moeinkarimi
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سلام به همه . و این هم جدیدترین پلاگینهای 3dsmax 2010 که به تازگی رو نت اومده !!!!
Sitni Sati Enlight v1.4 for 3ds max 2010 | 4.5 MB
Enlight is intended to fill the gap between standard MAX lights and physically based radiosity solutions. Flexible, user friendly and fast, it is fully MAX/VIZ 3.x compatible and uses the latest enhancements in the MAX software architecture.
With Enlight's Advanced Shadowing System it is very easy to have appropriate illumination and shadowing based upon an objects structure.
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DreamScape is sophisticated set of 3DS MAX plug-ins for creating and rendering realistic landscapes, seascapes, skies, clouds, outdoor lighting and more. 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. An intuitive and friendly user interface will allow you to easily tweak terrain properties, interactively paint elevation, and even to apply erosion effects.

Sitni Sati Enlight v1.4 for 3ds max 2010 | 4.5 MB
Enlight is intended to fill the gap between standard MAX lights and physically based radiosity solutions. Flexible, user friendly and fast, it is fully MAX/VIZ 3.x compatible and uses the latest enhancements in the MAX software architecture.
With Enlight's Advanced Shadowing System it is very easy to have appropriate illumination and shadowing based upon an objects structure.
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Sitni Sati Dreamscape v2.5e for 3ds max 2010 | 35.2 MB
DreamScape is sophisticated set of 3DS MAX plug-ins for creating and rendering realistic landscapes, seascapes, skies, clouds, outdoor lighting and more. 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. An intuitive and friendly user interface will allow you to easily tweak terrain properties, interactively paint elevation, and even to apply erosion effects.
What's new in DreamScape 2.5e
- fixed: Vray assert error.
- fixed: max 2009 x64 - filters didn't work properly.
- fixed: when scrubbing clouds PW, max could crash.
- fixed: With adaptive SeaSurface. Rendering new foam after changing wave directon, the foam didn't fit.
- fixed: Terra editor crash on texture map paint after changing segments value.
- fixed: pixelization of clouds.
- fixed: DS preview window crash under 3ds max 9.
- fixed: max 2009 x64 - filters didn't work properly.
- fixed: when scrubbing clouds PW, max could crash.
- fixed: With adaptive SeaSurface. Rendering new foam after changing wave directon, the foam didn't fit.
- fixed: Terra editor crash on texture map paint after changing segments value.
- fixed: pixelization of clouds.
- fixed: DS preview window crash under 3ds max 9.
DreamScape 2.5
DreamScape 2.5 brings many new improvements, especially in the areas that relate to the Sea module.
Here is a brief list of additions and fixes in DreamScape 2.5.
Here is a brief list of additions and fixes in DreamScape 2.5.
- Dynamics Improvements:
New algoritm in much faster during object preparation and simulation.
Thanks to those improvements, simulation time can be halved.
New algoritm in much faster during object preparation and simulation.
Thanks to those improvements, simulation time can be halved.
- Rapid Ray Enhancements:
New controls have been added to the DreamScape RapidRay system to enhance the output from the software when needed. This includes the ability to have the atmospheric seen in reflections and refractions from the objects in the scene.
New controls have been added to the DreamScape RapidRay system to enhance the output from the software when needed. This includes the ability to have the atmospheric seen in reflections and refractions from the objects in the scene.
- The Sun Light Enhancements:
We've added a new option within the Sun Light type for shadow darkness and color. These controls are identical to the ones found in standard 3ds Max lights.
Additionally, the Sun Light's anti-aliased shadows and Area shadows now work correctly on the DreamScape Terra object as well.
Sky Atmospheric Enhancements
Sky Atmospheric Enhancements
We've added Daylight Exclude option to exclude objects that you do not want to be included in Daylight calculations. This effectively lets you fine-tune the daylight rendering and speed the process up significantly.
Additionally, there is a new Ground Color parameter. If Earth is hit, then transparency is set to zero, only if Ground Color isn't completely black.
- DreamScape Noise Map Additions
We've now added the standard 3ds Max Filtering controls so that you can blur and otherwise refine the noise parameters within your materials.
- New Terra Material:
A completely new material has been provided in DreamScape 2.5 that allows you to blend complete materials based on alititude and/or slope angle. In previous versions of DreamScape, you could only blend maps together, not entire materials.
