a single, large light dome.  The amount of control in the LightRigger system is unmatched, allowing you to focus on your scene instead of continually managing a loose group of lights.&lt;/p&gt; &lt;p class="style1"&gt;The best way to understand LightRigger  is to see it in action.  Click on the &lt;a href="http://www.terratools.com/screenshots.html" target="_new"&gt;Demo Video&lt;/a&gt; link to see a few viewport screenshots and a narrated demonstration.&lt;/p&gt;Homepage : &lt;a href="http://www.terratools.com/" target="_new"&gt;http://www.terratools.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;--------------------------------------------&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-5292931181945974022?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/5292931181945974022/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=5292931181945974022' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5292931181945974022'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5292931181945974022'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/lightrigger.html' title='LightRigger'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-5067184925687528162</id><published>2007-08-04T18:22:00.000+07:00</published><updated>2007-08-04T18:27:02.518+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><category scheme='http://www.blogger.com/atom/ns#' term='render engine'/><category scheme='http://www.blogger.com/atom/ns#' term='BIGrender'/><title type='text'>BIGrender</title><content type='html'>&lt;div class="n"&gt; &lt;h1&gt;BIGrender&lt;br /&gt;&lt;/h1&gt; &lt;/div&gt;&lt;div class="n"&gt; &lt;div class="clearover"&gt; &lt;div class="imgleft" style="width: 300px;"&gt;  &lt;img src="http://bigrender.jimdo.com/cc_images/cache_25710403.jpg?t=1179663818" id="image_48218402" alt="" height="225" width="300" /&gt;&lt;b&gt; License&lt;/b&gt; Commercial&lt;br /&gt;&lt;b&gt; Demo&lt;/b&gt; YES&lt;br /&gt;&lt;b&gt; OS&lt;/b&gt; Windows&lt;br /&gt;&lt;b&gt; Languages&lt;/b&gt; English&lt;/div&gt;  &lt;p&gt; Have you ever tryed to render a huge image (more than 3000x3000) ???&lt;br /&gt;&lt;br /&gt;The result is unpredictible - most of time the computer crashes because of the amount of memory needed to store the resulting image.&lt;br /&gt;&lt;br /&gt;Whith this plugin you can render 'infinite-sized&lt;wbr&gt;' pictures - because you can divide the render into small pieces - and then join it with any graphics app (i.e. Photoshop).&lt;br /&gt;&lt;br /&gt;An intuitive GUI will guide you over the options of this piece of software.&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt;&lt;/p&gt; BIGrender is a 3dsMAX plugin for rendering &lt;strong&gt;huge pictures&lt;/strong&gt; (more than 6000x6000 pixels).&lt;br /&gt;&lt;br /&gt;Overcomes 3DS rendering memory limitation with an &lt;strong&gt;EASY&lt;/strong&gt; graphic user interface.&lt;br /&gt;&lt;br /&gt;Compatible and transparent integration with 3dsMAX v.3 to v.9 and 3dsVIZ.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://bigrender.jimdo.com/download_5355802.php" target="_new"&gt;Download demo&lt;/a&gt; and try it for &lt;strong&gt;FREE&lt;/strong&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="color: rgb(204, 204, 204);font-family:Arial,Helvetica,sans-serif;font-size:130%;"  &gt;&lt;strong&gt; &lt;/strong&gt;&lt;/span&gt;&lt;/p&gt; &lt;p&gt;&lt;strong&gt; &lt;/strong&gt;&lt;/p&gt;&lt;/div&gt;  &lt;/div&gt;&lt;div class="n"&gt;&lt;br /&gt;&lt;p&gt;&lt;strong&gt;FEATURES&lt;/strong&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;Overcomes 3dsMAX or VIZ memory limit for HUGE renders.&lt;/li&gt;&lt;li&gt;Simple integration into 3dsMAX or VIZ interface.&lt;/li&gt;&lt;li&gt;Allows full image, unique piece or selected regions rendering.&lt;/li&gt;&lt;li&gt;Works with most popular render solutions (Mental Ray, VRay, BRAZIL, Scanline).&lt;/li&gt;&lt;li&gt;Outputs JPEG, TGA (with alpha) and BMP images.&lt;/li&gt;&lt;li&gt;Easy step by step interface.