Yeah!!! Very good news:bounce:
From the SDK features page…
"Patches can be subdivided into polygons, then modified by Polygon Modifier plugins, then rendered in AM. These plugins may be useful for cloth, water, shatter, etc
"
.
.

.
Yeah!!! Very good news:bounce:
From the SDK features page…
"Patches can be subdivided into polygons, then modified by Polygon Modifier plugins, then rendered in AM. These plugins may be useful for cloth, water, shatter, etc
"
.
.

.
For me, more intersting, is the inclusion of the OpenEXR format, and what reads to me as a compositor inside A:M. I gotta get on the horn about upgrading 
For those who want to read about OpenEXR :
The A:M composite is young but holds a lot of potential, especially with the SDK giving access to basically code compositor plug-ins. when you read HDR don’t misread HDRI though there is no image based lighting implemented at this time, just HDR output. the HDR output is in exr format with each light currently getting it’s own buffer/channel in the exr file. there will be other buffers/channels in the future but the initial focus for Hash is to adjust lighting (which right now is possible both in tint and intensity with more options to follow.)
I’m pretty stoked about the composite mode, it will save me a bit of time on tweaking renders, allowing me to take care of the basic compositing tasks inside A:M which will make my AE projects much more manageable (and possibly in the future alleviate the need for AE altogether!)
I am putting together a solid tut on A:M composite (and i hope someone else will do the same for sim cloth since i need to learn that feature as well
) and hope to have it ready by the time Hash calls v12 release.
SimCloth is actually a port of the 3D Max plugin of the same name, and the results are pretty dang stunning. the port also opens up a lot of possibilities for more plug-ins to A:M
Overall despite the lower number of features on the v12 list I think that the quality of those features is going to be fantastic.
-David
For those interested in SimCloth (it’s current documentation for the plugins that have already been created for it), and the creator:
http://www.chaosgroup.com/software/simcloth3/mainFrame.html
http://www.chaosgroup.com/Vlado/mywork.html
Interestingly since it’s covered by GNU, Hash would have to distribute their Simcloth for free. Since it’s a plug-in they may cleverly disable it from working in previous versions, but… what an interesting legal position to be in, unless they worked out some specific deal with Vlado.
At any rate, it looks like Hash will have to release the sourcecode of their modified version.
One other heartwarming detail (to me). SimCloth has been used in Povray for some time now. I came at CG from Polyray/POVray scripting. Wouldn’t want to go back, but fond memories nonetheless.
Last edit, I swear:
http://www.chaosgroup.com/software/software.html
Has some animations of simcloth in action in other apps… I assume it should be pretty much the same in AM… I wonder how the polygon translation is going to change AM in the long run.
I wonder if the tga format is still there. Or does the OpenEXR format negate the need for it…
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