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Hot Fix 2010.07.21 für 3ds Max und 3ds Max Design verfügbar!

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Phoenix FD mit 1 Monat Sonderpreis released!

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Neue Autodesk Creation Suites Premium angekündigt.

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Preissenkung JVC Display GD-463D10!

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Hotfix 3 für Maya 2011

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3DPowerstore hat umfirmiert zu einer GmbH

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Hotfix 2 für Maya 2011

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Neu: Substance Designer - create smart textures

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JVC 3D Monitore jetzt auf Lager!

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Neue Hotfixes für Max 2009, 2010 und 2011

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Hier finden Sie eine Vielzahl von 3ds max Plugins. Rufen Sie uns einfach an, gerne erklären wir Ihnen die Vorteile der einzelnen Produkte. Falls Sie ein Plugin in dieser Liste vermissen, lassen Sie es uns wissen.

 


finalF/X Bundle I and II rolling out with Fire & Flares.

Finally cebas delivers the successor to ProOpticSuite, the well known and widely accepted F/X Plug-In toolset for 3ds max.

(Eppelheim– February, 2005) - cebas Computer GmbH, one of the largest plug-in developers for 3ds max, announces the immediate availability of finalF/X Bundle I and II. This collection of the latest special effects plug-ins from cebas Computer GmbH is meant as the successor of the well known ProOpticSuite package.

finalF/X comes in 2 flavors, one bundle includes the entry level Global Illumination and raytracing system finalRender Stage-0 while the other bundle comes without Stage-0. Both product bundles include the latest releases of finalFlares™, finalDOF™ and pyrocluster® 3.0 along with an extra 2 processor license of pyrocluster® for mental ray. All products are especially optimized for 3ds max 6 and 7 with full support of all the latest features and functions. Advanced features like Render Elements and Render Occluded are fully supported as well as network rendering with 3ds max’ own Back Burner system.

finalFlares™

Lensflares, glows and silhouette glows are the main effects created by finalFlares. In contrast to the built in 3ds max equivalents, finalFlares creates a much more natural looking effect with a much deeper control of the effect itself.
Besides a much faster rendering and better control of the effects, finalFlares does also directly support all important particle systems for 3ds max. It’s the only camera lens effects plug-in with full support for Particle Flow and ThinkingParticles. A special Particle Flow operator may be assigned to specific particle events or when using ThinkingParticles lensflare effects may be assigned to certain groups. Furthermore any operator within ThinkingParticles may control the lensflare effect in detail. For example, two colliding particles may create a lensflare effect at the position of impact with an intensity and color based on the impact force of the particles or any other particle parameter.
finalFlares is the only available 3ds max camera lens effects plug-in offering a true atmospheric lensflare effect. The big advantage of having an atmospheric lensflare effect is the full support for raytracing and object occlusion effects. Lensflares may appear behind transparent or refracting objects or they may be seen through a mirror. All those effects are rendered perfectly without the need of any extra compositing or multiple rendering fakes.

Glow effects created by finalFlares offer a much deeper level of control than the one found in 3ds max. Even the most complex glow effects are rendered at interactive frame rates which allows for easy setup and control.
finalFlares is the first Render Effects plug-in to offer a glow routine with full support of render occluded and layered G-Buffer channels. finalFlares enables the user to create accurate glow effects behind transparent objects. Properties like the filter color and amount of transparency are automatically taken into account and do not need any special care or extra work in post processing.
finalFlares works with any renderer in 3ds max supporting layered G-Buffer channels and the Render Occluded object flag.

finalDOF™

finalDOF is a G-Buffer based Render Effect for 3ds max, rendering Depth of Field effects at interactive frame rates. Depending on the amount of blur, the Depth of Field render effect may be even fine tuned in realtime with the help of an advanced curve editor that allows independent control of front and back blur.
finalDOF supports advanced out of focus effects, also called "Bokeh", in a highly efficient way without adding so much render time at all to the main Depth of Field effect. Out of focus "Bokeh" effects are calculated on real world intensity levels based on HDRI information found in the rendered image. Several different camera lens shapes may be chosen to create a "Bokeh" render effect.

