SitniSati Afterburn 4.2 for 3ds Max 2018 2019
SitniSati Afterburn 4.2 for 3ds Max 2018-2019 | 21.0 mb
Sitni Sati releases Afterburn 4.2, is an advanced volumetric particle effects engine plug-in that works exclusively with Autodesk Media & Entertainment’s 3ds Max program, and gives you the ability to create realistic smoke, clouds, explosions and other organic fiery and gaseous effects.
Release history – 4.0:
AfterBurn 4 is the latest update of this plug-in. Since its first introduction back in 1997, AfterBurn has been used in numerous movies, IMAX films, games and commercials. This all-in-one solution enables rendering of ultra-realistic effects ranging from clouds, pyroclastic smoke, dust, superb explosion effects, liquid metals, water and various procedurally defined solid objects. High quality output and flexibility are hallmarks of AfterBurn that makes it a perfect solution for any production pipeline. For existing AfterBurn users, here is a short list of the major features and additions to this exciting new version:
– AfterBurn Daemons
When selected in the ‘Source Particles/Daemons’ listbox, they will display a rollout directly inside AfterBurn. There is no need to select them inside the 3ds max viewport to be able to change parameters. This means faster workflow with fewer clicking.
– Shadow improvement
Raymarcher speed will be greatly improved if you use the new AfterBurn Shadow map, a real 3D shadow map, instead of Raytraced shadows. Rendered output is almost identical to that of Raytraced shadows, so the old AB Shadow map has been made obsolete.
– Geometry clipping
AfterBurn effects can now be contained within geometry, or be visible only to camera / reflection / refraction.
– Controllers read TP Data
Thinking Particles users will be able to pipe TP Data Channel values (including color) to AfterBurn by new abilities of AFC contollers.
– Shaders
All AfterBurn shaders are now rewritten as separate plug-ins. This makes it possible for 3rd party developers to easly implement their own noise routines in AfterBurn.
– Support for 3ds Max maps
Apart from built-in noise types, AfterBurn 4.0 can use any 3D texture map as its density. Transfer nexus mods to vortex. It is possible to even write your own noise types for AfterBurn. Noise parameters are moved to a separate rollout.
– FusionWorks
AfterBurn 4.0 is fully compatible with FusionWorks, SitniSati atmospheric renderer. That means it can properly blend with ScatterVL Pro and FumeFX. This makes the AfterBurn Renderer, which appeared in the list of Atmospherics, obsolete.
– Rendering non-clamped colors
If rendering uses non-clamped (real) colors channel, AfterBurn will write to that channel also. User will need to propery setup FusionWorks Renderer to create Non-Clamped Color channel.
– Viewport display
Besides spheres display, user now has an option to display 2D circles.
– AFC View
AFC View is accessible from AfterBurn Manager rollout. From there, you can easily access and manipulate all AFC and Gradient controls.
– Rollups rearranged
Parameters from the Manager and Shader/Illumination rollouts concerning rendering have been moved into the new Rendering rollout. Noise and Animation parameters have been moved to the Noise Animation rollout.
– 3ds Max script
More AfterBurn methods and AFC and Gradient controllers are exposed to max script.
When selected in the ‘Source Particles/Daemons’ listbox, they will display a rollout directly inside AfterBurn. There is no need to select them inside the 3ds max viewport to be able to change parameters. This means faster workflow with fewer clicking.
– Shadow improvement
Raymarcher speed will be greatly improved if you use the new AfterBurn Shadow map, a real 3D shadow map, instead of Raytraced shadows. Rendered output is almost identical to that of Raytraced shadows, so the old AB Shadow map has been made obsolete.
– Geometry clipping
AfterBurn effects can now be contained within geometry, or be visible only to camera / reflection / refraction.
– Controllers read TP Data
Thinking Particles users will be able to pipe TP Data Channel values (including color) to AfterBurn by new abilities of AFC contollers.
