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PROJECT messiah Studio PRO v6.0 (x86/x64) | 76 MB

Project Messiah Studio PRO 5.0 is a powerful animation and rendering software package specifically designed to handle the most demanding character animation and rendering needs. It has been quietly used in feature films, commercials, games, music videos and print ads for over 10 years; and is now one of the fastest growing CG packages on the market.

It's innovative animation centeric workflow is first priority in every aspect of the program, which makes for a unique and fun experience. People have reported feeling "giddy" and "inspired" after seeing just a small sampling of what the program can do. messiahStudio can be used as a complete stand-alone animation and rendering package, or as a powerful addition to Modo, Maya, 3DMAX, SoftImage XSI, LightWave, Cinema 4D or an in-house proprietary application; through extensive animation export capabilities (fbx, mdd, collada), Host Connection plugins and Host API.

New Version 5.0 includes updated Character animation and workflow features. Dynamic Render Interactive rendering, Sketch, Hair and Particle Instances, UV bake render, view shader flow displacement in OpenGL, and more. Whether you come from Maya, Softimage, 3DS Max, Lightwave or another CG software, you'll be amazed by messiah's innovative smart bones, realtime feedback, plugin ability and low learning curve. Feature Film, Television, Music Videos and Game Development; messiahStudio has been part of it all. What will you do?

Some of the new features in messiah Studio5

Sketch mode: Added a new mode called "Sketch" where you can sketch on top of your scene in 2D and play your sketches per frame in an animation. Freehand pen, lines, eraser and 4 pre-set pen sizes, with onion skin levels. Resizes to the world view. Also, separately load and save sketches: Mark areas for animator feedback, or rough out animation in 2D.

Parent in place: Workflow has been greatly improved by middle mouse drag action in list for parent in place.

Editsphere: Major improvements in the way the Editsphere operates which include fixes to direction rotation sensing, that previously caused it to rotate in the opposite direction at
some angles. The rings in parent mode now show actual gimbal orientation. The middle 'M' hotspot now jumps to screen space.

Displacements: Now displacement can be viewed in OpenGL! Not just Texture maps but noise and other shader displacements from the shader flow are visible in the viewpoint; which makes for easy alignment and quick look predictability of displaced geometry.

DelayPoints: A new modifier which can be used to delay the deformation of points with a weight and/or delay based on the direction they are travelling. In the example below, the arms are moving quickly downwards and the effect of DelayPoints is weighted by the direction of travel, resulting in a motion blur type of effect.

Interface Flickering (Unified Back Buffer): A mode that solves the problem created by some graphic cards that force a unified back and depth buffer setting with no way to shut it off.

Hair Glue: A new Messiah effect for easily locking hair guides to geometry without needing them to be deformed by bones. Great for hair/fur dynamics; follows geometry through bends, etc.

Hair/fur from Subdivisions: Hair can now also generate from subdivision surfaces.

UV render bake: Render to UV textures with separate selection of which UV to use; great for export to Unity and other game engines; and to export with your objects with complex textures you created with messiah’s shader flow.

Dynamic Render: Instant update of render window, with quality threshold and resolution scale. Lets you render interactively and see the changes as you work; change colors, lighting, caustics, volumetric lighting and instantly start seeing your rendered results.

Limited Region Follow: Limited Region render area can now follow an object, so the region moves with the object as it renders inside. Update an area without having to rerender the whole frame across an animation.

Mip Map (multi image pyramid) automatic generation: Is basically a method of taking one texture and auto generating a series of consecutively smaller images (the pyramid) and then using the correct sized image depending on distance (because when you have too fine a detail when the resolution of the render cannot accommodate such detail, you can get a moiré pattern artifact, most noticeable in motion.

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