You probably know the RenderKit. You may also know it is a good product that can be found here: http://www.realflow.com/rf_renderkit.php Well, sometimes I have to deal with realflow's bin sequences to render them and the last thing I want is to mess with NextLimit's scripts to make them work - Why? you may wonder... rfrkRmsExecShelfCmd rfm rfrkRmsCreateMesher2;
// Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // rfrkRmsExecShelfCmd rfm rfrkRmsUpdateVpMesh; // Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // rfrkRmsExecShelfCmd rfm rfrkRmsCreateParticler2; // Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // rfrkRmsExecShelfCmd rfm rfrkRmsCreateCloud2; // Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // rfrkRmsExecShelfCmd rfm rfrkRmsAssignDisplacement; // Error: Plug-in, "RenderMan_for_Maya.so", was not found on MAYA_PLUG_IN_PATH. // rfrkRmsExecShelfCmd rat rfrkRmsCreateMesher2RAT; // Error: You need to load the mtor plug-in before using this RF RenderKit toolbar button. // rfrkRmsExecShelfCmd rat rfrkRmsCreateParticler2RAT; // Error: You need to load the mtor plug-in before using this RF RenderKit toolbar button. //
I would like that everyone reading this could experience a little bit of my frustration right now. Should I post the final mutilated script for others having this problem? Maybe. Maybe I should just shut the fuck up and avoid particle sequences like the plague and demand meshes instead.
"Just load the damn plug-in!", right? NO. I'm rendering with 3delight.
So, has been weeks since the last update, right? That's why I'm just posting a small update:
There is an update (and alpha version) of Miarmy. This time, what makes me wet my panties is the procedural support when rendering with 3delight - also vray support and mental ray proxies. You can download it from the new webpage here: http://www.basefount.com/home but of course is not the only new thing (but that what's I do mostly).
This one is from another test using only simple actions and transitions.. really cool and hopefully with newer versions we will see a better response from physx.
Dear micropolygon shufflers.
some awesome news from Jupiter:
* AtomKraft/Nuke 1.1 has been released today.
Despite
the small increment in the numbering this is a major release, with new
features, huge performance improvement and lots of fixes. Please check
the full version release notes for more details.
* The highly anticipated Free-as-in-BeerTM AtomKraft/Nuke 1.1 free version has been released too!
This special free version has an embedded licensing, just download, plug & play.
* We have now a new product oriented website with full info & access to many (support) resources:
I've been doing some research on crowds for a couple of weeks now. Coincidentally, I read about Miarmy releasing its linux version (I think it was version 1.0) and I decided to give it a go. It didn't go well and I had to go back to rib archives and some mel but a few days ago I was browsing the examples and saw a new 1.2 release.
This time every example was working perfect. The render part is still a bit tricky but they give you an alternative to the 3delight built-in mechanism which will create geometry (a killer option when there's heavy geometry and lots of agents).
I managed to get my first tests in a couple of days. I'll see if I can get something decent to render soon :)