NVIDIA Texture Tools for Adobe Photoshop NVIDIA Developer Plugin Bump map in Photoshop

Introduction

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A collection of texture tools generating normal maps, texture compression, mip map generation and cube map formatting packaged as a plugin for Adobe Photoshop 5.0, 5.1, 6.0, 7.0, CS, CS2, CS3, CS4, CS5 and CS6.

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Release Notes

(06/27/2012)

  • Added Adobe Photoshop CS6 and 5.1 support.
  • Updated installer for silent installs.

(02/10/2012)

  • DDS export now supports PSDs with transparent layers, but without alpha channel.
  • DDS export now supports manually added alpha channels.
  • DXT5 export now supports volume textures.

Bug Fixes

(01/10/2013)

  • Bug fix for using DDS plugin in Corel PaintShopPro.

(05/24/2012)

  • Bug fix for mipster script that add unnecessary pixel.
  • Bug fix for exporting DXT1 that creates alpha channels and DXT1A that does not create alpha channel.

(02/10/2012)

  • Bug fix in loading of cubemap with mipmaps.
  • Bug fix in loading cubemap when alpha map is black on the 6th face.
  • Bug fix in 4x4 alpha encoding.
  • Bug fix in production, highest quality selection.

The NVIDIA Normal Map filter creates normal maps from grayscale height maps. The filter UI provides a powerful 3D preview and a variety of filtering options. For MIP-mapped normal maps, the NormalMap Filter should be used for preview only, and then the grayscale map exported via the DDS plugin with "Normal Map Settings..." enabled. This will create a normal map with maximal detail and fidelity for all texture levels, without undesirable filter aliasing.

The NVIDIA DDS plug-in supports the DXTC texture compression format and allows you to open and save .dds files in RGB format. It reads and writes .dds files in compressed or uncompressed forms, provides support for per-MIP color fading, MIP-corrected normal mapping, and more.

Mipster is a mip-map generation script, for Photoshop CS2 and above, that leverages the power of Photoshop’s internal image filtering engine along with the (optional) NVIDIA DDS Plug-in and Normal Map Filter (for Windows). While Mipster will function without either of these NVIDIA plug-ins (e.g., on OSX), it works best in tandem with them. Running Mipster on any image will create a collection of mip-map layers in your current Photoshop document -- one layer per MIP.

This script rearranges cube-map-face elements for use with different export and editing tools. It can quickly convert and copy between different cubemap layout formats, a task that has previously been annoyingly slow and error-prone. If you are used to editing cube map faces, you’ll find this script makes format changes a lot easier crack Facebook Passwords

[Utility] SkinTexMod for Honey Select - Anime-Sharing

ZBrush can be enhanced by plugins which add new functionality to the already powerful ZBrush feature set. Listed below are the most popular and widely-used of these plugins, made by Pixologic. We encourage you to read about each so that you can learn how they further enhance your ZBrush pipeline.

  All of the plugins listed below are included with a default installation of ZBrush 2018.

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If you cannot upgrade for some reason and are encountering issues with any plugin, please submit a Support Ticket. Specify the plugin, which version of ZBrush you're using and a description of your issue. The Support team will attempt to help resolve the issue and if a plugin update is available for your version of ZBrush it will be sent to you WinZip® 16 Pro Key(Serial)

Setup 5

VIDEO COPILOT Element 3D v2.2.2 Full Version Crack .

July 26 - Lawrence

Today we've updated SteamVR Home with three new maps, a new asset pack system, and other quality of life improvements.

New Maps

Explore the ins and outs of a supervillain's lair in the latest SteamVR Home environment from Valve. This destination has everything an aspiring evil genius needs. Labs! Tunnels! Alligators! Electric fences! Motivational posters! Chairs! Look hard enough and you'll be able to unlock an interactable mini-sentry turret collectible from Team Fortress 2 - you may need to bring along a friend to help you explore this vast, part-subterranean complex.We've also created three new spins on the standard Summit Pavilion home environment - there's now more room to customize things, a waterfall, and a cozy fire to virtually warm your virtual self. Even better, these three maps will only require a minimal download, since they take advantage of our new asset pack system. Speaking of which...

Asset Packs

Today we're introducing an asset pack system to SteamVR Home. This means that content creators can share the assets from their maps with other creators, and other creators can utilize these assets (models, textures, particles, etc) when creating their own maps. Even better, if a player has downloaded a map that uses an asset pack - any other map using that asset pack will be a much smaller download.

We've made asset packs available for Summit Pavilion and the Supervillain Lair environments - we're excited to see what you will make! For more information about creating destinations and asset packs, visit the SteamVR Home Wiki.