In addition to the Depth of Field render effect, finalDOF also offers a vector motion blur render effect. Motion blur effects created with finalDOF can also be rendered at interactive frame rates.
By extracting 2.5D motion data from the 3D scene it is a perfect replacement for otherwise complex and slow 3D motion blur calculations. Thanks to state of the art motion path reconstruction algorithms and full support of the Render Occluded feature of 3ds max, a robust and believable motion blur effect can be achieved even under complex circumstances.
finalDOF works with any renderer in 3ds max supporting layered G-Buffer channels and the Render Occluded object flag.

pyrocluster®

pyrocluster is primarily used to create complex and vaporous effects such as clouds, smoke, dust, fire, and steam. Additionally it can create solid surfaces that are similarly convoluted such as lava. pyrocluster is a volumetric plug-in that is triggered by any particle system, using the particle systems position and motion to place and animate the smoke or any other effect. Because it is volumetric, all these effects are three dimensional and will cast shadows, receive shadows, reflect and refract naturally.

finalRender Stage-0

finalRender Stage-0 for 3ds max represents the new entry level to the world of advanced rendering and raytracing technology. First introduced to 3ds max 4, the product has evolved in 2.5 years into a grown up, production proven raytracing and rendering system, that can do way more than ultra fast raytracing and Global Illumination in 3ds max.

finalRender Stage-0 includes, for example, the full blown and enhanced LumaObject™, the legendary "Swiss knife" of 3D rendering technology for 3ds max users. finalRender object lights (formerly known as LumaObject) enable the user to render even the most complex indirect illumination situations in no time at all. LumaObject was developed back in 1997 and it is constantly enhanced and refined, it is one of the most successful and robust rendering technologies for 3ds max and in combination with all the advanced raytracing features in finalRender, it has become the quasi standard for fast and efficient animated radiosity renderings. Throughout the years it was used in several block buster movie productions (e.g. "Lost in Space") and hundreds of TV series around the globe.

Jedes Plugin ist auch einzeln erhältlich.

Homepage Cebas | Preise

 


Glu3D

Glu3D is a complete plugin system that makes easy making liquids in Discreet's 3dsmax. Glu3D uses particles to simulate the liquid behavior, and a multi-resolution polygonal surface is also generated to display the liquid surfac

Its main features are:

  • Particle based dynamic engine that automatically animates liquids that interact with surrounding geometry
  • Triangle mesh surface sequence is generated to visualize liquid surface
  • Fully integrated in 3dsmax environment in order to simplify production workflow
  • File cache system to store pre-calculated dynamics results
  • Crowd object. A sample object is instanced at every particle position
  • Motion blur
  • Wet maps
  • Texture mapping
  • Arbitrary planar shapes as sources
  • Fill objects function to speed up scene initial condition setup
  • Friendly customizable UI full of shortcuts, menus and toolbar buttons
  • Integration with Particle Flow

And much more coming soon...

Auch für Maya 5 + 6 erhältlich.

Homepage 3DAliens |  Preise


finalRender® Stage-1

finalRender® Stage-1 represents the next generation of robust raytracing and Global Illumination rendering systems for 3ds max and Autodesk VIZ. Stage-1 sports a completely redesigned core rendering engine that is highly optimized and tuned for performance and overcomes many of the limitations that were faced in the past.

finalRender Stage-1 contains many enhancements and new features including a sophisticated, true 3D motion blur that, unlike image based solutions, does not fall apart even under extreme situations. Objects can pass in front of other blurred objects without flaw. Raytraced shadows that touch blurred objects also appear as they should. Distributed, bucket-based rendering is available, meaning you can have several machines on your render farm calculate different portions of the same frame. Micro Triangle Displacement (MTD), blurry reflections, sub-surface scattering, caustics and other key features are all there to help you enhance the quality and realism of your scene.

Also finalRender"s new Global Illumination system offers Hyper-GI: a brand new illumination model based on individual "Light Particles" that are measured accurately in 3D space. This system is incredibly fast and can produce stunning results. finalRender Stage-1 also provides two additional Global Illumination engines so that you can choose the method that works best for your particular project. Rendering animations using Global Illumination is now a simple task that won"t produce flickering.