&lt;/li&gt;&lt;/ul&gt; &lt;p&gt; &lt;/p&gt;&lt;/div&gt; &lt;p&gt;&lt;strong&gt; REQUIREMENTS &lt;/strong&gt; &lt;/p&gt; &lt;ul&gt;&lt;li&gt;3dsMAX (from 3.5 to 9) or 3dsViz.&lt;/li&gt;&lt;li&gt;512 MB of RAM (less than necessary for ordinary render).&lt;/li&gt;&lt;li&gt;256KB of Hard Disk Space (for the plugin).&lt;/li&gt;&lt;/ul&gt;Homepage : &lt;a href="http://bigrender.jimdo.com/" target="_new"&gt;http://bigrender.jimdo.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-5067184925687528162?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/5067184925687528162/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=5067184925687528162' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5067184925687528162'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/5067184925687528162'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/bigrender.html' title='BIGrender'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-2636005486774577658</id><published>2007-08-01T18:11:00.000+07:00</published><updated>2007-08-01T18:22:47.030+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='NodeJoe'/><category scheme='http://www.blogger.com/atom/ns#' term='materials and textures'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><title type='text'>NodeJoe</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.nodejoe.com/img/nodejoe_85_03.jpg" target="_new"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px;" src="http://www.nodejoe.com/img/nodejoe_85_03.jpg" target="_new" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Public Beta 0.8&lt;br /&gt;&lt;br /&gt;NodeJoe is a schematic material editor realized as a plugin for 3dsmax™ that allows you a quick, clear and easy way of working with textures and materials. It uses the 3dsmax™ internal data structures to provide compatibility with all the materials and textures that work with 3dsmax™.&lt;br /&gt;&lt;br /&gt;The plugin provides an intuitive, clearly arranged graphical user interface to create, analyse and modify materials and textures within 3dsmax™. The working area is zoomable and draggable, presenting an interactive preview of materials, including all submaterials and subtextures, as well as showing their dependencies between each other. You can create connections between different materials by "drawing" directly on to the surface. The integrated automatic layout provides a clearly aligned diagram - at your fingertips. Nodejoe will give you a clear overview of the relationship between existing materials within the current scene.&lt;br /&gt;&lt;br /&gt;NodeJoe was developed by designers for designers. It provides the functionality that we have always missed during our daily working with the materials inside 3dsmax™. NodeJoe has grown up - after a long period of developement and internal beta-testing - into a product that will leave its beta-phase in a few weeks.&lt;br /&gt;&lt;br /&gt;Currently NodeJoe cannot be purchased.&lt;br /&gt;&lt;br /&gt;But if you want to get an idea of NodeJoe, you can download the current beta-version (0.85) for free. And don't forget to take a look at the official feature-list for the release version.&lt;br /&gt;Comments by other users, known bugs, feature requests and further information can all be found at the public forum.&lt;br /&gt;&lt;br /&gt;Even in its current state NodeJoe is a tool that we as developers would not want to be without. Give it a try!&lt;br /&gt;&lt;br /&gt;About the Author:&lt;br /&gt;&lt;div class="content"&gt;              &lt;p&gt;&lt;strong&gt;Roman Wölker&lt;/strong&gt;&lt;br /&gt;      Dipl. Des(FH),          Dipl Inf(FH)&lt;br /&gt;      Auf dem Kreuz 56&lt;br /&gt;      86152 Augsburg&lt;br /&gt;      GERMANY&lt;br /&gt;      &lt;a href="mailto:madroman@nodejoe.net"&gt;madroman@nodejo&lt;wbr&gt;e.net&lt;/a&gt;         &lt;/p&gt;       &lt;p&gt; &lt;strong&gt;Ulrich Haberl&lt;/strong&gt;&lt;br /&gt;      Dipl Inf(FH), Dipl. Des(FH)&lt;br /&gt;      Lauterlech 36&lt;br /&gt;    86152 Augsburg&lt;br /&gt;    GERMANY&lt;/p&gt;       &lt;p&gt;+49 (0) 821 - 50 83 148&lt;br /&gt;      &lt;a href="mailto:watzlaff@nodejoe.net"&gt;watzlaff@nodejo&lt;wbr&gt;e.net&lt;/a&gt;&lt;/p&gt;&lt;p&gt;Homepage : &lt;a href="http://www.nodejoe.com/index_en.php" target="_new"&gt;http://www.nodejoe.com/index_en.php&lt;/a&gt;&lt;/p&gt;     &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-2636005486774577658?