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To run FurryBall plugin you will need:
- any system running Windows Vista or Windows 7 32bit or 64bit (Windows Server 2008 should work but was not tested)
- Autodesk Maya 2008, 2009, 2010, 2011 (32bit or 64bit)
- DirectX 10 fully capable graphics card
--- nVidia GTX 8xxx or later series
--- nVidia Quadro 4800 or 5800 (lower versions are supported but not recommended)
--- Ati R600 or later chipsets (Radeon HD 2xxx series card or later)
- there is no minimum requirement for video memory but at least 512MB is strongly recommended
- For new Displacement and Subdivision feature you will need any DX11 compatible graphics card (ATI or NVIDIA).
Furryball 特性表(都是技术词,就不机翻了)
Core
* 100% GPU rendering - ATI or NVIDIA
* Output resolution up to 8k
* 30 - 300 times faster than software renderers
* Fully integrated into Maya - any change is immediately visible in viewport (No Exporting)
* Hierarchy of settings nodes
* Realtime Depth of Field - behavior like REAL lenses (simulated method independent on scene)
* limited particle support
* DirectX 11 support - new
* Multi-core CPU support for some operations - new
* Maya 2011 support - new
* Image sequence textures - new
* Color balance for all textures - new
Sampling
* !! NO FLICKERING IN ANIMATION !! (GI, shadows, reflections...)
* Different sampling methods
* Supersampling and HW accelerated fullscreen antialiasing
* Integrated post process effects (glow, blur)
Global Illumination
* Realtime Ambient Occlusion (fast simulated method independent on complexity of scene)
* Realtime Color Bleeding (fast simulated method independent on complexity of scene)
Lighting and Shading
* Unlimited number of lights
* Realtime Displacement maps (DX11 only) - new
* Extended support for Maya lights - ambient, directional, point, spot
* Shadow casting for spotlights
* Fully customizable soft shadows and variable penumbra shadows (simulated area light shadows)
* Realtime Subsurface shader with presets (eg. human skin shader) - new
* Realtime Translucency rendering - new
* Triangle subdivisions (DX11 only) - new
* Adaptive tesselation (distance, silhouette or displacement map adaptive- new
* Realtime reflections and refractions
* Fully supported Maya materials - Lambert, Blinn, Phong, PhongE (custom shaders soon)
* File texture compression and UV transformation
* Per-pixel accurate transparency (up to 16 layers)
* Fast simulated refractions
* Two types of reflections - fast reflection maps and accurate planar mirrors
* Blur, attenuation and other effects for reflections/refractions
* Normal maps support
Hair and Fur
* New hair system with per-face selection and better Maya integration - new
* Dynamic hair and fur using Maya dynamics
* Hair geometry creation entirely on GPU
* Very fast and effective hair/fur rendering
* Millions of hairs rendered interactively with real lighting
Output
* Multipass support - every pass can be shown in viewport (AO, Color bleed, refractions...)
* Matte shadows and reflections pass
* Matte object - (You can render just fur for example and using matte object add FurryBall hairs to images rendered in different renderer)
* Many image file format support
* Up to 32-bit floating point per channel output
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网络上有破解版下载,感兴趣的是这个渲染器到底是N卡厉害还是A卡厉害?
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