Major Features:

  • Intel Pentium 4 Optimized with Hyper-Threading compliant code
  • Intelligent "On Demand" loading/unloading of geometry for rendering acceleration
  • Automatic Object Sub-Division based on the new AI-Scene Filter and analyzing tools
  • Exceptionally fast raytraced shadows
  • Physically correct Depth of Field raytracing
  • Free, unlimited network rendering through BackBurner 2
  • 10-CPU Distributed Rendering
  • True Caustic light rendering with extended energy control
  • Accurate 3D UltraBlur Algorithm for fast Blurry Renderings
  • Geometrically-based direct and indirect light sources
  • Fast area shadows
  • Robust set of advanced camera types (9 in total including Fisheye and Panorama)
  • Real-time volume light rendering
  • Wavelength-based Dispersion Rendering Model
  • World Exclusive: fully licensed Zauner Shader technology
  • Robust, ready-to-program finalRender Plug-In system

Inclusive Final Toon.

Homepage Cebas  Preise   


 

Texture Layers 2

Texture Layers 2 is the latest incarnation of Mankua’s production-proven, advanced mapping and texturing system for 3ds max 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 3ds max 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.

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 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 3ds max, check out Texture Layers 2 today.

Just look at the features:

  • Completely re-designed UI makes creating and managing multiple texturing layers simple
  • Fully compatible with Editable Mesh, Poly and Patch
  • New UVViewport allows users to see their maps in UV Space within a special window
  • The product comes with two special map types designed to allow mapping layers to blend seamlessly together
  • Transfer and use saved selection sets of faces and edges to help control mapping boundaries
  • Spline mapping supports twisting of seam edge along the length of the chosen spline

Preise


Kalldera 

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.

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.

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:

  • The Source objects don't need to have any mapping channels applied
  • You can have as many Source Objects as you want
  • You have a big arsenal of tools to resolve hits between the Source and Target objects. This includes:
  • Use of two cage meshes to define the ray shooting start position and ray length
  • Use of different Material IDs or face selections to include and exclude faces from the Source object in the render
  • You can use 3ds max standard modifiers like Select Mesh and Delete Mesh to temporarily delete unwanted faces before processing Kaldera mapping
  • You can mix different normals results using the alpha channel to blend the Normals Map without adding any extra geometry
  • A Normals Map is included with Kaldera to let you render and preview normals map results

Preise

 


Absolute Character Tools

Absolute Character Tools 1.6 Pro (or 'ACT' for short) is a sophisticated musculature system for 3ds max™ 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.

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 3ds max 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.

And now with ACT 1.6 Pro, you now get another powerful addition: cgAdam and cgEve. These fully set up and ready-to-animate 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.

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Particle Flow Tools

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 Discreet’s internal event-based particle system. Box 1 comes with 14 powerful operators that fall mainly into three different categories: Painting, Groups, and Utilities.

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.

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.

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.

Finally, exclusive to Box 1 is the Shape Plus operator that gives you new 2D and 3D shapes you can have Particle Flow create.

The uses for these new operators are endless.

Homepage Orbaz  Preise

 


Thinking Particles

ThinkingParticles 2.0 is the next generation of rule-based particle systems for 3ds max. When compared to an event-based particle system, which works on triggers and time dependent events, a rule-based system is free from constraints and instead applies simple behaviors. These behaviors govern all aspects of a particle's motion, life, death, and collisions in a true non-linear fashion.

ThinkingParticles 2.0 offers its particle system functionality through a 'programmatic' approach. This lets artists use ThinkingParticles 2's powerful Wire Setup Interface to procedurally build the rules and conditions that control the particle behavior. Artists ultimately become the master of all particle mayhem.