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/2636005486774577658/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=2636005486774577658' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/2636005486774577658'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/2636005486774577658'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/nodejoe.html' title='NodeJoe'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-3318354140891584687</id><published>2007-08-01T00:00:00.000+07:00</published><updated>2007-08-01T00:06:38.933+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='RPC'/><category scheme='http://www.blogger.com/atom/ns#' term='modifier plugin'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><title type='text'>RPC</title><content type='html'>&lt;b&gt;&lt;span style="font-size:85%;"&gt;RPC&lt;/span&gt; (Rich Photorealistic Content)&lt;br /&gt;&lt;/b&gt;&lt;a href="http://www.archvision.com/"&gt;&lt;img style="width: 591px; height: 88px;" src="http://www.archvision.com/images/banners_top/Top_banner_officeclutter1.jpg" alt="" /&gt;&lt;/a&gt;&lt;br /&gt; &lt;p&gt;&lt;b&gt;Wow your Clients!&lt;/b&gt;&lt;br /&gt; Impress them with high quality images. Set your project apart from the rest!  &lt;/p&gt;&lt;p&gt;&lt;b&gt;Fast&lt;/b&gt;&lt;br /&gt; RPC files cut the polygon count! RPC file format means faster render times and smaller file size.  &lt;/p&gt;&lt;p&gt;&lt;b&gt;Mass Edit and Mass Populate&lt;/b&gt;&lt;br /&gt; Place Hundreds of RPCs within a scene - perfect for parking lots, filling stadiums and arenas,  or a tree-filled scene!  &lt;/p&gt;&lt;p&gt;&lt;b&gt;Ease of Use&lt;/b&gt;&lt;br /&gt; ArchVision Content Manager (ACM) enables you to improve your workflow.   &lt;/p&gt;&lt;p&gt;&lt;b&gt;Content and Tools for Every Project&lt;/b&gt;&lt;br /&gt; Wide selection of libraries featuring People, Trees, Objects and Cars!  &lt;/p&gt;&lt;center&gt;&lt;a href="http://www.archvision.com/FlashDemos/Introduction/Index.html" target="new"&gt;&lt;b&gt;View Flash Demo&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.archvision.com/BYOL.cfm"&gt;&lt;img src="http://www.archvision.com/images/special/BYOL_small.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.archvision.com/BYOL.cfm"&gt;&lt;b&gt;NEW! Build Your&lt;br /&gt;Own Custom Library!&lt;br /&gt;&lt;/b&gt;&lt;p&gt;&lt;i&gt;click here for details&lt;/i&gt;&lt;/p&gt;&lt;/a&gt;Homepage : &lt;a href="http://www.archvision.com/"&gt;http://www.archvision.com/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;-------&lt;br /&gt;&lt;/center&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-3318354140891584687?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/3318354140891584687/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=3318354140891584687' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/3318354140891584687'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/3318354140891584687'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/08/rpc.html' title='RPC'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-8563398002857740523</id><published>2007-07-29T16:16:00.005+07:00</published><updated>2010-05-20T14:42:26.951+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='VRay Batch Render'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><category scheme='http://www.blogger.com/atom/ns#' term='render engine'/><title type='text'>VRay Batch Render</title><content type='html'>&lt;a href="http://www.3ddragon.com/images/VBR_big.gif" target="_blank"&gt;&lt;img src="http://www.3ddragon.com/images/dvbr02.jpg" border="0" height="310" width="150" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;strong&gt;VRay          Batch Render is a powerful batch rendering tool for VR renderer for image          rendering and animation rendering which operates in an unattended and          fully automatic manner.