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RPManager for 3ds max
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RPManager v7.24 for 3ds max 2013 - 2022


RPManager是Autodesk 3dsmax的擴展,它使從單個場景文件管理多個渲染過程的任務高效且不會出錯。


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3dsmax 的渲染預設系統批處理渲染系統僅開始觸及大型生產環境中渲染管理系統的解決方案。完整過程通常需要的設置-攝影機、對象屬性、對象可見性、背景設置等-需要手動組織并重置每個渲染過程。


在常見的渲染過程中,用戶通常會設置單個場景文件并手動編輯參數/場景設置以輸出所需的過程(容易出現用戶錯誤),或者將場景分解為多個文件,這使得編輯成為一件瑣事,并且容易出錯,因為每次編輯后需要同步文件,通常是手動的。這兩種方法都會占用大量時間,尤其是在作業結束時,通常需要進行許多小的修改,而且設置的難度和麻煩通常意味著用戶傾向于將場景分解為少于后期處理包中最終控制所需的過程。


RPManager通過兩種方式克服了此問題:首先,它允許在場景中進行無限的渲染進程,其次,它將所有相關的渲染參數引入到一個界面中,由RPManager引擎控制和恢復。RPManager界面中未包含的少數較少使用的渲染參數 或用戶自定義渲染參數可以通過BeforePass和AfterPass腳本進行控制-如果您需要在每過程中執行某些操作,但它不在RPManager界面中,但可以編寫腳本,則RPManager仍然可以在每過程的基礎上進行控制。


RPManager is an extension for Autodesk 3dsmax which makes the task of managing multiple render passes from a single scene file efficient and user-error free.


3dsmax 5's two render presets and 3dsmax 6/7's render preset system and 3dsmax8+'s batch render system only begin to touch the solution for a rendering management system in heavy production environments. Settings generally needed for a complete pass - camera settings, object properties, object visibility, background setup, etc. - need to be manually organized and reset for each render pass.


In common pass-rendered productions, the user will typically either setup a single scene file and manually edit parameters/scene setup to output the desired passes - which is prone to user error - or break the scene out to multiple files - which makes editing a chore and prone to error as the files need to be synchronised after each edit, usually manually. Both these methods take up large amounts of time, especially at the end of a job where many small modifications are often required, and the difficulty and hassle of setup often means users tend to break a scene down into fewer passes than desired for final control in a post processing package.


RPManager overcomes this problem in two ways: firstly it allows unlimited render passes in your scene, and secondly it brings all relevant render parameters into the one interface, controlled and restored by the RPManager engine. The few less used (in a per pass sense) or user custom render parameters not included in the RPManager interface can be controlled through the BeforePass and AfterPass scripts - if you need something done per pass and it is not in the RPManager interface but it is scriptable, then RPManager can still control this on a per-pass basis.


描述:

標簽: max 渲染 隊列 批處理 批渲染 軟件 插件
分類:資源 > 軟件資源 > 3Ds max 插件
發布:CGer | 查看: | 發表時間:2021/8/31 17:45:47 | 更新時間:2025/4/5 11:02:24

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