– Shaders
All AfterBurn shaders are now rewritten as separate plug-ins. This makes it possible for 3rd party developers to easly implement their own noise routines in AfterBurn.
– Support for 3ds Max maps
Apart from built-in noise types, AfterBurn 4.0 can use any 3D texture map as its density. Transfer nexus mods to vortex. It is possible to even write your own noise types for AfterBurn. Noise parameters are moved to a separate rollout.
– FusionWorks
AfterBurn 4.0 is fully compatible with FusionWorks, SitniSati atmospheric renderer. That means it can properly blend with ScatterVL Pro and FumeFX. This makes the AfterBurn Renderer, which appeared in the list of Atmospherics, obsolete.
– Rendering non-clamped colors
If rendering uses non-clamped (real) colors channel, AfterBurn will write to that channel also. User will need to propery setup FusionWorks Renderer to create Non-Clamped Color channel.
– Viewport display
Besides spheres display, user now has an option to display 2D circles.
– AFC View
AFC View is accessible from AfterBurn Manager rollout. From there, you can easily access and manipulate all AFC and Gradient controls.
– Rollups rearranged
Parameters from the Manager and Shader/Illumination rollouts concerning rendering have been moved into the new Rendering rollout. Noise and Animation parameters have been moved to the Noise Animation rollout.
– 3ds Max script
More AfterBurn methods and AFC and Gradient controllers are exposed to max script.
About Afterburn. AfterBurn is an advanced volumetric particle effects engine plug-in that works exclusively with Autodesk Media & Entertainment’s 3ds Max program, and gives you the ability to create realistic smoke, clouds, explosions and other organic fiery and gaseous effects. AfterBurn is designed to work in concert with the integrated 3ds Max particle systems to augment their effects, and, in many cases, to create visual effects that you could not achieve easily using the 3ds Max program’s native tools. AfterBurn makes it possible for you to create convincing exhaust trails from rockets and missiles, fiery explosions that rival the real thing, swirling tornados that can rip buildings to shreds, gooey lava flows and much more. Just think of this tool as your organic effects generator within the 3ds Max environment.
AfterBurn is an incredibly powerful plug-in, used currently by major film effects companies, computer game developers, and “boutique” video production houses to create amazing visual results. We are glad you’ve invested in this powerful application to enhance your work, and we hope you’re eager to get started.
About Sitni Sati. Sitni Sati was founded back in 1999 and quickly became recognized in the field of VFX software development. Innovative ideas and extensive research of the natural phenomena resulted in FumeFX, praised as one of the fastest and most flexible CG fluid dynamics simulation systems available on any platform. Our dedication to constantly improve the software and usage of the latest technology available helped to narrow the barrier between reality and CG imagery. Sitni Sati software was used in films like Thor, Suckerpunch, Skyline, 2012, Percy Jackson and the Olympians, X-Men: Wolverine, Iron Man, Armageddon, Matrix Reloaded and more.
Product: SitniSati Afterburn
Version: 4.2
Supported Architectures: x64
Website Home Page :http://www.afterworks.com
Language: english
System Requirements: PC
Supported Operating Systems: Windows 7even or newer
Software Prerequisites: 3ds max 2018 and 2019
Size: 21.0 mb
Version: 4.2
Supported Architectures: x64
Website Home Page :http://www.afterworks.com
Language: english
System Requirements: PC
Supported Operating Systems: Windows 7even or newer
Software Prerequisites: 3ds max 2018 and 2019
Size: 21.0 mb
Download rapidgator
https://rapidgator.net/file/6bf7fbc688dc3d0a172e3e317745c01a/tnSatAfTBu42.rar.html[/url]
Render Legion has posted a preview video showing the new caustics system and improved denoising in Corona Renderer 4 for 3ds Max, the next major update to the renderer, along with object picking in the VFB.
The punisher game steam. The release is currently due to ship in May 2019.