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;  As we know,Rendering by VRay is fairly time consuming. Besides, it requires          saving the irradiance map for the thumbnail image before rendering. This          is a troublesome procedure made up of separate steps. Now the VRay Batch          Render merges these two steps to be completed together automatically.          It's very convenient and saves you a lot of time.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;  It integrates previously manual, unnecessary and complicated rendering-relat&lt;wbr&gt;ed          functions to be performed by the computer automatically, in turn a major          improvement in productivity.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;table style="width: 466px; height: 47px;" align="center" border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;   &lt;tr bgcolor="#000000"&gt;           &lt;td&gt;&lt;img src="http://www.3ddragon.com/images/features.jpg" height="29" width="72" /&gt;&lt;/td&gt;   &lt;/tr&gt;   &lt;tr&gt;           &lt;td background="images/bg04.jpg" height="17"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;table class="font13" border="0" cellpadding="0" cellspacing="5" width="100%"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="color: rgb(0, 0, 0);" height="17" valign="bottom" width="4%"&gt;&lt;img src="http://www.3ddragon.com/images/3.jpg" height="10" width="6" /&gt;&lt;/td&gt;           &lt;td style="color: rgb(0, 0, 0);" rowspan="2" width="96%"&gt;&lt;strong&gt; Generates              the final image after rendering the irradiance map and the light cache              of the VR thumbnail image automatically (it is not necessary to load              the vrmap and vrlmap file manually) &lt;/strong&gt;&lt;/td&gt;         &lt;/tr&gt;         &lt;tr style="color: rgb(0, 0, 0);"&gt;           &lt;td&gt;&lt;br /&gt;&lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;            &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;img src="http://www.3ddragon.com/images/3.jpg" height="10" width="6" /&gt;&lt;/td&gt;           &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;strong&gt; Supports batch multi-file rendering.              &lt;/strong&gt;&lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;            &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;img src="http://www.3ddragon.com/images/3.jpg" height="10" width="6" /&gt;&lt;/td&gt;           &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;strong&gt; Supports batch multi-camera rendering.              &lt;/strong&gt;&lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;            &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;img src="http://www.3ddragon.com/images/3.jpg" height="10" width="6" /&gt;&lt;/td&gt;           &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;strong&gt; Can batch generate file paths in              the file list with one keystroke. &lt;/strong&gt;&lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;            &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;img src="http://www.3ddragon.com/images/3.jpg" height="10" width="6" /&gt;&lt;/td&gt;           &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;strong&gt; Auto shutdown computer after rendering              . &lt;/strong&gt;&lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;            &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;img src="http://www.3ddragon.com/images/3.jpg" height="10" width="6" /&gt;&lt;/td&gt;           &lt;td style="color: rgb(0, 0, 0);"&gt;&lt;strong&gt; Can produce 2 channels automatically              for easier Photoshop reference .