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softimage_2011_boxshot.png

변하지 않은 XSI 로고와 디자인.. 변한건 2011 뿐..

위의 이미지가 소프트이미지 2011 의 정품 디자인입니다.

Area.autodesk.com 에서 이미지 자료를 가져왔습니다. 옛날 부터 이미지가 고화질로 올라와 있었는데

관심안가졌더니... ㅋㅋ 이제야 올립니다.

정품 출시는 2010년 4월. 즉 다음달 예정이라고 합니다.

softimage2011_screenshot_captions_us.pdf

이것은 아래의 스크린샷에 나오는 캡션들입니다.

 

 
softimage2011_100_new_ice_compounds-1576x1000.jpg

100 New ICE Compounds
Select from up to 100 new ICE compounds to more easily create a vast range of effects. Compounds can be used directly as presets, or as starting points or learning tools for artists creating their own ICE effects. The new compounds cover several areas: Kinematics, Arrays, Curves, Debugging, Deformation Effects, Hull Deformers, Skinning, Verlet Integration, Execution, Geometry Queries, Math, Particle Emissions, Particle Getters and Setters, Testers, Strands and Strand Dynamics. 

 

 

softimage2011_100_new_mental_ray_shaders-1576x1000.jpg

100 New mental ray Shaders
Enhance rendering creativity and productivity with up to 100 new mental ray® shaders: .mi and .mip production shaders, that enable artists to simulate a wide range of materials. 

 

 

softimage2011_automatic_face_robot_lip-synching_1572x1000.jpg

Automatic Face Robot Lip-Synching
Quickly generate facial animation based on an audio file with new automatic lip-syncing in Face Robot. A new dedicated view for controlling the phonemes and visemes offers function curves to help modify their contribution. With this new functionality, the Face Robot toolset delivers a more complete, automated solution for facial rigging and animation. 

 

 

softimage2011_camera_and_render_slate-1576x1000.jpg

Camera and Render Slate
Show useful information in the viewport or renders: scene name, camera, render pass, and frame numbers with the new Camera and Render Slate functionality. 

 

 

softimage2011_highlight_playback_range-1576x980.jpg

Highlight Playback Range
More easily see where the timeline starts and ends in the background of the fcurve editor, dopesheet and animation mixer. 

 

 

softimage2011_ice_kinematics-1576x1000.jpg

ICE Kinematics
More easily and rapidly drive the movement and behaviors of characters and scene elements using the flexibility of ICE (Interactive Creative Environment). With ICE kinematics, TDs can more easily create advanced rigging elements: custom inverse kinematics, constraints and dynamic tails. The visual graph-based structure of ICE helps remove trial and error for technical directors, and enables them to more easily examine the construction of other users’ rigs, and to troubleshoot and debug rigs. And, using ICE kinematics helps remove the need for intermediary objects as references, helping reduce complexity and speeding up the rig’s evaluation. 

 

 

softimage2011_mental_ray_2011-1576-1000.jpg

mental ray 2011
Take advantage of a more robust production environment, together with an overall increase in stability, and faster renders due to enhanced performance in BSP2, with the new mental ray 2011 renderer. 

 

 

softimage2011_multi-camera_rendering-1576x1000.jpg

Multi-Camera rendering
Save time when rendering passes from multiple cameras. Now each pass can render a sequence for all cameras, eliminating the need to setup a separate pass or scene in order to render from another camera. 

 

 

softimage2011_physx_2.83-1576x1000.jpg

PhysX 2.83
More easily create meshless deformation simulations in ICE with the latest NVIDIA® PhysX® rigid body library. With new support for springs and dampers, artists can more easily achieve a wide range of effects such as jelly-like and plastic deformation. The new library also offers accelerated performance, enabling artists to focus on the creative process when creating and refining dynamic simulations. Even faster performance is possible with the optional addition of an NVIDIA® CUDA™ enabled GPU.

 

 

softimage2011_rendering_sandbox-1576x1000.jpg

Rendering Sandbox
Technical directors, shader writers, and third-party developers can now take advantage of a completely new shader authoring environment that automatically hosts external shaders and renderers without the need to build custom shader UI or any other tools. Shaders and renderers automatically get access to the powerful Softimage rendering features—Render Passes, Render Region, Shaderballs, Render, Tree and Material Manager—and can be exposed in Softimage via a single .dll. For example, simply drop a cool new NVIDIA shader into Softimage and begin using it immediately. 

 

 

softimage2011_uv_unfold_enhancements-1576x1000.jpg

UV Unfold Enhancements
Create symmetrical results when unfolding, and unwrap local UV islands in the Texture Editor, with enhanced UV Unfold technology.

 

I Love Softimage|XSI  & ICE

양용

2010.03.17
10:07:42

소프트는 꾸준히 업그레이드 되는데 저는 점점 다운그레이드 되는 듯한... 후덜덜

샤이닝

2010.03.17
10:11:34

2010을 사용한지 얼마 안되는거 같은데 정말 금방 나오는거같아요.^^ 기대 됩니다.

iron_palette

2010.03.18
15:13:59
profile

한글문제 없길 바랍니다. 


멘탈레이 쉐이더 추가가 가장 환영할만하네요 저한테는 말이죠. ^^

삼백원

2010.03.18
15:43:00

XP 로 돌아오세요.... 환영합니다... ^^;;

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