ThinkingParticles 2.0 offers artists these benefits:

  • Newly designed and color coded Wire Setup View for easier behavior setup
  • MatterWaves as a set of rule-based operators
  • Advanced 'Blurp' operator to handle complex particle morph effects
  • One or many particles can be accessed at any time
  • Automatic and intelligent rule based object fragmentation
  • Full support for character studio bipeds to do crowd control
  • Advanced object tracking features to handle mesh animation
  • Multi purpose complex operators for creative control
  • Full support of particle/object interaction
  • Rule based shatter simulation allows complex effects
  • Real-time dynamic system that allows artists to interact with simulation
  • Full baking of complex dynamic particle simulations for faster playback and rendering
  • Any 3ds max mesh can be turned into a real particle with full control
  • ThinkingParticles 2 controls 3ds max meshes, shape, size, and animation
  • Texture based breaking and shattering
  • Full non-linear animation, including operators and whole dynamic sets
  • Includes multiple dynamics engines
  • True face/shape collision and advanced real time particle collision
  • All new highly optimized 3D particle draw function with recording and playback of the painted particles on a surface
  • Freely adjustable sub-frame sampling for the most accurate collision results
  • 'Particle Impact Paint' feature, surface accurate color/texture change on impact of particles
  • Particles can be exported to standard 3ds max object removing the need of having TP in the scene to render
  • Unique trackable Particle ID for selective removal of individual particles
  • Advanced Particle Follow and Surface Placement rules

ThinkingParticles 2.0 comes with 90 minutes of training videos created by Rifaat Dagher and Mike McCarthy with additional videos created by Walter Averett, an in-depth set of Tutorials and a comprehensive Online Reference Guide.

Homepage Cebas |  Preise

 


Dark Tree

DarkTree 2.5 is an advanced procedural shader authoring tool. By combining any of 100+ procedural components into a texture tree, you can interactively create photo-realistic textures, surface shaders, and animated effects.

The textures generated by DarkTrees are calculated in 3D space instead of being derived from bitmaps. Because of this, DarkTree materials can be rendered with full detail at any size, map seamlessly onto any shape, and can be easily changed during the creative process (or over time for special effects).

DarkTree textures and shaders can be saved out as bitmaps or brought directly into a 3D application via the included Simbiont plugins.

DarkTree 2.5 currently supports RenderMan, 3ds max, LightWave, Cinema4D, trueSpace, Animation:Master, and an API for creating your own plugins. Third parties have made Mental Ray and Softimage XSI plugins available using the DarkTree plugin API.

Since the release of DarkTree Textures 1.0 in 1998, DarkTree has proven itself a reliable and powerful tool in computer game, TV, and film production. DarkTree 2.5 continues to push the boundaries with the addition of new plugins for RenderMan and Cinema4D, large format and UVW bitmaps, and new APIs that allow you to write your own procedural components and DarkTree-based plugins.

Homepage Darkling Simulation | Preise

 


Power Solids and Power Translators

Power Solids and Power Translators are the first products in product series of 3ds max plug-ins entitled the "Precision Modeling Plug-ins". These first products will introduce support for a new type of shape representation called a Boundary Representation (Brep). This is the representation used in most modern day CAD systems. Robert McNeel's Rhino, Dassault's Solid Works and Catia, PTC's Pro Engineer, EDS's Solid Edge, Bentley's Microstation, Nemetschek's Vectorworks and Autodesk's Inventor are among the more popular CAD systems that use Boundary Representations as their primary form of shape representation. Our Boundary Representation uses double precision NURBS-based geometry and Non-Manifold Topology.

Power Solids is specifically designed to be animation friendly. It includes high level solids modeling tools that work on a solid primitive level. Power Solids contains all of the functionality available in Power Translators plus the following:

1) Booleans with optional rounding
2) Extrusion, Revolution, Sweeping, Skinning Solid Primitives
3) Rounding of selected primitive features
4) Offset/Inset of Shape curves used in primitive creation
5) Conversion of existing MAX shapes and Editable Meshes into a Brep Object
6) Conversion of Power Solids Brep objects into Editable Polygon or Editable Mesh.
7) IMPORT, Adaptive Mesh, Material Assignment, Filleting Selected Edges & Faces, Offset/Shelling (see Power Translators Above).