&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;table style="width: 466px; height: 216px; color: rgb(8, 18, 24);" bg="" align="center" border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class="font13"&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;&lt;strong&gt;To learn more features,please&lt;wbr&gt;        download &lt;span class="font13_"&gt;&lt;a href="http://www.3ddragon.com/videos.html"&gt;video tours&lt;/a&gt;&lt;/span&gt; here .&lt;/strong&gt;&lt;/span&gt;&lt;/td&gt;   &lt;/tr&gt;   &lt;tr&gt;      &lt;td height="30"&gt;&lt;br /&gt;&lt;/td&gt;   &lt;/tr&gt;   &lt;tr&gt;      &lt;td&gt;&lt;table class="font13a" bg="" style="color: rgb(132, 83, 12);" border="0" cellpadding="10" cellspacing="2" width="40%"&gt;         &lt;tbody&gt;&lt;tr&gt;            &lt;td bg="" style="color: rgb(8, 18, 24);"&gt;&lt;p&gt;&lt;strong&gt;&lt;span style="color: rgb(81, 255, 0);"&gt;&lt;span style="color: rgb(51, 51, 51);"&gt;Version Requirements:&lt;/span&gt;&lt;br /&gt;             &lt;span style="color: rgb(255, 255, 255);"&gt;VRay versions : 1.09 ,1.4x ,1.5 RC x&lt;/span&gt;&lt;br /&gt;             &lt;/span&gt;&lt;/strong&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;&lt;strong&gt;3dsmax versions :                6.x,7.x,8.x,9.x&lt;wbr&gt;&lt;br /&gt;             &lt;/strong&gt;&lt;/span&gt;&lt;span style="color: rgb(255, 255, 255);"&gt;&lt;strong&gt;&lt;span style="color: rgb(102, 102, 102);"&gt;Support                for VRay Batch Render&lt;/span&gt;&lt;br /&gt;             Know More: &lt;a href="http://www.3ddragon.com/support.html"&gt;Frequently Asked Questions &lt;/a&gt;&lt;br /&gt;             Tutorial: &lt;a href="http://www.3ddragon.com/videos.html"&gt;How to use VRay Batch Render(vedeo tours)&lt;/a&gt;&lt;br /&gt;             Contact: &lt;/strong&gt;&lt;/span&gt;&lt;strong&gt;&lt;a href="mailto:support@3ddragon.com"&gt;support@3ddrago&lt;wbr&gt;n.com&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-8563398002857740523?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/8563398002857740523/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=8563398002857740523' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8563398002857740523'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8563398002857740523'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/07/vray-batch-render.html' title='VRay Batch Render'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-6841796758972108144</id><published>2007-07-29T01:53:00.001+07:00</published><updated>2007-07-29T02:00:01.179+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='modifier plugin'/><category scheme='http://www.blogger.com/atom/ns#' term='Ghost Trails'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><title type='text'>Ghost Trails</title><content type='html'>&lt;table style="border-collapse: collapse;" border="0" cellpadding="2" cellspacing="0" width="542"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td align="left" width="403"&gt;&lt;p align="justify"&gt;               &lt;a href="http://www.bytegeistsoftware.com/prod01.htm" name="GT"&gt;               &lt;img alt="ghosttrails" src="http://www.bytegeistsoftware.com/images/gtrails_log.png" border="0" height="75" width="400" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;p align="justify"&gt;               &lt;a class="body" href="http://www.bytegeistsoftware.com/various/sm/GhostTrailsSetup.exe"&gt;               &lt;img style="width: 147px; height: 40px;" alt="max4 download" src="http://www.bytegeistsoftware.com/images/download_max4.png" border="0" /&gt;&lt;/a&gt;               &lt;/p&gt;&lt;/td&gt;               &lt;td align="center" width="128"&gt;               &lt;p align="justify"&gt;               &lt;a class="body" href="http://www.bytegeistsoftware.com/various/sm/GhostTrailsSetup.exe"&gt;               &lt;/a&gt;               &lt;/p&gt;&lt;p align="justify"&gt;&lt;br /&gt;            &lt;b&gt; &lt;/b&gt;&lt;/p&gt;&lt;br /&gt;&lt;/td&gt;             &lt;/tr&gt;             &lt;tr&gt;               &lt;td align="left" width="403"&gt;               &lt;p align="justify"&gt;               &amp; Max 7, 8, and &lt;b&gt;9!