Support for Intel’s CPU-based render denoiser
One interesting new feature in Corona Renderer 4 is Intel’s CPU-based Open Image Denoise render denoising system, the source code for which was released in January.
One interesting new feature in Corona Renderer 4 is Intel’s CPU-based Open Image Denoise render denoising system, the source code for which was released in January.
It isn’t fast enough to use in interactive renders, but it is much faster than Corona’s native High Quality denoiser: over 5x faster in the interior scene shown in the demo.
Render Legion describes it as an alternative to Nvidia’s GPU-based OptiX denoiser for users who don’t have Nvidia GPUs, or for scenes too large to fit into GPU memory.
Other changes to denoising include the option to denoise the Rest (unassigned) light select layer, and to toggle denoising on and off in the Corona Image Editor, making it easier to assess the results.
New Pick mode in the VFB and improved caustics
The video also shows a new Pick mode for the Virtual Frame Buffer (VFB), enabling users to select objects or to set them as focal points for renders.
The video also shows a new Pick mode for the Virtual Frame Buffer (VFB), enabling users to select objects or to set them as focal points for renders.
Similar functionality has been added to the Corona Interactive rendering viewport.
Corona’s handling of caustics has also been updated, making set-up a one-click process rather than the rather fiddly current workflow, and improving the quality of the rendered images.
Other upcoming features not shown in the video but listed on Render Legion’s online roadmap include a new “grounds-up” PBR material, new fisheye camera and new edge texture, and improvements to LightMix.
Pricing and system requirements
Corona Renderer 4 for 3ds Max is due to ship at Render Legion parent company Chaos Group’s Total Chaos conference in May 2019. Render Legion hasn’t announced any pricing changes.
Corona Renderer 4 for 3ds Max is due to ship at Render Legion parent company Chaos Group’s Total Chaos conference in May 2019. Render Legion hasn’t announced any pricing changes.
The current version, Corona Renderer 3 for 3ds Max, is available for 64-bit 3ds Max 2013+ on Windows 7+.
Blender
Users have a choice between a perpetual ‘Box’ licence, which costs €449 (around $510), and a ‘Fair SaaS’ rental model, which costs between €24.99 and €44.99 a month ($28-50). You can find more details here.
Related posts:
Tags: 3ds max, caustics, Corona Renderer, Corona Renderer 4 for 3ds Max, Corona Renderer for 3ds Max, CPU-based, DeNoiser, denoising, edge shader, fisheye camera, focal point, GPU-based, Intel, interactive rendering, new features, NVIDIA, Open Image Denoise, OptiX, PBR material, Pick mode, preview, price, release date, rendering, system requirements, VFB, video
- Leverage the power of 3ds Max for automation by using 3ds Max as a true command-line tool.
- Gain tighter integration with several pipeline tools with an extended and improved Python/.NET toolset.
- The included Alembic inport inspector allows to you check a file before importing. With support for Alembic 1.7 instancing.
- Create your own custom workspaces with a more modern, responsive, high-DPI-ready user interface.
- Seamlessly move from one renderer to another.
- Vehicles created in CivilView now support the 3ds Max physical material, reducing conversion and simplifying rendering.
- Share models and review feedback online with the Autodesk Viewer directly from the 3ds Max interface.
- Create new projects with greater folder structure flexibility, smarter project switching, and store custom data.
Posted by3 years ago
Art Renderer 3ds Max
Archived
I'm trying to render an image in a studio a teacher linked me, when I tried doing this in school the render worked fine and the image I was trying to render came out great. I downloaded 3D studio max 2016 trial own my own laptop and now when I try to render the image just comes out black. I am 100% sure I followed the exact same steps the teacher explained so it should be working fine.
Even when I render with the exact same files I used during the teacher's explanation the render is just completely black. How to get better at battlefront 2 reddit.
In class I worked with 3D studio max 2015 student version and I have the 3D studio max 2016 trial version.
Are there any basic things I could be doing wrong? I can provide the files I'm working with if necessary.
16 comments