A completely new material has been provided in DreamScape 2.5 that allows you to blend complete materials based on alititude and/or slope angle. In previous versions of DreamScape, you could only blend maps together, not entire materials.
- Sea Material Improvements:
Beyond a completely new UI layout within the DreamScape SeaMaterial, users now have additional controls that provide advanced looks for your water surfaces. Minimum Reflectivity levels can be set so that your water appears more or less reflective, even in shadowy areas. Self-reflection and refraction within the water surface is also now available. Foam is displaced by waves and there is new added support for 3ds Max Render Elements - Diffuse, Specular, Reflection and Refraction all now contain the appropriate components.
Beyond a completely new UI layout within the DreamScape SeaMaterial, users now have additional controls that provide advanced looks for your water surfaces. Minimum Reflectivity levels can be set so that your water appears more or less reflective, even in shadowy areas. Self-reflection and refraction within the water surface is also now available. Foam is displaced by waves and there is new added support for 3ds Max Render Elements - Diffuse, Specular, Reflection and Refraction all now contain the appropriate components.
- New DreamScape SubSurface Algorithm :
Bug fixes aside, the Sub Surface algorithm has been overhauled and now offers two distinct methods (including a physically based system) for creating the underwater volume scattering effects and how the water interacts with the Sea Surface.
Bug fixes aside, the Sub Surface algorithm has been overhauled and now offers two distinct methods (including a physically based system) for creating the underwater volume scattering effects and how the water interacts with the Sea Surface.
- DreamScape SeaSurface Additions:
DreamScape 2.5's Sea Surface has received a major update in it's Foam System. This new set of algorithms can create far more useful and realistic foam maps which are completely independent of the grid detail.
DreamScape 2.5's Sea Surface has received a major update in it's Foam System. This new set of algorithms can create far more useful and realistic foam maps which are completely independent of the grid detail.
And with this new foam system comes the added benefit of being able to take the resultant .BMP maps and refine them within any editing package before final rendering.
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FumeFX is a fluid dynamics engine designed for simulation and rendering of realistic fire, smoke, explosion and other gaseous phenomena.
It's versatility, robustness and intuitive workflow makes it a perfect solution for the most demanding tasks in the computer graphics industry. Almost every aspect of simulation can be customized through 3ds max scripting, allowing user to interfere with simulation computation at the lowest level.
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Sitni Sati FumeFX v1.2 for 3ds max 2010 | 14 MB
FumeFX is a fluid dynamics engine designed for simulation and rendering of realistic fire, smoke, explosion and other gaseous phenomena.
It's versatility, robustness and intuitive workflow makes it a perfect solution for the most demanding tasks in the computer graphics industry. Almost every aspect of simulation can be customized through 3ds max scripting, allowing user to interfere with simulation computation at the lowest level.
What's new in FumeFX 1.2
This point release brings a mental ray support through a mental ray shader.
With FumeFX installation, user gets the ability to render FumeFX by using mental ray renderer. By default, rendering with mental ray is possible on local machine only. Network rendering will require additional licenses that can be purchased from our online store.
With FumeFX installation, user gets the ability to render FumeFX by using mental ray renderer. By default, rendering with mental ray is possible on local machine only. Network rendering will require additional licenses that can be purchased from our online store.
New exciting extension to FumeFX set of tools is availability of stand-alone rendering library for Windows and Linux, both 32 and 64 bit versions.
Those libraries enable loading of FumeFX output files, accessing the data from the grid, shading using built in Standard Shader and building of Illumination Map. Please contact us for more information.
To support easier transfer of FumeFX rendering settings to outside of 3ds max, we have provided a max script command that will export all Standard Shader data into a text file.
Those libraries enable loading of FumeFX output files, accessing the data from the grid, shading using built in Standard Shader and building of Illumination Map. Please contact us for more information.
To support easier transfer of FumeFX rendering settings to outside of 3ds max, we have provided a max script command that will export all Standard Shader data into a text file.
- Added max script access to shader’s AFC and Gradient controls.
- Bug fix: if using the same cache in multiple grids, some of them might fail to open cache.
- Bug fix: Fume FX Follow operator crash fixed.
- Bug fix: FumeFX_TP.dlo crash under max 2009.
- Bug fix: Fume FX Follow operator for Particle Flow bug fixes.
- Removed option to run simulation on hard disk.