&lt;/b&gt;&lt;/p&gt;&lt;p align="justify"&gt;&lt;b&gt;Version 3.09!* Now with particle support!                and Max9 Support!&lt;/b&gt;&lt;/p&gt;               &lt;p align="justify"&gt;*as featured in the &lt;i&gt;Discreet Resource Guide&lt;/i&gt;&lt;/p&gt;               &lt;p align="justify"&gt;Ghost Trails is a modifier plugin that makes it                easy to create a trail behind a moving object. Now with Particle                support!&lt;/p&gt;               &lt;p align="justify"&gt;It can be used to create such effects as:&lt;/p&gt;               &lt;ul&gt;&lt;li&gt;                 &lt;p align="justify"&gt; Skid marks and tire tracks;                 &lt;/p&gt;&lt;/li&gt;&lt;li&gt;                 &lt;p align="justify"&gt; Trails from swords and other weapons like in console games;                 &lt;/p&gt;&lt;/li&gt;&lt;li&gt;                 &lt;p align="justify"&gt; Trails from particles or meteors;                 &lt;/p&gt;&lt;/li&gt;&lt;li&gt;                 &lt;p align="justify"&gt; Snail and blob trails;                 &lt;/p&gt;&lt;/li&gt;&lt;li&gt;                 &lt;p align="justify"&gt; Matrix like                 &lt;a class="body" target="http://www.3dkingdom.org/modules.php?op=modload&amp;name=News&amp;amp;file=article&amp;sid=398&amp;amp;amp;amp;amp;mode=thread&amp;order=0&amp;amp;thold=0" href="http://www.3dkingdom.org/modules.php?op=modload&amp;name=News&amp;amp;file=article&amp;sid=398&amp;amp;amp;amp;amp;mode=thread&amp;order=0&amp;amp;thold=0"&gt;                 Bullet Trails&lt;/a&gt;.               &lt;/p&gt;&lt;/li&gt;&lt;/ul&gt;               &lt;p align="justify"&gt;               &lt;a href="http://www.bytegeistsoftware.com/images/sm/six_x_two.jpg"&gt;               &lt;img style="width: 374px; height: 253px;" src="http://www.bytegeistsoftware.com/images/sm/six_x_two_473.jpg" border="0" /&gt;&lt;/a&gt;&lt;/p&gt;               &lt;p align="justify"&gt;An example &lt;i&gt;particle use &lt;/i&gt;video can be                downloaded from &lt;/p&gt;               &lt;ul&gt;&lt;li&gt;                 &lt;p align="justify"&gt;                 &lt;a class="body" href="http://www.bytegeistsoftware.com/images/GT-Steve_Green.wmv"&gt; Particles (Windows                  Media)&lt;/a&gt; (722KB)                &lt;/p&gt;&lt;/li&gt;&lt;/ul&gt;               &lt;p align="justify"&gt;A general example video can be downloaded from &lt;/p&gt;               &lt;ul&gt;&lt;li&gt;                 &lt;p align="justify"&gt; &lt;a href="http://www.bytegeistsoftware.com/various/sm/GhostTrailsExample.avi" class="body"&gt;High                  Res (DivX codec required)&lt;/a&gt; (555KB)                 &lt;/p&gt;&lt;/li&gt;&lt;li&gt;                 &lt;p align="justify"&gt; &lt;a href="http://www.bytegeistsoftware.com/various/sm/GhostTrailsExampleLR.avi" class="body"&gt;Low                  Res (DivX codecrequired)&lt;/a&gt; (215KB)               &lt;/p&gt;&lt;/li&gt;&lt;/ul&gt;               &lt;p align="justify"&gt;(To download DivX codec               &lt;a target="_blank" href="http://www.divx.com/download?typeid=1" class="body"&gt;               click here&lt;/a&gt;) &lt;/p&gt;               &lt;p align="justify"&gt;Help and tutorial files (also included in the main package                download) are also available to download from&lt;/p&gt;               &lt;ul&gt;&lt;li&gt;                 &lt;p align="justify"&gt;                 &lt;a class="body" href="http://www.bytegeistsoftware.com/various/sm/GhostTrailsHelp.zip"&gt; Help                  Files&lt;/a&gt; 606KB               &lt;/p&gt;&lt;/li&gt;&lt;/ul&gt;               &lt;p align="justify"&gt;Ghost Trails is not freeware, there is small cost of $99                payable for full functionality and/or commercial use - your                support is greatly appreciated. Thank you. &lt;/p&gt;               &lt;p align="justify"&gt;* upgrades are free for any bug fixes that are made&lt;/p&gt;               &lt;p align="justify"&gt;[Above images curtesy of Ben Richards and Steve                Green]&lt;/p&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-8542442151266123089?