What is the Difference Between Power Booleans and Power Solids?
The difference between Power Booleans and Power Solids is like the difference between modeling with triangles in meshes or modeling with patches. Power Solids works with curved geometry much like Patches. The Power Solids BrepObjects can be tessellated at different levels during render time.

Homepage NpowerSoftware |  Preise

 


Phoenix

Phoenix is a 3ds max atmosphere that was developed with the purpose of simulating real fire. The main idea is to achieve maximum visual realism without having to go deep into differential equations and physics but with the help of simple tools and a little time to create naturally looking fire, static as well as animated. Lighters and gas burners are something hard to imitate. Phoenix helps you a lot allowing full control of the colors, transparency and the shape of the flames. One of Phoenix's unique features is the PhoenixGen. It's a helper that can create flames of any shape based on source splines. It can create additional flames arranged on the source spline having full control over their beding, rotation and many more or directly convert the spline into a flame. Phoenix supports modified objects. Put as many modifiers as you want to your mesh, animate their parameters and Phoenix will do the rest for you, taking into consideration mesh changes it will generate the most realistic fire flames you have ever seen in 3ds max.

Phoenix 1.5e is the revision to Phoenix for 3ds max. The purpose of Phoenix is to simulate real looking fire. Phoenix helps you a lot allowing full control of the colors, lights, transparency, and the shape of the flames.

Phoenix supports modified objects. Put as many modifiers as you want to your mesh, animate their parameters and Phoenix will do the rest for you, taking into consideration mesh changes it will generate the most realistic fire flames you have ever seen in 3ds max. New Features of Phoenix 1.5:

  • Many bug fixes and speed improvements.
  • Reworked Atmospheric dialog box. Phoenix now supports mutliple emitters, gizmos, etc from the same atmospheric entry.
  • Deflector objects can now be picked and not have to be a part of the emitter.

Preise

 


The Essential Textures

Now you can own one of the secret weapons used by Hollywood and the computer games industry!

The Essential Textures by Worley Laboratories is a robust collection of 48 infinitely adjustable 3D procedural maps (similar to the "Cellular," "Wood," and "Marble" procedural maps that ship with 3ds max). These amazing tools are simple to use, yet give you, the artist, total control over an unlimited number of animating material effects on all versions of 3ds max and 3D Studio VIZ.

Create everything from roughly poured concrete beds to tree bark, from aged spaceship plating to swirling plasma. There are procedural maps for creating fantastic:

  • Bump effects like crushed paper bags, computer chips, sea waves, and raindrops.
  • Colors and bumps based on advanced fractal-noise algorithms.
  • Organic effects such as lizard skins, leather, or cracked mud.
  • Advanced texture transition effects, which are good for explosions, shock waves, impact craters, or wipes.
  • Game and grid textures.
  • Special-purpose effects like LED counters, metal floors, and radar scopes.

To get you started, The Essential Textures come with several different preset material libraries specifically designed to show you some of the many creative uses of these procedural maps.

Preise

 


Diffractor

Diffractor is a cool plug-in for creating different kinds of light effects on transparent and glossy type surfaces. For example, when you look at diamonds or other stones, you might see different colors reflected within the surface of the gem. Diffractor can help you to create that same effect in a fraction of the time that a raytracer (if it is even capable of it) can.

Diffractor is implemented as a procedural map that is normally applied to the self-illumination or environment map channels of a standard or raytrace material. As such, it does not rely upon any mapping coordinates (UV or XYZ), which makes setup and usage very quick and easy.

Diffractor also fully supports masking and it’s own internal bump mapping, which enables you to easily restrict where the diffraction effect appears on the object as well as apply certain types of special effects to the diffraction effect via the bump map channel.

Overall, Diffractor is a great plugin for working with any kind of transparent or glossy surface that you want to reflect a multitude of colors with!

Preise

 


GroundCrew

GroundCrew is a great plug-in for creating many different types of procedural ground textures. GroundCrew ships with a total of 48 presets contained within a single procedural map.

GroundCrew comes as a procedural map for 3ds max 4.x and later. Because it is a procedural material map, it can be used in any part of a material that supports maps.

So, even though Gro

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