More Updates

The big community wall in the default environment has been reorganized to show more games in each category (sorted by current player count). We've also added a new category to the wall - Free VR Apps. We think this will make it easier for players to discover and launch popular games on SteamVR.All panels (Screenshots, Desktop, Steam Big Picture, Friends List, etc) are now resizable the same way all props are resizable. Simply grab with both hands and pull apart to scale up, or bring your hands together to scale down. In addition, all panels are now grabbable from anywhere - not just the edge.

We're excited to ship all this new content and these new features to the community. Let us know what you think in the forums.

July 12 - lakulish

One of the new features introduced in Steam Audio 2.0-beta.14 is source directivity. In the real world, sources emit sounds with different intensities in different directions. For example, when a person is speaking, their speech is louder in front of them than behind them. Source directivity is a way of modeling this phenomenon in virtual worlds.

Directivity affects reflections

Usually, source directivity only affects sound traveling in a straight line from the source to the listener. In Steam Audio, every individual reflection of sound is affected by source directivity, opening up new opportunities for designers. For example, the below video shows a rotating source with a cardioid directivity. When the source emits sound into the reverberant room, reverb can be heard at the listener position; when the source emits sound away from the reverberant room, almost no reverb is heard.

https://youtu.be/VRS2rpC3LKg

How does directivity work

A source directivity pattern specifies a scaling factor to be applied to sound as a function of direction relative to the source's coordinate system. The default directivity pattern in Steam Audio is a weighted sum of an omnidirectional (monopole) pattern and a dipole pattern oriented along the source's z-axis (front/back axis). This directivity pattern is controlled by two numbers: the dipole weight, and the dipole power. The dipole weight determines how "dipole-like" the final directivity pattern is: setting this to 0 gives an omnidirectional pattern, setting this to 1 gives a pure dipole pattern, and setting this to 0.5 gives a front-facing cardioid pattern. The dipole power determines how "sharp" or "focused" the dipole is.

Using directivity in Steam Audio


Unity PluginTo use source directivity in the Unity plugin, first attach a Steam Audio Source component to the Audio Source you want to specify a directivity pattern for. Next, use the Dipole Weight and Dipole Power sliders to specify the directivity pattern; the visualization will update in the Inspector tab and in the Scene tab as you adjust the sliders.

C API

In the C API, directivity patterns are specified using the IPLDirectivity struct, an instance of which is contained in the IPLSource struct. The IPLSource struct, in turn, is passed to the iplGetDirectSoundPath function (when simulating direct sound), and the iplSetDryAudioForConvolutionEffect function (when simulating indirect sound). Use the dipoleWeight and dipolePower member variables of the IPLDirectivity struct to specify a directivity pattern.

Arbitrary Directivity Patterns

When using the C API, you can specify any arbitrary directivity pattern using a callback function: set the callback and userData member variables of the IPLDirectivity struct to use this functionality. The specified callback will be called by Steam Audio whenever it needs to evaluate a directivity pattern. Refer to the C API documentation for more details.

June 25 - VDubs

We’ve been looking into reports of SteamVR Tracking interference while using the Logitech G POWERPLAY mousepad and have confirmed that there is an issue. Logitech G is currently working on a firmware update, and Valve is working with the folks at Logitech G and HTC to find the best long term solution. Until then, please unplug the USB cable from the POWERPLAY mousepad and plug your mouse in directly before using VR. We’ve tested a variety of other wireless power systems and have not found any similar issues. That said, if you believe you’ve found a device that does cause interference, please let us know.

June 21 - Lawrence

It's that time again! New SteamVR Home collectibles are now available for Moss, Apex Construct, Nevrosa: Escape, and Trains VR. As always, play these games to unlock their collectibles in SteamVR Home.Vive users now have access to the Vive Pro headset avatar, and we also have a special guest in SteamVR Home: a Steam Summer Salien!

