Montag, 11. August 2014

Fracture FX - neue Version 1.7.3 für Maya


FractureFX für Maya gibt es in einer neuen Version. In der Version 1.7.3 wurden einige neue Features verbaut die im nachfolgenden Video veranschaulicht gezeigt werden.




Fracture FX is a production-proven, cross-platform demolition solution for Maya 2013 to 2015. Its procedural, event-driven architecture allows even novice users to take complete control of a destruction simulation and final shots in record time.

The cornerstones of the Fracture FX experience are:

  • Art-directable simulations
  • Efficient iterations
  • Out-of-the-box usability
  • World-class customer care
Fracture FX has been used (and is currently being used) in productions at: Asylum Visual Effects, Luma Pictures, Stargate Studios, Naughty Dog, Method Studios, Prime Focus, Zoic Studios, The Mill and many more. You can have a look at our client reel here.
 Fracture FX is not just software, or a tool, or a plug-in; it's a symbiosis of workflow, cutting-edge technology,  personalized customer care and a desire to solve problems and final shots.

TECHNICAL DETAILS

Breaking styles supported

- Voronoi (with a few different point distributions)
- Planar crack image texture
- Noisy splitting planes
- Surface-painted breakable region
- Partial breaking over time (of rigid objects) according to an animated texture or the shape of a colliding object
- CLustering of fragments Simulation
- Initiate breaking or make edits to rigid body properties on collision, using a procedural rule-based system. Edits are made using preset modifiers (assign, copy data, randomize, edit dynamics state, etc), or from MEL.
- Secondary breaking
- All breaking happens at impact or event trigger time during the sim; not pre-fractured
- Solvers : proprietary impulse-based, and open-source bullet, with an API to add new solvers
- Maya fields
- Deformable collision objects (internal solver only, not bullet)
- Fragments from a broken deformable object inherit velocity from the deformation
- Probability of breaking a fragment again
- Run several takes of a sim and flip between them
- Custom particle emitter to just emit particles from the interior faces

 Outputs
- Meshes with keyframes on translate, rotate, visibility
- Transfer of normals, all UV sets and color sets on the non-simulated broken preview mesh; transfer of normals and currently one UV set for fragments produced during a sim
- Export meshes to disc (custom format)
- Export meshes to keys
- Export meshes to Alembic

Supported Maya versions and platforms
- Linux: 2011-x64, 2012-x64, 2013-x64, 2014-x64
- Mac: 2011-x64, 2012-x64, 2013-x64, 2014-x64
- Win: 2011, 2011-x64, 2012, 2012-x64, 2013-x64, 2014-x64
2013.5-x64 (aka 2013 Extension) available on request
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Und hier noch ein aktuelles Reel-Video


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