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/8542442151266123089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=8542442151266123089' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8542442151266123089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/8542442151266123089'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/07/fryrender_28.html' title='fryrender'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-6214947630704311160.post-431180921870745829</id><published>2007-07-28T23:59:00.000+07:00</published><updated>2007-07-29T00:29:03.639+07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Busy ray'/><category scheme='http://www.blogger.com/atom/ns#' term='3dsmax plugins'/><category scheme='http://www.blogger.com/atom/ns#' term='render engine'/><title type='text'>BusyRay</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.busyray.com/index.html"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px;" src="http://www.busyray.com/images/header.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;table style="width: 413px; height: 461px;" border="0" cellpadding="0" cellspacing="0"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td background="images/img-bkg.gif" bgcolor="#d0dbe0"&gt;&lt;img style="width: 413px; height: 68px;" src="http://www.busyray.com/images/imgtext.gif" alt="The purpose of the project is to develop global illumination renderer that is automatic, fast, and accurate." title="The purpose of the project is to develop global illumination renderer that is automatic, fast, and accurate. " border="0" /&gt;&lt;/td&gt;&lt;/tr&gt; &lt;tr&gt;&lt;td background="images/img-bkg.gif" bgcolor="#d0dbe0"&gt;&lt;img style="width: 412px; height: 97px;" src="http://www.busyray.com/images/home-01.jpg" border="0" /&gt;&lt;/td&gt;&lt;/tr&gt; &lt;tr&gt;&lt;td background="images/img-bkg.gif" bgcolor="#d0dbe0"&gt;&lt;table border="0" cellpadding="2" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt; &lt;td valign="top"&gt;&lt;br /&gt;&lt;/td&gt; &lt;td class="tittext" valign="top"&gt; &lt;p align="justify"&gt;&lt;img src="http://www.busyray.com/images/uishot.gif" border="0" height="158" width="306" /&gt;&lt;br /&gt;&lt;b&gt;BusyRay is renderer for busy  people.&lt;/b&gt;&lt;/p&gt; &lt;p align="justify"&gt;&lt;b&gt;There is just one physically accurate solution possible per  scene. Just press  'Render' and see how it looks like. No parameters tuning is  needed.&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt; « It is really that simple!&lt;/b&gt;&lt;br /&gt;&lt;/p&gt;&lt;/td&gt; &lt;td&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;Global Illumination &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Per-pixel accuracy estimation &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Textures &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Specular reflection &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Fresnel reflection &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Glossy reflection &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Texture background &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Bump mapping &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Area shadows &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Self-illuminati&lt;div id="post_message_30983"&gt;&lt;wbr&gt;on &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Skylight &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;High Dynamic Range channel output &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Alpha channel &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Editing of tone mapping parameters &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;High quality antialiasing &lt;span style="color:Orange;"&gt;yes&lt;/span&gt;&lt;br /&gt;Particle