June 21 - Victim0

In May we announced the new SteamVR Input system to allow developers to more easily support existing and future controllers, enable gamers to more easily customize their controls, and empower hardware makers to continue to innovate on VR input. But there’s another aspect to controller input unique to VR that we did not address at the time: extra information from the controller about what the player’s body is doing. Current hardware can tell us a lot about where the user’s hand is and the pose of their fingers, and that information is only going to get more accurate and detailed as the industry continues to innovate. To facilitate this innovation, we’re proud to announce the release of the first beta of SteamVR Skeletal Input. The Skeletal Input system will allow controller makers to capture the pose of the user’s hand as accurately as their sensors are able, and provide it as a stream of animation data to the running app. App developers can then use this stream to animate the hands of the user’s avatar on its own or in combination with their own animations. What this means for users is that they will be able to get the full benefit of their investment in new VR controllers in their favorite games without the need for the developers to release a patch to support the new controller. App developers will not need to create unique animations for each controller they intend to support when their game is released, or issue patches to support new controllers. And hardware makers can continue to innovate in this space, and write their drivers so that their controller will work with any game that supports the new Skeletal Input system. Controller drivers will be able to provide two animation streams to apps for each controller: one stream intended to track the estimated pose of the user’s hand as accurately as possible, usually meaning with the controller in-hand. The second stream is intended to provide a range of motion for the hand as if it was no controller in the way, ideal for cases where the user’s avatar is not currently holding anything in-game. The app developer can then choose which of these streams to sample based on the current context of the game. SteamVR Skeletal Input will also provide the option to convert either data stream to additive animation. Additive animation can be useful to app developers because it can be layered on top of other animation to provide additional, more dynamic motion. For example, you could use the additive finger animation from SteamVR Skeletal Input as a layer on top of an artist-created pose of the hand holding an object, to allow users to appear to adjust their grip or gesture while holding an object. We also wanted to ensure that multiuser experiences would be able to take advantage of this new system, but networking an entire animated hand skeleton can require too much bandwidth for many users. So we have included as part of the API support for compressing the animation down to a size that is more practical for networking.

This initial beta release is intended as an opportunity for developers to try out the API in their games and provide us with feedback. Vive Wands, Oculus Touch, and the new Knuckles EV2 are already supported, and we invite other input makers to work with us to add support for their controllers during the beta as well.

A full SDK for all developers will be released soon, but for now Unity developers can access the Skeletal Input API with this early release of the SteamVR Unity plugin. The documentation is available on the OpenVR GitHub Wiki Windows 8 enterprise - permanent activation

We look forward to hearing your feedback!

HTC Vive Wands

Oculus Touch Controllers

Knuckles EV2

SteamVR Home: Steam and Desktop Panels Upcoming Windows Mixed Reality Support on Steam

Plugin Bump map in Photoshop

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FREE Vray Tutorial - What is Vray for 3Ds Max

Element 3D version 2.2.2 is an advanced 3D object and particle render engine for After Effects.

Element 3D version 2.2.2 is a high performance After Effects plug-in for creating Motion Design Visual Effects.

Element 3D 2.2.2 is third party after effects plugin developed by Video Copilot. It is a 64 bit plugin that run in both Windows and Mac OS. It is used for importing/creating 3d objects and for particle rendering. It is mostly used for motion design and visual effects. Element is capable of animating and rendering, it uses its own renderer to generate a high-end realistic results, it features shaders, global illumination, texture mapping, lighting, animating and 3D compositing. Supports GPU rendering which is used to help speed up rendering times. As Element 3d is a plugin that run inside after effects and not a full 3D package, it can not be compared with other 3D computer graphics softwares because it has a limited tools. But it can do a professional work in much less time according to its simple interface and presets, that it was designed for easier workflow, user friendly and final results.

  • Animation Engine Fixes
  • CS5 Compatibility Fixes
  • Compatibility with Radeon r9 Cards
  • Custom Texture Maps used as Normal Bump
  • Issue with AO inside Scene Setup Preview Fixed
  • Import 3D Objects Textures
  • OBJ C4D Formats
  • Animation OBJ Sequences
  • Textures: PNG, JPG, HDR, EXR
• Supports Spot Lights Parralel Lights • Soft Shadows for Spot Lights • Up to 8K Map Resolution Sample Quality

• Shadow range based on map size

• New SSAO includes quality presets
• Tighter contact SSAO Color TintRAY TRACE SHADOWS AO (SLOWER)• Supports All Light types • Accurate Soft Shadows • Renders slower Requires more memory

• Ray Trace features require OpenCL GPU

• Accurate contact edges
• Slower that SSAOCAST SHADOWS IN YOUR SCENE!• Cast shadows using special Matte Shadow Material • Supports Shadows and Ambient Occlusion Shading

• Options for shadow color tint and opacity

• Multiple Distortion Noise Modes • Advanced fractal settings

• Combine with transfer modes!

DYNAMIC REFLECTION MAPS! SIMULATE OBJECT REFLECTIONS! DYNAMIC SPHERICAL MAP • Ideal for complex objects• Simulate near by reflections
• Aproximates reflections
(non-ray traced)• Works on any flat surfaces
• Supports blurry reflections

Download Setup from VC Website [286.06 MB]

Download the setup and patch from the link above then apply crack after installing both. You don’t need to download it if you have Element 3D v2.2 installed previously.

Download Crack from Zippyshare [2.70 MB]

Please read FAQ if you need basic help Setup 5

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