- Bug fix: max2009 64bit – FumeFX max script dialog failed to reopen.
- Bug fix: if using the same cache in multiple grids, some of them might fail to open cache.
- Bug fix: Fume FX Follow operator crash fixed.
- Bug fix: FumeFX_TP.dlo crash under max 2009.
- Bug fix: Fume FX Follow operator for Particle Flow bug fixes.
- Removed option to run simulation on hard disk.
- Bug fix: max2009 64bit – FumeFX max script dialog failed to reopen.
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AfterBurn is a production-proven volumetric effects plugin that has been used in cinematic productions such as Matrix Reloaded, Armageddon, Dracula 2000, K-19: The Widowmaker, HBO trailer, Mechwarrior3 cine trailer, various IMAX movies and games such as Warcraft3, Starcraft, Sin and many others.
This all-in-one solution enables rendering of ultra realistic effects ranging from clouds, pyroclastic smoke, dust, superb explosions effects, liquid metals, water and various procedurally defined "hard" objects.
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Sitni Sati AfterBurn 4.0b for 3ds max 2010 | 11.7 MB
AfterBurn is a production-proven volumetric effects plugin that has been used in cinematic productions such as Matrix Reloaded, Armageddon, Dracula 2000, K-19: The Widowmaker, HBO trailer, Mechwarrior3 cine trailer, various IMAX movies and games such as Warcraft3, Starcraft, Sin and many others.
This all-in-one solution enables rendering of ultra realistic effects ranging from clouds, pyroclastic smoke, dust, superb explosions effects, liquid metals, water and various procedurally defined "hard" objects.
What’s new in AfterBurn 4.0b
- fixed: Object shadows are now listed when you write inside MXS listener : show $
NumSubs() now returns 2
- fixed: accessing AB Shadow Map via MXS, resulted in system exception
- fixed: AfterBurn's metaball HyperSolids render bug fix
- added: Shadow Map will now display a name of the light for which it's built
- fixed: Noise PW crash fix
- fixed: The AfterBurn Wind and VMap Daemons' rollout didn't appear in the AfterBurn UI when you select them in the Source Particles/Daemons window.
- fixed: black spots with Octane Shader
NumSubs() now returns 2
- fixed: accessing AB Shadow Map via MXS, resulted in system exception
- fixed: AfterBurn's metaball HyperSolids render bug fix
- added: Shadow Map will now display a name of the light for which it's built
- fixed: Noise PW crash fix
- fixed: The AfterBurn Wind and VMap Daemons' rollout didn't appear in the AfterBurn UI when you select them in the Source Particles/Daemons window.
- fixed: black spots with Octane Shader
AfterBurn 4.0
AfterBurn 4.0 delivers rendering speed improvements, workflow enhancements and modularity/extensibility.
AfterBurn 4.0 is a $135 upgrade for existing AfterBurn 3.2 users.
Users that have purchased AfterBurn 3.2 after October 1st 2007 are entitled for a free upgrade.
Users that have purchased AfterBurn 3.2 after October 1st 2007 are entitled for a free upgrade.
Here is a short list of what’s new in AfterBurn 4.0:
- New AfterBurn Shadow Map brings a great speed improvement without significant shadow quality loss. Speed improvement over Raytraced Shadows in AfterBurn 3.2 can be more than a factor of five for dynamic scenes and even up to factor of ten for static cloud animations.
- AfterBurn no longer needs special type of shadows to be able to calculate self-shadowing effect as it supports standard light’s interface for atmospheric shadows (light’s “Atmosphere Shadows” option).
- FusionWorks support. AfterBurn will properly blend with FumeFX, ScatterVL Pro and Standard 3ds max Fog. FusionWorks support also brings output to FusionWorks Z-Depth Render Element as well as output to non-clamped colors, used in .exr, or .hdr file formats.
- AFC View is a new workflow improvement that allows users to edit all AFCs and Gradients from one place.
- Geometry Clipping option enables that particles that are contained inside geometry do not render outside of it.
- Completely reworked built in noise types are now in form of a plug-ins for AfterBurn that can also be developed by 3rd parties. New 3D Texture Map allows users to use 3ds max 3D Map as a noise generator inside AfterBurn.
- AfterBurn Daemons user interface is displayed directly inside AfterBurn UI.
- New Cebas’ ThinkingParticles controller that allows using TP’s channels to replace AfterBurn values.
- New max script functionality.
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