systems &lt;span style="color:DarkOliveGreen;"&gt;no&lt;/span&gt;&lt;br /&gt;Depth of field &lt;span style="color:DarkOliveGreen;"&gt;no&lt;/span&gt;&lt;br /&gt;Illumination by environment map &lt;span style="color:DarkOliveGreen;"&gt;no&lt;/span&gt;&lt;br /&gt;Splines rendering  &lt;span style="color:DarkOliveGreen;"&gt;no&lt;/span&gt;&lt;br /&gt;Caustics &lt;span style="color:DarkOliveGreen;"&gt;no&lt;/span&gt;&lt;br /&gt;Refraction &lt;span style="color:DarkOliveGreen;"&gt;no&lt;/span&gt;&lt;br /&gt;IES light sources &lt;span style="color:DarkOliveGreen;"&gt;no&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;table style="width: 450px; height: 489px;" border="0" cellpadding="2" cellspacing="2"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td colspan="3" class="tit" background="images/ch-bkg.gif" bgcolor="#fff9e7"&gt;  Installation instructions : &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;&lt;/td&gt;&lt;td&gt; To install BusyRay on your computer,&lt;br /&gt;download busyray.dlr and save it to "plugins"&lt;br /&gt;subfolder of 3DS MAX.&lt;p&gt;After 3DS MAX is restarted, you should see a new&lt;br /&gt;renderer available in the 3DS MAX renderer selection panel.&lt;br /&gt;&lt;/p&gt;&lt;/td&gt;&lt;td&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;   &lt;tr&gt;&lt;td colspan="3" class="tit" background="images/ch-bkg.gif" bgcolor="#fff9e7"&gt;   Files : &lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;br /&gt;&lt;/td&gt;&lt;td&gt; &lt;table style="width: 393px; height: 266px;" bgcolor="#000000" border="0" cellpadding="4" cellspacing="1"&gt;  &lt;tbody&gt;&lt;tr bgcolor="#bddee7"&gt;   &lt;td&gt;&lt;br /&gt;&lt;/td&gt;   &lt;td&gt;   &lt;p align="center"&gt;&lt;b&gt;BusyRay 1.3.11&lt;/b&gt;&lt;/p&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr bgcolor="#e5f2f5"&gt;   &lt;td&gt;&lt;b&gt;FAQ (what is supported)&lt;/b&gt;&lt;/td&gt;   &lt;td align="center"&gt;&lt;a href="http://www.busyray.com/specs.htm"&gt;read&lt;/a&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr bgcolor="#e5f2f5"&gt;   &lt;td&gt;&lt;b&gt;Free version for 3DS MAX 6.0 and 7.0&lt;/b&gt;&lt;/td&gt;   &lt;td align="center"&gt;&lt;b&gt;  &lt;a href="http://www.busyray.com/free_license.php?version=max6_0_7_0"&gt;download&lt;/a&gt;&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr bgcolor="#e5f2f5"&gt;   &lt;td&gt;&lt;b&gt;Free version for 3DS MAX 8.0&lt;/b&gt;&lt;/td&gt;   &lt;td align="center"&gt;&lt;b&gt;&lt;a href="http://www.busyray.com/free_license.php?version=max8_0"&gt;download&lt;/a&gt;&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr bgcolor="#e5f2f5"&gt;   &lt;td&gt;&lt;b&gt;Commercial version&lt;/b&gt;&lt;/td&gt;   &lt;td&gt;   &lt;p align="left"&gt;&lt;a href="http://www.busyray.com/buy.php"&gt;go to buy page&lt;/a&gt;&lt;/p&gt;&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt; &lt;/td&gt;&lt;td&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;    &lt;/tbody&gt;&lt;/table&gt;Home page : &lt;a href="http://www.busyray.com/index.html"&gt;http://www.busyray.com/index.html&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;script type="text/javascript"&gt;&lt;!--
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&lt;/script&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6214947630704311160-431180921870745829?l=3dsmaxplugins.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://3dsmaxplugins.blogspot.com/feeds/431180921870745829/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=6214947630704311160&amp;postID=431180921870745829' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/431180921870745829'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6214947630704311160/posts/default/431180921870745829'/><link rel='alternate' type='text/html' href='http://3dsmaxplugins.blogspot.com/2007/07/fryrender.html' title='BusyRay'/><author><name>[..joot..joot..]</name><uri>http://www.blogger.com/profile/00180823133987965591</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
